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		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=34466</id>
		<title>Commanding Officer</title>
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		<updated>2024-12-06T10:00:03Z</updated>

		<summary type="html">&lt;p&gt;Riell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Major / Lieutenant Colonel [CO Council] / Colonel [CO Senator] &lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|unlock = [https://forum.cm-ss13.com/w/commanding-officer-application Commanding Officer Whitelist].&lt;br /&gt;
|duties = Lead your company and complete the mission.&lt;br /&gt;
|guides = [[Marine Law]] ; [[Commanding Officer Code of Conduct]]&lt;br /&gt;
|description = You are the Commanding Officer of the USS Almayer and the Commanding Officer of the operation. Your goal is to lead the Marines on their mission as well as protect and command the ship and her crew. Your job involves heavy roleplay and requires you to behave like a high-ranking officer and to stay in character at all times. As the Commanding Officer your only superior is High Command itself. You must abide by the [[Commanding_Officer_Code_of_Conduct|Commanding Officer&#039;s Code of Conduct]]. Failure to do so may result in punitive action against you..&amp;lt;br&amp;gt;Godspeed, Major !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]]. You have been tasked with the mission to investigate an automated distress beacon from a Weyland-Yutani Colony. Your mission is to command the Marines to conduct a Search and Rescue and to eradicate the hostiles on the colony. --&amp;gt; &lt;br /&gt;
=Your History=&lt;br /&gt;
During a typical round, the [[USS Almayer]] has been tasked with investigating an automated distress beacon from a colony in the Neroid Sector. Your mission is to command the Marines during a Search and Rescue operation, as well as eradicate any hostiles on the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the events of a typical round of Colonial Marines, you are a recently-assigned Commanding Officer of the USS Almayer as of August 25, 2182, for less than an year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether you were the previous Executive Officer of the [[USS Almayer]], a disgraced officer assigned to a backwater transport, or the most recent unfortunate &#039;shoe-in for what some might&#039; consider a cursed position; for whatever reason you are now in charge of the lives of everyone onboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck.&lt;br /&gt;
=Your Personnel=&lt;br /&gt;
&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marines&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Hospital Corpsman|Hospital Corpsmen]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Combat Technician|Combat Technicians]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Weapons Specialist]]&#039;&#039;&#039;, 2 &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and numerous &#039;&#039;&#039;[[Rifleman|Riflemen]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are assigned the duty to perform arrests on those that break [[Marine Law]] and to protect you and your crew from any hostile threats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer or in the FOB, creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]] and [[Maintenance_Technician|Maintenance Technicians]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human, made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders are sensible and do not contradict Marine Law, they will be followed through with efficiency &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by all marines that are awake. It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained or if an area is being flanked or surrounded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]], this can only be activated during a Delta Alert Scenario such as a hostile boarding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be hijacked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise, the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers can award medals for various marines for their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Your Equipment = &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items to set you apart from the rank and file. &lt;br /&gt;
&lt;br /&gt;
You spawn with either a special issue [[Marine_Equipment#Mateba Autorevolver Special|Mateba]], an extremely powerful auto-revolver, or a [[Marine_Equipment#Vintage Desert Eagle|Desert Eagle]], both powerful enough to knock a Human off their feet. The Commanding Officer also has access to two special prototype weapons the &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; and the M56C Cavalier Smartgun both of which can be found in the Commanding Officers Vendor. Additionally, you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in a wall locker north of the CIC bubble. Finally, you spawn with a pair of laser designators.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#4D86B2; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#4D86B2;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:CO_SG.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56C &#039;Cavalier&#039; Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun&#039;s performance is identical to the standard-issue M56B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M46C.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;, or with the IFF action button at the top. It is compatible to both M41A MK1 and M41A MK2 magazines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Cotablet.png]]The Command Tablet[[File:Cotablet.png]] ==&lt;br /&gt;
&lt;br /&gt;
The command tablet currently has five available functions to its user. These five functions are the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Make an Announcement&#039;&#039;&#039; - Allows the commander to issue announcements away from CIC.&lt;br /&gt;
#&#039;&#039;&#039;Award a medal&#039;&#039;&#039; - [[#Medals| Allows the commander to issue medals away from CIC]].&lt;br /&gt;
#&#039;&#039;&#039;Tactical Map&#039;&#039;&#039; - [[Staff_Officer#Tactical_Map|Allows the commander to see a tactical map of the current operation]].&lt;br /&gt;
#&#039;&#039;&#039;Initiate Emergency Evacuation&#039;&#039;&#039; - Triggers the emergency evacuation, only available on red alert &lt;br /&gt;
#&#039;&#039;&#039;Send a Distress Beacon&#039;&#039;&#039; - Sends an SOS signal from the Almayer that can be received by [[Responders]], only available on red alert&lt;br /&gt;
&lt;br /&gt;
= Provisions = &lt;br /&gt;
As the Commanding Officer of the USS Almayer, you have special provisions the typical Commissioned Officer or Enlisted Personnel do not possess, these include:&lt;br /&gt;
#Battlefield Execute personnel under your command if they have committed crimes that threaten other Marine Personnel, the ship or the operation.&lt;br /&gt;
# Pardon personnel who have committed Major or Minor crimes from the brig.&lt;br /&gt;
#Demote personnel who have committed Major crimes to a junior position in their department &lt;br /&gt;
#Deputise Command Staff or the synthetic to perform arrests if Military Police are not avaliable.&lt;br /&gt;
More Information can be found on [[Marine_Law#Commanding_Officer_Provisions|CO Provisions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Expectations = &lt;br /&gt;
All Commanding Officers of the USCM are expected to abide by the [[Commanding_Officer_Code_of_Conduct|Code Of Conduct]] and [[Marine_Law|Marine Law]] failure to meet these expectations can result in being detained by the Almayers Military Police or a possible demotion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. this could be for a multitude of reasons. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down or fighting them off.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first but remember that you&#039;ve got an always loyal crew of MPs and possibly CIC staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully taser them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving Marine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To receive such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Tech Tree=&lt;br /&gt;
&lt;br /&gt;
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; width:60%&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1.png]]&lt;br /&gt;
[[#Tech Tier 1|&#039;&#039;&#039;Tech Tier 1&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Free (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Dropship Budget Increase|&#039;&#039;&#039;Dropship Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see [[Pilot_Officer#Dropship_Part_Fabricator|the dropship fabricator list in the PO&#039;s page.]])&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;12 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Requisitions Budget Increase|&#039;&#039;&#039;Requisitions Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see [https://cm-ss13.com/wiki/Requisitions#Supply_Crates|the supply crates buy list in the requisitions page.]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;15 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2.png]]&lt;br /&gt;
[[#Tech Tier 2|&#039;&#039;&#039;Tech Tier 2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the second tier of the tech tree. The only tier 2 techs are for  resupplying any and all OB warheads.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead inc.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Incendiary|&#039;&#039;&#039;Additional OB Projectiles - Incendiary&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead cluster.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Cluster|&#039;&#039;&#039;Additional OB Projectiles - Cluster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead he.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - HE|&#039;&#039;&#039;Additional OB Projectiles - HE&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech Tier3.png]]&lt;br /&gt;
[[#Tech Tier 3|&#039;&#039;&#039;Tech Tier 3&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cryorines.png]]&lt;br /&gt;
[[#Wake up Additional Troops|&#039;&#039;&#039;Wake up Additional Troops&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+5 per purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
|execution=1|navigation=1|vehicles=2}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=The Third Fleet=&lt;br /&gt;
&lt;br /&gt;
[[The Third Fleet|The Third Fleet]]&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
*[https://cm-ss13.com/wiki/CO_Council_Rulings Commanding Officer Council Rulings and Clarifications]&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=34465</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=34465"/>
		<updated>2024-12-06T09:59:30Z</updated>

		<summary type="html">&lt;p&gt;Riell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = THE COMPANY&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Junior Executive [Under 25 hours] / Executive [25 hours] /&amp;lt;br&amp;gt; Senior Executive [70 hours] / Executive Specialist [175 hours]&lt;br /&gt;
|superior = Weyland Yutani Corporate Office&lt;br /&gt;
|unlock = 10 hours as any human role.&lt;br /&gt;
|duties = Further the interests of the corporation.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = As a representative of Weyland-Yutani Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders.&amp;lt;br&amp;gt;Your primary job is to observe and report back your findings to Weyland-Yutani.&amp;lt;br&amp;gt;Follow regular game rules unless told otherwise by your superiors.&amp;lt;br&amp;gt;Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I work for the company. But don&#039;t let that fool you, I&#039;m really an OK guy!&#039;&#039;&amp;quot; ―Burke, Aliens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roles =&lt;br /&gt;
As the &#039;&#039;&#039;Corporate Liaison&#039;&#039;&#039;, it is your job &#039;&#039;&#039;to represent the Weyland Yutani&#039;s interests in the mission that has been given to the United States Colonial Marine Corp&#039;&#039;&#039;. You have &#039;&#039;&#039;ZERO&#039;&#039;&#039; direct authority over the Marine Corp, you merely have influence, stretching this influence too far is likely to result in detainment or possibly abandonment on the planet. You may make requests to the [[Commanding Officer]] and [[Executive Officer]], but there is no guarantee that they will give you what you want. If you need something, fax Weyland Yutani for it. They are listening and may be happy to help. Have an issue with a Colonial Marine employee? Fax a complaint over to USCM High Command.&lt;br /&gt;
&lt;br /&gt;
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. You are a corporate bureaucrat. Not a Commanding Officer, and not a marine. Roleplaying a lot leads to more FUN. If you&#039;re not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, &#039;&#039;&#039;undertaking antagonistic objectives without being explicitly told to by Weyland Yutani will get you banned or job banned&#039;&#039;&#039;. This is known as &amp;quot;self antagging&amp;quot;, and it&#039;s a big no-no. Remember that your goal shouldn&#039;t be to hinder the marines unless the company says otherwise, because they are serving your interests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-character things to remember&lt;br /&gt;
* You&#039;re a Corporate Liaison: a bureaucrat. Not a [[Rifleman|marine]], not a [[Hospital Corpsman|doctor]], not an [[Combat Technician|engineer]], not a warfighter.&lt;br /&gt;
* You will do what&#039;s necessary to ensure Weyland Yutani&#039;s interests are kept in mind by the USCM aboard the Almayer.&lt;br /&gt;
* You have Weyland-Yutani&#039;s interests in mind.&lt;br /&gt;
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable. Remember that the ATM is in your office and that bribery is always an option.&lt;br /&gt;
* You have access to a fax machine.&lt;br /&gt;
&lt;br /&gt;
While you can&#039;t demand anything, saying &amp;quot;I&#039;d appreciate X&amp;quot; or &amp;quot;I&#039;m sure if I got X your relations with the company would be good&amp;quot;, as well as stating that they aren&#039;t by any means required to give it to you, usually results in you getting what you&#039;re asking for.&lt;br /&gt;
&lt;br /&gt;
Liaisons are not above [[Marine Law]]. If you commit a crime, don&#039;t expect special protection from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* You have a change of clothes in your quarters depending on what type of roleplay you&#039;ll be undertaking.&lt;br /&gt;
* Your office contains a box of food. Put that in your quarters before hungry marines eat it all.&lt;br /&gt;
* Your office has shutters. Always close the shutters when talking with someone so that you aren&#039;t disturbed.&lt;br /&gt;
* There are no cameras in your office and quarters. If some engineer has installed some then immediately complain to the Company.&lt;br /&gt;
* The ATM on the Almayer is in your office. See how much money you have and use that money to bribe people.&lt;br /&gt;
* Use the arcade machine in your office to win items to decorate. &lt;br /&gt;
&lt;br /&gt;
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.&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;Company 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;width:160px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Weyland-Yutani_Automated_Storage Briefcase.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Weyland Yutani&#039;s Automated Storage Briefcase&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A suitcase-sized automated storage and retrieval system. Designed to efficiently store and selectively dispense small items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
50 points maximum storage.&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;Vendables:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Incentives:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Implanter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neurostim Implanter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |30 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Neurostim Implant stimulates and regulates sensorimotor functions. Benefits include improved balance, and improved resistance to overstimulation and disorientation. Once you have implanted a neurostim into your victim you&#039;ll receive a pop up box, from there you&#039;ll be able to set a code phrase. The implant will negatively affect your victim when they hear the code-phrase (non-radio). &lt;br /&gt;
Keep in mind that the Implant will be degraded by the body&#039;s immune system over time, and thus occasionally malfunction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Anesthetic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ultrazine Injector &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |20 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Highly-addictive stimulant. Enhances short-term physical performance, particularly running speed. Effects last approximately 10 minutes per injection. Injector starts with 30 units of ultrazine and injects 5 units at a time.&lt;br /&gt;
&lt;br /&gt;
More than two pills at a time will result in overdose. Withdrawal causes extreme discomfort, hallucinations and nausea. Long-term use results in hallucinations and organ failure. Conditional distribution secures subject compliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:1000_Cash.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;$1000 USD, unmarked bills &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A stack of 10 100 unmarked dollar bills, perfect for bribes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:E-Key.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;WY Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |WY private comms encryption key, for conducting private business.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cigar_Case.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fancy Cigar Case&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Contains seven fancy cigars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Gold_packet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Gold packet.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Gold packet, for the more sophisticated taste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Zippo.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Zippo Lighter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A Zippo lighter, for those smoking in style.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Sake.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Sake&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Sake, for a proper business dinner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Aspen_Beer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aspen Beer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Aspen Beer, for a more casual night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Drinking_Glass.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drinking Glass&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A drinking glass, because you have class.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Stationary:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Generic_Pen.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A pen for writing stuff. A choice of 3 colors. Black, blue or red.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A fresh piece of paper, for writing on.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:C_Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Carbon Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A piece of carbon paper, to double the writing output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Clipboard.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Clipboard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A clipboard, for storing all that writing.&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
The main weapon of the Liaison is not any pistol or rifle, but a humble fax machine. The difference between a good Liaison and a regular Liaison is that a regular Liaison will go for a gun straight away while the good one will roleplay any situation out. Outside of visits to the colony which you may make at any time for any reason, it is best to stay away from extra gear and weaponry. Located in the Liaison&#039;s office, the fax machine works by putting papers inside of it and sending it away. In the fax machine interface, you can choose to either send the paper to the Company, or to USCM High Command. The document will be received by somebody with the fax responder Whitelist who is either currently playing the role of a factions fax responder, or an admin and they will respond in an IC paper. This paper will spawn on the fax machine.&lt;br /&gt;
&lt;br /&gt;
Make sure to have a powerful subject line, but you can always use &amp;quot;Situation Update&amp;quot; or &amp;quot;Requesting Aid&amp;quot;. For the content, write things in character. You can pretend you don&#039;t know anything or could pretend that you have an idea whats going on down on Big Red or another planet depending on the map you&#039;re playing. Make sure to sign your fax with [sign]. This creates your signature that can&#039;t be replicated. Always, always, always at the end of the message prompt the Company for a response. It can be anything from &amp;quot;Requesting further orders&amp;quot; or &amp;quot;Is this report informative?&amp;quot;. Something along those lines so that the Company has something to send back. Remember that if you send a fax without a question, you&#039;ll most likely not get a reply. There is a human on the other reading and people usually respond better when asked a question. Remember that you can also dramatize, exaggerate, and blow everything out of proportion if the situation warrants, but keep in mind that your actions may have consequences.&lt;br /&gt;
&lt;br /&gt;
What to write about? To make a list:&lt;br /&gt;
* Give status reports on the mission on planet/station.&lt;br /&gt;
* Send the Company research papers about any hostile lifeforms the marines may encounter.&lt;br /&gt;
* Request the company for a pet xenomorph (almost guaranteed to be ignored, try requesting for a cat instead)&lt;br /&gt;
* Write about the crew. Recommend that [[Doctor]] for a promotion because he/she took your bribe and made you space drugs for your flask. Don&#039;t explicitly say he/she took your bribe or you requested space drugs, of course, but just write about how wonderful of a Doctor he/she is and how loyal she is to the Company.&lt;br /&gt;
* Alternatively, write about how incompetent the Marines are or how incompetent the crew is.&lt;br /&gt;
* Write about the briefing. Make sure to always attend the briefing. Did the Commanding Officer give a good briefing or bad? Was he late? Who gave the briefing if it wasn&#039;t the Commanding Officer? Write about how bad you feel about this mission because a [[Staff Officer]] had to give the briefing and the Commanding Officer was not present.&lt;br /&gt;
* Complain to the company about that MT who stole your limited edition zippo lighter.&lt;br /&gt;
* Write about the survivors and the story behind the planet/station. The Company is curious to know what happened on their research facility.&lt;br /&gt;
* Write how terrible life on the Almayer is and how much you miss the enjoyments of life and the only reason why you&#039;re doing this is because your commitment to the Company.&lt;br /&gt;
* Write about how much you love the Company.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your faxes, this means that there won&#039;t always be someone on the other side to respond to your fax. Don&#039;t expect responses to every fax you send, and self-antagging or getting unnecessarily angry because your faxes haven&#039;t been responded to is a great way to get banned. There will be a notice on the fax machine interface if there is a fax responder currently playing for the group you have selected to send a fax to. Always remember that well formatted faxes (found below) are a nice way to prove to a fax responder you are a capable CL player worthy of any special objectives they have planned out. Going planetside or doing other outlandish things without faxing the Company first is a good way to get job banned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly remember that if you plan on burning your fax paper, make sure you only do it after you&#039;ve been given a response from The Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fax Tips==&lt;br /&gt;
----&lt;br /&gt;
* In your office is paper and a generic pen. Don&#039;t lose it. You need it to write faxes. Unfortunately, &amp;lt;s&amp;gt;you can no longer put it in the ear slot&amp;lt;/s&amp;gt; as of now you can.&lt;br /&gt;
* Paper can go on your head slot if you have written something on it (so it doesn&#039;t show up as a paper boat). Extra slot baby.&lt;br /&gt;
* You can drag the paper to your office.&lt;br /&gt;
* There is a zippo near the entrance. Use it with a paper in the other hand to burn the paper. (Make sure you only burn your faxes copy once you&#039;ve been given a reply) Burn important papers or faxes that would otherwise incriminate the Company. Or, just outright burn all faxes that don&#039;t make you look good after sending them.&lt;br /&gt;
* You can turn on squad comms from your headset to listen on whats going on and report it to the Company.&lt;br /&gt;
* Request aid when the situation gets really dire. For example when [[Aliens]] board the Almayer, write about how you&#039;re in danger and need immediate evac.&lt;br /&gt;
* Keep in mind that the Company is a Staff Member (Mod or Admin) or Fax Responder, just a person. But they have access to all sorts of information, so the things they&#039;re sending you or objectives they&#039;re giving you are because the game can allow it.&lt;br /&gt;
* It&#039;s very annoying to a fax responder if you request PMCs and weapons in every fax.&lt;br /&gt;
*Fax templates can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
=What Else Should I Be Doing?=&lt;br /&gt;
First of all, make sure to talk with [[Survivor|survivors]] or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don&#039;t have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.&lt;br /&gt;
&lt;br /&gt;
Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor&#039;s name. Remember, you don&#039;t typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.&lt;br /&gt;
&lt;br /&gt;
Once the survivor is comfortable, all that&#039;s left is to ask them for their story. The survivor probably won&#039;t know much but they&#039;re responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you&#039;ll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.&lt;br /&gt;
&lt;br /&gt;
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.&lt;br /&gt;
&lt;br /&gt;
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer&#039;s staff should give you some roleplay attention. If they don&#039;t, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.&lt;br /&gt;
&lt;br /&gt;
Remember that the Liaison is a bureaucrat. A Liaison doesn&#039;t solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract &amp;quot;of intent to protect and preserve&amp;quot; the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn&#039;t sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role&#039;s position. It&#039;s easier for the Company to give you orders to do something with a reason rather than without.&lt;br /&gt;
&lt;br /&gt;
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don&#039;t want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Being an Antagonist=&lt;br /&gt;
* &#039;&#039;&#039;Do NOT Self-Antag.&#039;&#039;&#039; If you are doing a good job with roleplay and reporting to The Company with your fax machine, you &#039;&#039;&#039;MIGHT&#039;&#039;&#039; be given special goals. These goals &#039;&#039;&#039;MIGHT&#039;&#039;&#039; allow you to break some of the server rules, depending on the situation. If you are unsure, &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt; FIRST.&lt;br /&gt;
* Causing harm to marines or damage to the Almayer without first contacting the Company through your fax &#039;&#039;&#039;WILL&#039;&#039;&#039; result in a job-ban and possibly a short server ban.&lt;br /&gt;
* You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don&#039;t have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they&#039;ll never accept if they&#039;re following the rules. Most Marines, by default, hate you because you&#039;re with the Company, but some roleplay as liking the company and will help you out even without a bribe.&lt;br /&gt;
* Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don&#039;t want to shame or incriminate the Company. &#039;&#039;&#039;You&#039;re the most loyal person on the ship to the Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible antagonist objectives:&lt;br /&gt;
* Eliminate the mercenaries.&lt;br /&gt;
* Eliminate a survivor because they don&#039;t have the Company&#039;s interests in mind.&lt;br /&gt;
* Collect X amount of samples, like Alien lifeforms.&lt;br /&gt;
* Retrieve or destroy something on the planet, such as some documents in the science dome.&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
* You are the least cared about person aboard the Almayer, nobody cares if you&#039;re missing, use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
* Books can be cut out with wirecutters in order to store normal, small and tiny items in, only one item fits in at a time, perfect for bribes or smuggling illicit goods into areas.&lt;br /&gt;
&lt;br /&gt;
* Your safe is not SAFE. It can be easily cracked, some admins may consider this as metagaming, (ahelp if you aren&#039;t sure). Create a secret compartment or storage somewhere in maintenance or in another safe area, your drinking glass box can hold small contraband, nobody is going to search it.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re on a map that has it, get the alcohol vendor from the colony, bribe an MT or engineer from one of the squads to get it, not only is this a great machine for roleplay, its bottles can be used to knock down anyone with a hit to the head for quick disposal of their body, plus some alcohols are more potent than others and can knock out if too much is drank, example is Jailbreaker Verte, experiment!&lt;br /&gt;
&lt;br /&gt;
* Bribe Req and an MT or the CE if you&#039;re lucky to hack the ASRS machine, say it&#039;s for exotic ingredients or carpet from the exotic crates, you can order a multitude of black market crates and other gear if you&#039;re feeling gimmick-like.&lt;br /&gt;
&lt;br /&gt;
* Bribes can get you far, try bribing an MT to edit your airlock so you can pulse a button and shock and or bolt your office doors, bribe the researcher for some warcrime grenades, make some low-grade bots and screwdriver them, then enable all of the spooky options which may be lethal, or just a nuisance to people passing by.&lt;br /&gt;
&lt;br /&gt;
* Special operations crates from requisitions have pistols that fire tranquilizer rounds, these are very effective since they come with silencers, so you can easily shoot your target from off-screen, wait until they&#039;re down, nab them and take them to somewhere more secure.&lt;br /&gt;
&lt;br /&gt;
* Stay in your boundaries. Nobody will ever suspect you, with the exception of the survivors, antagonist CLs happen so rarely that the MPs probably wont care, nor think you did anything wrong. It&#039;s very hard to scan a medibot that is injecting toxins into you for fingerprints, and you can just say you were trying to get away from it since your abdomen started hurting after it injected you for no reason. Unless you go out plainly and start shooting your target in plain sight (don&#039;t do this, you will fail, everyone is better equipped at combat than you with few exceptions), it&#039;s not going to be fun for your target. Try to be an engaging antagonist, and try to follow your objectives assigned by Weyland Yutani. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.&lt;br /&gt;
&lt;br /&gt;
=PMCs=&lt;br /&gt;
Another resource that the Liaison has is the command of the [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]. The PMCs can come randomly as one of the [[Responders]] called in emergency. They must ensure the Liaison&#039;s safety before doing anything else and have the primary mission of saving you. As such, they should obey all of your commands. If you are dead, they should then report to the Commanding Officer or Executive Officer of the Almayer.&lt;br /&gt;
&lt;br /&gt;
There is another corporate military group: [[Corporate Commandos|the Corporate commandos]], these guys don&#039;t report to the Corporate PMCs which makes them not respond to you, only to the Corporate High Command. Accordingly, you as a Liaison do not know of their existence, but the squad are informed about the Liaison&#039;s existence. This can be a problem, since their mission will be the elimination of everyone they see and that may or may not include you.&lt;br /&gt;
&lt;br /&gt;
=Tips and Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Begin the Round==&lt;br /&gt;
----&lt;br /&gt;
* Set the Company relation status to LOYAL in your character profile.&lt;br /&gt;
* To have the best experience, log in to your fax machine to see if a Fax Responder is available. If not, then don&#039;t expect faxes from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
----&lt;br /&gt;
* Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|vehicles=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;
=Sources and Reading=&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=16445 [Guide&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; How to be a Good-Enough Corporate Liaison]&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=7758 A Guide to the Corporate Liaison]&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=34464</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=34464"/>
		<updated>2024-12-06T09:54:31Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 / COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = CMO.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant [Under 10hrs] / First Lieutenant [10hrs]&lt;br /&gt;
|superior = [[Commanding Officer]] / [[Executive Officer]]&lt;br /&gt;
|unlock = Ten hours as medical roles.&lt;br /&gt;
|duties = Oversee the Medical/Science Department. Heal people to full recovery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [https://cm-ss13.com/wiki/Surgery Surgery], [http://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
|description = You have final authority over the medical department, medications, and treatments.&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the doctors and nurses are doing their jobs and keeping the marines healthy and strong.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Introduction=&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer (CMO)&#039;&#039;&#039; is &#039;&#039;&#039;responsible for the overall health of ALL staff&#039;&#039;&#039; of the [[USS Almayer]]. That means you should be in medical at all times, ensuring patients get treated so they can go out to get hurt or die again. Your job also includes overseeing the research department, which is usually [[Researcher|some researcher]] working on some sort of chemical!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You also have some limited authority over the [[Hospital Corpsman]], as you have absolute say (except if the [[Commanding Officer]], XO or aCO overrules you) over all medical procedures on and off of the Almayer.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Upon mission start you&#039;ll find yourself in the medical department in the center of the ship. Report for duty on the command channel &#039;&#039;&#039;&amp;lt;big&amp;gt;:v&amp;lt;/big&amp;gt;&#039;&#039;&#039; and then ask for the medical personnel to report in on the medical channel &#039;&#039;&#039;&amp;lt;big&amp;gt;:m&amp;lt;/big&amp;gt;&#039;&#039;&#039; so you can gauge your workforce and effectively distribute them tasks. Perform a medical briefing to detail to your subordinates what the current area the Almayer is visiting, any special conditions you or the area presents, and many more. Uninformed staff is ineffective staff. Let them know what they need to know.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Communication ==&lt;br /&gt;
When playing as the CMO you&#039;ll want to keep in contact with the medics (Note that they have a medical radio key for their headset, so they should have access to the medical channel) asking if they require any medical supplies. Make sure the pilots or medics are telling you when wounded are coming up (as the medevac system can bring back two wounded every few minutes on the dropships) so you can have a [[Doctor|doctor]] or a [[Nurse|nurse]] on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. Remember that surgical beds and the surgical webbing are &#039;&#039;&#039;unreplaceable&#039;&#039;&#039; and that they should be safely put away when not in use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Groundside Deployment ==&lt;br /&gt;
As the CMO you are given the option to deploy up to 3/4ths of your medical staff to the FOB and other secure locations in the AO. It is recommended that at least one [[Doctor|doctor]] be sent down for field surgery which can help greatly with groundside operations. However, remember that you are not allowed to deploy them to the FOB or other secure areas until &#039;&#039;&#039;second drop&#039;&#039;&#039; when the dropship leaves and comes back after briefing. The marines during this time will (hopefully) secure the FOB to ensure safety of your subordinates at the LZ. Ensure that the FOB is secure before allowing deployment, as not doing so counts as [[Marine Law|Neglect of Duty]] (NoD) and breaks [[Standard Operating Procedure]] (SOP). All your medical staff, while part of the USCMC as Second Lieutenants, are not battle ready or trained marines. Be sure to help them get ready for deployment to ensure they get marines treated as soon as possible. If they deploy without permission from you, you are authorized to send a [[Military Police]] Officer to arrest and escort them back to the ship for processing, though you may also choose to retroactively approve their deployment.&lt;br /&gt;
&lt;br /&gt;
You may also approve the deployment of [[Researcher|researchers]] in the rare event that they request to do so, usually for the purposes of retrieving intelligence or valuable assets from the FOB that the [[Intelligence Officer|Intelligence Officers]] have not sent up for whatever reason. These researchers, when deploying, are subject to the same rules for deployment as doctors (cannot leave the FOB/safety, must request permission prior to deployment, etc.), and ideally should not be staying inside the FOB to assume the duties of a groundside doctor, but rather, deployed researchers should only get what they need and return shipside as soon as possible. In emergency situations, however, deployed researchers may be allowed to assist with medical treatment groundside &#039;&#039;&#039;ONLY&#039;&#039;&#039; for the duration of the crisis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Duties =&lt;br /&gt;
Here is a basic list of your duties:&lt;br /&gt;
* Treating injured marines&lt;br /&gt;
* Overseeing the Medical Department&lt;br /&gt;
* Overseeing the Research and Development Department&lt;br /&gt;
* Overseeing the Almayer Doctors, Researchers, and Nurses&lt;br /&gt;
* Advising the Commander on matters of Health and Wellness&lt;br /&gt;
* Ensure the safety of any deploying medical staff&lt;br /&gt;
* Monitor the health and safety of all staff of the ship&lt;br /&gt;
* Process guests and visitors&lt;br /&gt;
* Beg the Intelligence Officers for more chemicals for research to analyze, research grants, and research documents.&lt;br /&gt;
* Secure any and all unusual fauna and flora not previously known to be present in the area of operation for further study.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Interacting with Guests ==&lt;br /&gt;
Sometimes the Almayer receives guests. Whether that be colonists from a planet they are visiting, Provost Inspectors doing an inspection, or PMCs from the Weyland-Yutani Corporation and many more, you have to do your best to make sure they stay healthy and alive during their time on the ship. This section will detail the safest way of interacting with them. These will be the most common types of people you&#039;ll find out there. There&#039;s still plenty of fish in space, so remember that this guide is not all encompassing. Use your own judgement if you feel this advice is not sufficient for the situation at hand.&lt;br /&gt;
=== Dealing with Colonists ===&lt;br /&gt;
Usually conditions on the colonies are worse than those of the core worlds. It is best to make sure they are completely healthy upon their arrival and departure. Due to current reports of CLF uprisings and general instability and danger of the colonies in this outer sector, the colonists are more likely to be less cooperative with the USCM. Medbay is no exception to this.&lt;br /&gt;
*&#039;&#039;&#039;Corporate Colonists&#039;&#039;&#039; - From low ranking executives to entire colony managers. These people are often quite particular with how they are treated. Prioritize treating them first. Proceed with caution. Wouldn&#039;t want them filing a class action lawsuit against your department for accidentally giving them more medication than necessary to cover for mistakes you and your team makes.&lt;br /&gt;
*&#039;&#039;&#039;Regular Colonists&#039;&#039;&#039; - Distrustful but are often neutral to the USCM. They often work dangerous jobs that nobody else would take due to either new opportunities or the money involved. Ensure they get proper medical treatment as soon as possible.&lt;br /&gt;
*&#039;&#039;&#039;Colonial Marshalls or PMCs&#039;&#039;&#039; - Get ready for fights between them and the onboard Military Police. While uncommon, it is an inevitable scenario that will occur due to the different working culture of both parties involved. Be sure to give them proper time to talk, to help them get used to being on a large military vessel.&lt;br /&gt;
=== Dealing with Provost Inspectors ===&lt;br /&gt;
You&#039;ve been preparing for this day since the day you were hired. It is time to test you and your subordinates&#039; skills and how well you actually run Medbay. Here are a few key bullet points to remember during the inspection.&lt;br /&gt;
*&#039;&#039;&#039;Medbay must be clean&#039;&#039;&#039; - Medbay is a place where people are often being dragged in bloody, dirty, and dying. Be sure that every single square tile of medbay is sterile. You do not want to be caught lacking by the Inspectors. Nothing must be left on the floor, and tables should look neat and tidy. &lt;br /&gt;
*&#039;&#039;&#039;Automated Storage must be stocked with medicine&#039;&#039;&#039; - They will check how well stocked Medbay is, and this is a common place they start. Always make sure that there is at least &#039;&#039;&#039;5 or more different&#039;&#039;&#039; non-vendable pillbottles inside the vendor at all times. Recipes for these can be found in the Chemistry guide.&lt;br /&gt;
*&#039;&#039;&#039;Store and move bodies&#039;&#039;&#039; - It shouldn&#039;t even have to be a reminder but do not leave any corpses outside of or inside of Medbay. Get them transferred to the morgue or Research containment cells as soon as possible. It is a common sight to see Medbays overwhelmed with dozens upon dozens of corpses due to nobody ever being bothered to move them.&lt;br /&gt;
*&#039;&#039;&#039;No used needles, injectors, and random floor pills&#039;&#039;&#039; - A common sight, and one that will get you in trouble. It is against marine law to have medical supplies not in any secure containers (medkits, syringe containers, boxes staff prep room, storage room). This is the most tedious and most important one to remember, as this is what makes or breaks Medbay Provost inspections.&lt;br /&gt;
*&#039;&#039;&#039;No unauthorized modifications to Medbay&#039;&#039;&#039; - The Medbay is created the way it is for a reason. Any modifications not approved by CIC will be deducted from your final score accordingly.&lt;br /&gt;
=== Dealing with Weyland-Yutani Personnel ===&lt;br /&gt;
Weyland-Yutani corporation supplies almost everything you have on the ship. This a commonly known fact, but sometimes your research department or medical department will encounter something that could effect everyone else greatly. &lt;br /&gt;
==== The Corporate Liaison ====&lt;br /&gt;
The Corporate Liaison is there to be able to best represent the interests of W-Y. Remember that whenever you or your subordinates interact with them. Wouldn&#039;t want one doctor going rouge and beating the CL to death, for instance. That would be bad for business. Maintain a close relation with the CL to ensure that relations won&#039;t sour.&lt;br /&gt;
==== PMCs (Private Military Contractors) ====&lt;br /&gt;
PMCs can range from standard grunts in dashing white armor, to almost terminator-like Corporate Commandos sent to do special missions. You most often see them bodyguarding the Liaison, or arriving in a dropship as additional support troops ordered by the CL. There are many ways for you to encounter these people, but here are 2 of the most probable things that could happen:&lt;br /&gt;
====== Asset Extraction ======&lt;br /&gt;
W-Y has many motivations usually kept top secret. While not a bad thing, it can often lead to situations when people that are left in the dark act in ways  not preferable otherwise. One of these &amp;quot;acts&amp;quot; is Asset Extraction. Where a PMC squad is sent in to secure some corporate assets either wherever the Almayer is visiting or on the Almayer itself. Their targets are often high profile, and are important to the longevity of W-Y. It is advised to process them quickly and let them work, unless they start disrupting shipside Medbay activities. Then you may begin to intervene.&lt;br /&gt;
====== Chemical Retrieval ======&lt;br /&gt;
Sometimes a special chemical with a special chemical property will be found by the researchers. Be on the lookout for [[#DDI|DDI]] or DNA disintegrating. It should be obvious from the name alone what it does, and needs no further explanation. W-Y will automatically send PMCs to respond to obtain the formula and a sample of the chemical. Before the PMCs do arrive, already start getting ready for them to get there. This is the most simple way to get ready:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Inform the CO, XO, CMP, and CL about the newly discovered chemical. This can be done either through &amp;lt;big&amp;gt;:v&amp;lt;/big&amp;gt; (Command Comms) or &amp;lt;big&amp;gt;:m&amp;lt;/big&amp;gt; (MedSci Comms).&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2. Get researchers to make copies of the chemical as well as copies of its formula&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;3. Await for the PMC/s arrival&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4. Process them just like any other guests and escort them to research&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5. Hand over the chemical sample (at least 30u or more) and copies of the formula&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;6. Ensure the PMC/s depart safely&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While special circumstances may change this, this is the standard procedure in how to deal with PMC arrival for Chemical Retrieval. Always refer to any orders that the XO, aCO, or CO will make during this time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
= Medbay Supplies =&lt;br /&gt;
To accomplish your task, High Command has supplied you and your subordinates with the latest and greatest in corporate medical technology!&lt;br /&gt;
In the medical department of the ship, you should be able to find:&lt;br /&gt;
* Three cryogenic cells.&lt;br /&gt;
* Two chemistry departments (1 in the northwest of Lower Medbay and 1 southwest of research).&lt;br /&gt;
* A Medbay Reception Room located in the center of Lower Medbay.&lt;br /&gt;
* A Medbay Staff Preperation room in Lower Medbay.&lt;br /&gt;
* Four operating theatres in Lower Medbay, with a fifth in Upper Medbay in the morgue that is meant for autopsies. &lt;br /&gt;
* Two autodoc medical systems.&lt;br /&gt;
* A room with 6 Cryosleep pods.&lt;br /&gt;
* Four dialysis machines.&lt;br /&gt;
* Four body scanners.&lt;br /&gt;
* Several charged defibrillators, and three rechargers.&lt;br /&gt;
* A single Portable Dialysis Machine in the Lower Medbay Storage Room.&lt;br /&gt;
* A single surgical webbing Lower Medbay Storage Room.&lt;br /&gt;
* A single empty pressurized reagent canister in the Lower Medbay Storage Room Wall Compartment.&lt;br /&gt;
* A USCM medical field tent for deploying surgeons.&lt;br /&gt;
* Many medical kits.&lt;br /&gt;
* 4 Blood Vendors.&lt;br /&gt;
* 5 Weymed Vendors.&lt;br /&gt;
* 3 First Aid Vendors.&lt;br /&gt;
* A single crewmate health tracker in the Lower Medbay&lt;br /&gt;
* 3 Wheel Chairs in Lower Medbay.&lt;br /&gt;
* Several IV drips scattered all throughout Lower Medbay.&lt;br /&gt;
* Several miscellaneous supplies inside of the treatment area in the east side of Lower Medbay.&lt;br /&gt;
* A bunch of other supplies which can be vended from the medical vendors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|police=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=1&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;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Reading==&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=10868 The Medbay Commandments]&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=34463</id>
		<title>Nurse</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=34463"/>
		<updated>2024-12-06T09:54:00Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Almayer Nurse&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Corporal [Under 10hrs] / Sergeant [10hrs]&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|unlock = None.&lt;br /&gt;
|duties = Maintain Medbay, assist the Doctors, conduct Chemistry, and ensure that the patients are organized and healed for surgery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine],  [https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
|description = &lt;br /&gt;
You are tasked with keeping the marines healthy and strong, through the form of basic drugs and medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
You are quite advanced when it comes to medication and treatment. If you do not know what you are doing, adminhelp so a mentor can assist you.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Be nice to the nurses. They keep the doctors from accidentally killing you.&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;― A Random Patient&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Nurse is in charge of overseeing that each and every patient has been prepped and healed enough for their visit to the [[Doctor]], assisting with the maintenance of the MedBay, as well as getting the basic grasp of how medicine and chemistry works if you do not know it. Your goal is to assist wherever needed in MedBay and provide a helping hand to anyone who needs it. Much like a real nurse, however with additional tasks. &lt;br /&gt;
&lt;br /&gt;
=== Duties ===&lt;br /&gt;
&lt;br /&gt;
You are essentially a tad above a Hospital Corpsman. You get access to do little more than them, but less than a doctor. You will find yourself double checking patients that are sent up, prioritizing treatments, getting Marines ready for more advanced first aid. You can do things such as: &lt;br /&gt;
&lt;br /&gt;
* Perform Chemistry duties.&lt;br /&gt;
*Use the Cryo Tubes.&lt;br /&gt;
*Provide First Aid. &lt;br /&gt;
*Give Medications (Pills). &lt;br /&gt;
*Transfer Blood. &lt;br /&gt;
*Assign Holo Tags.&lt;br /&gt;
*Provide aid in Triage. &lt;br /&gt;
*Treat basic Wounds and Infections.&lt;br /&gt;
*Move patients from the Dropships to Medbay.&lt;br /&gt;
*Move bodies to the Morgue.&lt;br /&gt;
*And Assist Doctors wherever needed.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
As a Nurse, you have access to the exact same equipment that any Doctor or Medic has. However, does this mean you can use some advanced tools as well. &lt;br /&gt;
&lt;br /&gt;
As a Nurse, you can use:&lt;br /&gt;
&lt;br /&gt;
*Cryogenic Tubes.&lt;br /&gt;
*Chemistry Dispensers. &lt;br /&gt;
*IV Drips. &lt;br /&gt;
*Defibrillators. &lt;br /&gt;
*Any Autoinjector and Pill Bottle. &lt;br /&gt;
*Advanced Trauma Kits and Burn Kits. &lt;br /&gt;
*Health Scanners&lt;br /&gt;
*[[Surgery#The_Autodoc_System|Autodocs.]]&lt;br /&gt;
*and Body Scanners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you can see from this basic list, you can use all the same equipment as a medic and almost as much as a doctor. So what is the difference from Doctor and Nurse? The answer is that the Nurse role is meant to be an interim training role for newer players who don&#039;t want the stress of [[Hospital Corpsman]] or the more advanced procedures of a [[Doctor]]. &lt;br /&gt;
&lt;br /&gt;
As such, you cannot: &lt;br /&gt;
&lt;br /&gt;
*Perform level two Surgery.&lt;br /&gt;
*Conduct Research.&lt;br /&gt;
&lt;br /&gt;
== Rank Structure ==&lt;br /&gt;
&lt;br /&gt;
While in the MedBay there is no Military Ranking like the Marines, you do still have orders to follow. As a nurse, you will find yourself listening to doctors mostly, as they will be the ones working closest to you. However, the CMO will be there to give you direction on what course of action they prefer most. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the [[Chief Medical Officer]] has complete control of the department and final say on everything that takes place within it.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
&lt;br /&gt;
As soon as you wake up from Cryo bay you should head down to MedBay. This is located to the East of the Hangar and West of the Briefing Room. Upon arrival you should gather your things as quick as possible, as the department will soon become flooded with patients and medics in need of supplies. &lt;br /&gt;
&lt;br /&gt;
The first thing you should do is wander into the medical storage room to the bottom left corner of MedBay. There you will be able to grab any gear that you need for your day. Once you are geared up, you can make yourself useful by either performing Chemistry for Hospital Corpsmen or making a cryo mix for the Cryogenic Cells, you can also prep the operating rooms for the doctors, and perhaps sanitize the area. You should ensure that all of MedBay is prepped, because after about 20 minutes after round start, the MedBay has a good chance to become hectic as patients flood in. How you spend your round is up to you, as a trainer/beginner role not much should be expected, just read up on your guides and you will succeed. &lt;br /&gt;
&lt;br /&gt;
*Medical Hud&#039;s. &lt;br /&gt;
*Splints&lt;br /&gt;
*Lifesaver Belts.&lt;br /&gt;
*Emergency Defibrillators.&lt;br /&gt;
*Advanced First Aid Kits. &lt;br /&gt;
*Latex Gloves and Sterile Masks. &lt;br /&gt;
*Health Scanners. &lt;br /&gt;
*Blood Dispensers. &lt;br /&gt;
*Personal Closets. &lt;br /&gt;
*And Medical Dispensers. &lt;br /&gt;
&lt;br /&gt;
Essentially everything stated above you can find in the storage room. &lt;br /&gt;
&lt;br /&gt;
(Refer yourself to the Medical Equipment, which can be found here [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== What should I grab? ===&lt;br /&gt;
&lt;br /&gt;
Each person might choose something different. However it is mainly what you are comfortable with. Since you will be operating in Medbay the whole operation you have access to a plethora of supplies at your will. So will you have to cram like a medic, no. &lt;br /&gt;
&lt;br /&gt;
I will be going through each slot and what is the optimal decision for each:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head&#039;&#039;&#039; - For this slot a basic a scrub hat will do, you do not want your hair getting into the patients, do you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; - The mask slot is a great place to for a sterile mask, not only does it help stop the spread of infection and disease, but also looks very professional. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039; - If you have anything other than a Med Hud here, stop. A Medical Hud will allow you to visibly see whether or not a patient is dying or stable; as well as if they have holo tags assigned to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ears&#039;&#039;&#039; - Obviously your Department Radio, this allows you to communicate with the Medics and Doctors more efficiently. ((:m to speak over med comms))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undershirt/Uniform&#039;&#039;&#039; - For this slot I recommend wearing your basic scrubs, which now come in various colours!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overshirt&#039;&#039;&#039; - Not much can go here other than a lab coat, with a coat you gain access to two more slots to add anything you wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloves&#039;&#039;&#039; - Sterility is the best choice, so latex gloves would be the best option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoes&#039;&#039;&#039; - Running shoes or sneakers will help you move quickly from patient to patient. White shoes should be avoided unless you want blood all over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; - Holds your ID, allows you to gain entry to your department. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt&#039;&#039;&#039; - This is by far the most important, here I would recommend the Lifesaver Belt. The belt can hold more objects and is the personal choice of nearly anyone in the medical field. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Back&#039;&#039;&#039; - This is honestly a personal choice, the satchel allows more quick methods of grabbing objects, but the backpack can hold more at the cost of time. Essentially you can either be a portable pharmacy, or be a fast treatment. The choice is yours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pouches&#039;&#039;&#039; - I suggest placing your Health Scanner in one pouch, and the other occupied with a medical pouch, inside said pouch I usually place autoinjectors for a fast treatment if needed.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
Being a Nurse you will be always on your feet, moving from place to place you should always be on the lookout, because in a matter of seconds you could have seven critical patients wandering into Medbay with missing limbs or overdoses. &lt;br /&gt;
&lt;br /&gt;
What are some tips?&lt;br /&gt;
&lt;br /&gt;
*Remember you are just a beginner, don&#039;t expect to be great of the bat. Take your time and enjoy yourself. &lt;br /&gt;
**On that note, try not to be too hard on yourself if a patient dies under your care or treatment is otherwise scuffed. Simply learn what went wrong and strive to do better.&lt;br /&gt;
**(Be sure to read all the [https://forum.cm-ss13.com/c/general/guides/22 guides] and fully understand them)&lt;br /&gt;
*If Doctors are swamped performing manual surgery and the research department has upgraded the Autodocs, you can use the Autodocs to perform surgeries corresponding to the upgrades outfitted onto them.&lt;br /&gt;
**Note that upgrades given to one Autodoc will not be applied to others.&lt;br /&gt;
*Organise patients from worst condition to least, this way when the Doctor can finally aid them, they don&#039;t leave the dying guy in the back.&lt;br /&gt;
*Put infected patients into stasis bags, this will help slow down the chest bursting. &lt;br /&gt;
*Always close any bleeding or open wounds, this can lead to blood loss.&lt;br /&gt;
*Inject Marines with Epinephrine when Defibbing, this increases the healing they receive from being defibbed.&lt;br /&gt;
*If you notice a dead patient is close to permanently dying, or are overwhelmed with deceased patients, or otherwise cannot treat a deceased patient(s) in a timely manner, get nearby people to perform CPR to slow the death timer.&lt;br /&gt;
*If you successfully defib and the patient dies soon after, the patient&#039;s death timer will be reset regardless. If you have lots of people nearing permadeath, give the relatively slightly wounded (around -100% to 120% health) patients a quick zap to give yourself more time before their permanent death.&lt;br /&gt;
*If you run out of chemicals in your autoinjectors you can refill them at med vendors. (This does not apply to custom autoinjectors made by research or autoinjectors tied to a [[Marine Equipment#Pressurized%20Pouch|Pressurized Reagent Pouch]]. &lt;br /&gt;
&amp;lt;!--*Overdosing a person on 3 Bicardine Pills and Offsetting with 1 Kelotane can heal Internal Bleeding. --&amp;gt; The Cryocell, when outfitted with cryoxadone and/or clonexdone, also heals IB. &lt;br /&gt;
*Always try to make advanced pills, ImiAlky, KeloDerm, MeraBica, etc. These can be really helpful in stressful situations.&lt;br /&gt;
*Double check all treated patients at the body scanner, sometimes Doctors miss things. &lt;br /&gt;
*If a patient is low on blood, you can feed them Iron pills and/or feed them food to assist with blood regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Guidance === &lt;br /&gt;
Don&#039;t leave patients waiting in MedBay. Pull them into triage, give treatment as needed, and form a line from the most wounded to the least. As a Nurse this will be your main job: to organize and admit new patients to MedBay. By organizing patients and providing basic treatment, you reduce the work that has to be done for the doctor, making their life generally better.&lt;br /&gt;
&lt;br /&gt;
Moving dead bodies to the Morgue will earn yourself a gold sticker, as not only does the CMO appreciate this but so does everyone in MedBay. Also moving Xenomorph corpses outside of Research is helpful, this way the Research team doesn&#039;t have to run downstairs to get them. &lt;br /&gt;
&lt;br /&gt;
Always listen for the sound of a Dropship landing, you should always expect a boat load of injured Marines to come limping out. Be ready at the side with a roller bed for fast movement. &lt;br /&gt;
&lt;br /&gt;
=== Communication === &lt;br /&gt;
Talk with the Medics and Doctors over comms, ask how the groundside operation is, what are the losses, etc. This can give you a good sense of what to expect during your shift. Listen over Medical comms for MEDEVAC requests, this lets you know if critical patients are inbound and require assistance. Talk with Doctors over comms about an influx of patients, who is the most important, who has the worst injuries, what forms of treatment are needed. Communication is key.&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=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;
[https://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?1463-Doctor-101 All out Doctor Guide]&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=34462</id>
		<title>Chief MP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=34462"/>
		<updated>2024-12-06T09:53:21Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = WarrantOfficer.png&lt;br /&gt;
|jobtitle = Chief MP&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Second Lieutenant [Under 10hrs] / First Lieutenant [10hrs]&lt;br /&gt;
|superior = [[Marine Law]], [[Commanding Officer]] / Commander, High Command / Provost&lt;br /&gt;
|unlock = Fifteen hours as [[Military Police]] or [[Warden]], and five hours as command roles.&lt;br /&gt;
|duties = Administrate the brig. Coordinate the MPs. Ensure Marine Law is properly enforced. Keep the ship and crew safe.&lt;br /&gt;
|guides = [[Marine Law]], [http://cm-ss13.com/wiki/Rules Server Rules], [[Rank]]&lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;You lead the Military Police, ensure your officers maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe! &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Dura Lex, Sed Lex&#039;&#039;&amp;quot; (&amp;quot;The law is harsh, but it is the law&amp;quot;) - Ancient Roman proverb&lt;br /&gt;
&lt;br /&gt;
=Duties=&lt;br /&gt;
As the &#039;&#039;&#039;Chief MP&#039;&#039;&#039;, your main duty is to &#039;&#039;&#039;ensure Marine Law is being properly enforced&#039;&#039;&#039;. You are the second to the final authority on Marine Law aboard the ship, but with that authority comes responsibility. You&#039;re responsible for ensuring all prisoners are safe, given proper sentencing and that their rights are not violated. You may perform arrests yourself if needed, but you shouldn&#039;t be running about investigating crimes and chasing perps. You&#039;re much more valuable at the brig, coordinating and ensuring no breaches of procedure occur, leave the grunt work to the grunts.&lt;br /&gt;
&lt;br /&gt;
You should ensure that all records are properly updated with timers, crimes, and status, that no prisoner rights are violated and that all prisoners get a fair hearing on their appeals. You may lower sentences for crimes set by your MPs if they exceed the minimum timer if you believe the circumstances warrant it. Remember, your job is to uphold justice, not be an evil tyrant. You are also able to authorize prisoners with timers equal to or higher than sixty minutes be moved to permanent confinement.&lt;br /&gt;
&lt;br /&gt;
You are also one of the two people (the other being the acting Commander) who can authorize lethal force against dangerous suspects as well as the one who must agree with the acting Commander to an execution procedure so that it may be carried out.&lt;br /&gt;
&lt;br /&gt;
=Supervisors: The CoC and you=&lt;br /&gt;
The [[Commanding Officer]] has the final say on Marine Law aboard the ship, but that does not mean they can do whatever you want. First off, you and the Commanding Officer are bound to Marine Law. This means no one can break it, and while you may have some leeway in enforcing it you should not let serious crimes go unpunished, lest you invoke the wrath of those above. By this very same token, you are bound to follow the orders of High Command. They are the ultimate authority in the USCM and have control over everything in the Corps, even overriding the Commanding Officer&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
As for Almayer Command, your relationship is rather more complicated. The Commanding Officer will have the final say on the enforcement of Marine Law on the ship. This means that you can&#039;t override the Commanding Officer in situations such as appeals or which charges or times are to be applied to a prisoner. However, Command Officers are still your superiors, and while they may normally be unable to order you to go clean the restrooms, you still have to heed their orders on matters not related to Marine Law such as ship security, so if potential hostiles are on board and the Commanding Officer wants an MP guarding medbay they have to do it so long as this doesn&#039;t contravene Marine Law (for instance, if you&#039;re the only MP and there are prisoners in the brig).&lt;br /&gt;
&lt;br /&gt;
Finally, bear in mind that you cannot arrest the Commanding Officer unless you have permission from High Command, so if they commit a crime and you want to arrest them you&#039;ll have to use your fax machine and wait for a response.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: You may arrest the Executive Officer if he is the aCO without previously ask permission from High Command, but it is highly recommended you contact High Command after you perform the arrest with a detailed description of the accused sentence and charges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Workspace=&lt;br /&gt;
The Brig is located West (fore) of CIC and can be accessed either through the CIC Hallways, or the general access doors on each side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both your own office and the Warden&#039;s office is to the south (or port), and to the east  (or aft) of the courtyard.  They both contain a, records console, a camera console, and a brig specific camera console. They both have personal bunks attached, and additionally the Chief MP&#039;s Bunk has a personal fax machine. The Warden&#039;s office also has the shutter controls for cells and the courtyard as well as lockdown buttons for the courtyard and the Brig as a whole.&lt;br /&gt;
&lt;br /&gt;
The south (or port) of the Brig is the main detainment area. It contains the Brig cells with timers and wall mounted flashes, and the lockers with prisoner gear intended to be switched for the cell occupant&#039;s possessions, and the courtyard which has an attached bathroom and hydroponics area. &lt;br /&gt;
&lt;br /&gt;
In the middle (or the centerline of the ship) of the Brig: you will find the processing area which contains the JAS consoles, security record consoles, crew monitor, as well as the identification computer. Brig and courtyard lockdown buttons are also present here. A holding cell for securing detainees being processed. There is also the attached Brig medical area, and the evidence storage room.&lt;br /&gt;
&lt;br /&gt;
The north (or starboard) of the Brig has an interrogation room, the Brig armory; containing lethal weapons for ship defense or other code red threats and riot gear and non-lethal weapons for unruly marines, the equipment room; in which you will find all the vendors needed to outfit an MP for shipside patrol, a Brig cryo bay and a break room.&lt;br /&gt;
&lt;br /&gt;
And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.&lt;br /&gt;
&lt;br /&gt;
The execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have their life ended and in the attached storage room: a blindfold, pack of cigarettes and a lighter, a lethal Injection locker containing syringes with a cocktail of dangerous drugs. and a firearms locker. For the procedure of Execution, please see [[Marine_Law#Executions|Marine Law - Executions]].&lt;br /&gt;
&lt;br /&gt;
The Perma cells come with additional blast shields, and a Lockdown button unique to the permanent detainment area. Also found here are two additional lockers one containing additional prison garb, and the other containing straight jackets and muzzles for unruly prisoners.&lt;br /&gt;
&lt;br /&gt;
=Your tools=&lt;br /&gt;
Being the Chief MP is not an easy job. You are ultimately responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfill your duties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MPs:&#039;&#039;&#039; Your most important tool are the MPs serving under you. Their job is to perform the dirty work for you: conduct investigations, search areas, chase suspects and arrest lawbreakers. Like any tool, it is important to keep it in good working order, so you should be monitoring them to ensure they&#039;re doing their job correctly and in a timely manner and that they don&#039;t break procedure. An excellent tool in the wrong hands won&#039;t do much good, and a true master can make excellent works even with mediocre tools.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fax Machine:&#039;&#039;&#039; This is used for contacting High Command. Primarily used to ask permission to remove the acting Commander from their position, it may also be used to inform High Command of unusual circumstances and receive instructions on how to proceed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Records Console:&#039;&#039;&#039; You can find this console both in your office as well as in the general brig area. It is used to review and update records and as such is one of your most important tools. Use it to make sure people have their status (arrest, released, incarcerated or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a secHUD on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Camera Console:&#039;&#039;&#039; There&#039;s one of these in your office and a few more scattered around the ship in checkpoints and other work stations. This allows you to see through any camera in the USS Almayer, and it&#039;s useful to find or follow fleeing suspects as well as to keep an eye on your MPs while they&#039;re performing their jobs outside the brig.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP tools:&#039;&#039;&#039; Like normal MPs, you have access to a variety of items such as flashes, handcuffs and tasers to help you control and subdue hostiles. You shouldn&#039;t need to use this often as your MPs should be doing most of the dirty work for you while you administrate them.&lt;br /&gt;
&lt;br /&gt;
=Appeals=&lt;br /&gt;
All prisoners have the right to an [[Marine Law#Right to appeal|Appeal]]. Appeals are hearings meant to determine guilt or innocence for the listed crimes of a prisoner. They are not meant to be pardons for crimes committed and prisoners should not be pardoned of any crimes they have committed (unless you&#039;re releasing them to defend the ship in an extreme circumstance as outlined in Marine Law).&lt;br /&gt;
&lt;br /&gt;
Appeals may be conducted by either you or the Commander. While you may override their decision, in the interest of fairness you can not perform the appeal if you were involved in the arrest of the prisoner in question, and will have to nominate an uninvolved Commissioned Officer or MP. You may want to use the recorders found in the brig to record appeals for record-keeping.&lt;br /&gt;
&lt;br /&gt;
When a prisoner requests an appeal, you should first hear their side of the story. You should also contact the MP who performed the arrest, any potential victims and available witnesses and hear them out. Review physical evidence such as forensic records if they exist. After that, put it all together and determine whether the prisoner was innocent or guilty and inform them of the verdict. If they&#039;re innocent, remove the time for the crimes they were found innocent of from their timer. If they&#039;re guilty, leave the timer as it is. Remember that they must still serve the timer for any crimes they&#039;re found guilty of, so if they resisted arrest over a crime they were later found innocent of, they must still serve the time for resisting arrest.&lt;br /&gt;
&lt;br /&gt;
Should the appeal be conducted incorrectly the appeal handler will face a Neglect of Duty charge. Should the appeal fail to be handled within the time limit where the nominated appeal handler was properly informed and aware of the Appeal they will face a Neglect of Duty charge.&lt;br /&gt;
&lt;br /&gt;
If the [[Commanding Officer]] is accused of incorrectly handling an appeal, you should gather all evidence you can get your hands on, and inform High Command via Fax. If it was deemed that it was handled incorrectly by the Provost Marshal Office or High Command, the Commanding Officer may be arrested, if Provost gives this directive.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=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=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warden&amp;diff=34461</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warden&amp;diff=34461"/>
		<updated>2024-12-06T09:52:56Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = Warden.png&lt;br /&gt;
|jobtitle = Military Warden&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Sergeant [Under 10hrs] / Staff Sergeant [10hrs] / Gunnery Sergeant [70hrs] &lt;br /&gt;
|superior = [[Commanding Officer]] / Commander, [[Chief MP]] and [[Marine Law]]&lt;br /&gt;
|unlock = Ten hours as [[Military Police]].&lt;br /&gt;
|duties = Maintain the brig, do bookkeeping, and crack down on crime.&lt;br /&gt;
|guides = [[Marine Law]], [[Rules|Server Rules]], [[Rank]], [[Military Police]] &lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;&lt;br /&gt;
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you are tasked with the mainting security records and overwatching any prisoners in Brig.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Sleep good tonight, I&#039;ll keep your nightmares in their cells&#039;&#039;&amp;quot; - some Corrections Officer&lt;br /&gt;
__TOC__&lt;br /&gt;
== Duties == &lt;br /&gt;
-----&lt;br /&gt;
As the Warden you differentiate from the CMP; while the CMP runs the entirety of the Security department, think of yourself as a second in command. You have say over what happens within the Brig. &lt;br /&gt;
&lt;br /&gt;
During your round this will most likely be where you spend your time, here you will make yourself busy by:&lt;br /&gt;
&lt;br /&gt;
*Bookkeeping&lt;br /&gt;
*Updating Records&lt;br /&gt;
*Applying Charges with the automated system.&lt;br /&gt;
*Watching over Prisoners while they are confined.&lt;br /&gt;
*Seeing over executions with the CMP.  &lt;br /&gt;
*Ensuring protocols are followed&lt;br /&gt;
*Monitoring the MP staff.&lt;br /&gt;
*Running Dispatch for the MP&#039;s&lt;br /&gt;
&lt;br /&gt;
Essentially you are the head honcho when it comes to the brig, you know everything about it. When it comes to prisoners no one watches them more like a hawk. Expect to be the ones the MP&#039;s rely on most, they will most likely dump off the suspect make you apply the charges, strip them, throw them in the cell, and supervise them. &lt;br /&gt;
&lt;br /&gt;
Additionally, if find yourself working in the department with lower numbers you can conduct patrols like any other MP. However, this should only be executed if the department is understaffed, since your primary objectives are to supervise the brig and its procedures.&lt;br /&gt;
&lt;br /&gt;
Think of yourself as a mere stepping stone between CMP and MP, you can learn more advanced functions of the brig and not have the stress of CMP. You can assist the CMP in making crucial decisions. Think of yourself more as their assistant, you take care of the behind the scenes functions. You ensure that timers are set, records are set, and that prisoners are treated accordingly. &lt;br /&gt;
&lt;br /&gt;
== Supervisors and your Authority == &lt;br /&gt;
-----&lt;br /&gt;
Your supervisor is obviously the CMP, they have final say over everything that occurs within the department. However if you were to find yourself without a CMP you can be appointed the acting head of the Military Police department, then you can give out orders and ensure that the MP&#039;s are following their tasks, do Appeals, and almost anything the CMP can do&lt;br /&gt;
&lt;br /&gt;
Of course you not only listen to the CMP but the Commanding Officer, anything they say, you listen to it. &lt;br /&gt;
&lt;br /&gt;
=== What can I do? ===&lt;br /&gt;
-----&lt;br /&gt;
As the Warden you get access to a plethora of things, such as:&lt;br /&gt;
&lt;br /&gt;
*Conducting Appeals (If made the aCMP by a Commander). Or nominated by the Commander or CMP.&lt;br /&gt;
*Granting or denying Executions with the Commander&#039;s permission as aCMP.&lt;br /&gt;
*Opening the Armories.&lt;br /&gt;
*Giving directives to the MP&#039;s&lt;br /&gt;
*Maintaining the records.&lt;br /&gt;
*Setting Alert Levels. &lt;br /&gt;
&lt;br /&gt;
So as you can tell you get access to many things that the CMP would be able to do, however this doesn&#039;t mean that you should. If you have a CMP present you do not have the ability to allow executions unless made the acting CMP, or order around everyone to an extent. You are meant to maintain the brig, and ensure that security operations run smoothly.&lt;br /&gt;
&lt;br /&gt;
== Workspace ==&lt;br /&gt;
-----&lt;br /&gt;
As said numerous times, your main work area will be the Brig, however if low on MP staff you can conduct patrols shipside.&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
The Brig is usually seen as the Warden&#039;s responsibility so you should make sure you understand the layout. Both Chief MP&#039;s office and the Warden&#039;s office is to the south (or port), and to the east (or aft) of the courtyard. They both contain a, records console, a camera console, and a brig specific camera console. They both have personal bunks attached, and additionally the Chief MP&#039;s Bunk has a personal fax machine. The Warden&#039;s office also has the shutter controls for cells and the courtyard as well as lockdown buttons for the courtyard and the Brig as a whole. &lt;br /&gt;
&lt;br /&gt;
The south (or port) of the Brig is the main detainment area. It contains the Brig cells with timers and wall mounted flashes, and the lockers with prisoner gear intended to be switched for the cell occupant&#039;s possessions, and the courtyard which has an attached bathroom and hydroponics area.&lt;br /&gt;
&lt;br /&gt;
In the middle (or the centerline of the ship) of the Brig: you will find the processing area which contains the JAS consoles, security record consoles, crew monitor, as well as the identification computer. Brig and courtyard lockdown buttons are also present here. A holding cell for securing detainees being processed. There is also the attached Brig medical area, and the evidence storage room.&lt;br /&gt;
&lt;br /&gt;
The north (or starboard) of the Brig has an interrogation room, the Brig armory; containing lethal weapons for ship defense or other code red threats and riot gear and non-lethal weapons for unruly marines, the equipment room; in which you will find all the vendors needed to outfit an MP for shipside patrol, a Brig cryo bay and a break room.&lt;br /&gt;
&lt;br /&gt;
And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.&lt;br /&gt;
&lt;br /&gt;
The execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have their life ended and in the attached storage room: a blindfold, pack of cigarettes and a lighter, a lethal Injection locker containing syringes with a cocktail of dangerous drugs. and a firearms locker. For the procedure of Execution, please see [[Marine Law#Executions|Marine Law - Executions]].&lt;br /&gt;
&lt;br /&gt;
The Perma cells come with additional blast shields, and a Lockdown button unique to the permanent detainment area. Also found here are two additional lockers one containing additional prison garb, and the other containing straight jackets and muzzles for unruly prisoners.&lt;br /&gt;
&lt;br /&gt;
== Prisoner Processing ==&lt;br /&gt;
-----&lt;br /&gt;
As the Warden this is your best skill. When an MP arrives to the brig you should secure the suspect in the holding cell and proceed to follow the [https://cm-ss13.com/wiki/Marine_Law#Detainment_and_Brig_Procedures Detainment and Brig Procedures]&lt;br /&gt;
&lt;br /&gt;
You should ask the MP what crimes has the person committed. Then open up the JAS and input all the necessary info for the report. Take the prisoner over to a Brig Cell and secure everything they have on them, following [https://cm-ss13.com/wiki/Marine_Law#Prisoner_Rights Prisoner Rights] of course. &lt;br /&gt;
&lt;br /&gt;
Once the suspect has been changed and secured to the bed, take their report, put it into the cells display and activate the timer. Retrieve any cuffs and secure the cell. Remind the prisoner that they have the [https://cm-ss13.com/wiki/Marine_Law#Right_to_appeal Right to Appeal] and conduct it in a timely manner. Then you can open up the courtyard for them and observe the behaviour until their time is up. &lt;br /&gt;
&lt;br /&gt;
Rinse and Repeat.&lt;br /&gt;
&lt;br /&gt;
=== Unruly Prisoners ===&lt;br /&gt;
-----&lt;br /&gt;
Should a Prisoner be disruptive in the brig, damaging the brig, harming staff, etc. You have three different routes to take to deal with them: &lt;br /&gt;
# Add a Disorderly Conduct in Confinement charge to their timer.&lt;br /&gt;
# Close off access to the Courtyard.&lt;br /&gt;
# Restrain them with a Straight Jacket.&lt;br /&gt;
&lt;br /&gt;
All of these options are the most optimal to deal with disruptive Marines. However it is up to you on how to deal with them.&lt;br /&gt;
&lt;br /&gt;
== Your Tools == &lt;br /&gt;
-----&lt;br /&gt;
As the Warden you have a huge inventory of tools to assist you during the Operation. Such tools are: &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Jurisdictional Automated Brig Management System &#039;&#039;&#039; is your best tool, it is what you are best at. This device allows you to quickly and effectively place the needed charges on all Lawbreakers. If you are unsure on how to use it, please refer to the [https://cm-ss13.com/wiki/Military_Police#Jurisdictional_Automated_System Operating Guide]&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Records Console&#039;&#039;&#039; is another key device of yours. It allows you to search all staff on the ships personal records. You can alter their status, see past crimes, add notes, and their current job. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Camera Console&#039;&#039;&#039; is your way of catching people in the act, you can view almost every location on the ship from your chair. You can sit back and guide MP&#039;s on chases, manhunts, or provide dispatch. Always be on the watch!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Duty Belt&#039;&#039;&#039;. Just like the rest of the MP department, you have access to the same criminal stopping gadgets: Flashes, Tasers, Stunbatons, Flashbangs, etc. Use your arsenal to show off your iron fist against crime. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP Staff&#039;&#039;&#039;. As the Warden you can communicate far better. Speak with your MP&#039;s, organize patrols, manhunts, etc. They are at your disposal.&lt;br /&gt;
&lt;br /&gt;
== Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&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;
|police=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=34460</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=34460"/>
		<updated>2024-12-06T09:52:16Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = MilitaryPolice.png &lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Corporal [Under 10hrs]  / Sergeant [10hrs]  / Staff Sergeant [70hrs]&lt;br /&gt;
|superior = [[Commanding Officer]], [[Chief MP]], [[Warden]] and [[Marine Law]]&lt;br /&gt;
|unlock = Ten hours as Squad Roles.&lt;br /&gt;
|duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe.&lt;br /&gt;
|guides = [[Marine Law]], [[Rules|Server Rules]], [[Rank]]&lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;&lt;br /&gt;
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers&#039;&#039;&amp;quot; - Anonymous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DISCLAIMER: Keep in Mind that both [[Marine Law]], [[Rules|Server Rules]], [[Rank]] occasionally change, meaning parts of this guide can then be out of date. If this guide ever contradicts what is being said in one of those three pages, notify the Wiki Maintainer and follow what is said in those pages.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Military Police Officer&#039;&#039;&#039;, your primary duty is &#039;&#039;&#039;to obey and enforce [[Marine Law]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MPs are held to a very high standard of conduct because you are the source of in-character discipline as well as the server&#039;s first line of defense against out-of-character infractions. You are bound to Marine Law as Server Rules meaning if you break any laws in Marine Law you risk being punished outside of &amp;quot;In Character&amp;quot;, meaning you may be Job banned or even outright banned due to your actions.&lt;br /&gt;
&lt;br /&gt;
Enforcing Marine Law may be a hard task due to Marines being up to no good and refusing to come quietly. But fear not, you are equipped with state of the art Non-Lethal Weaponry that can keep a marine down for the time you need to get them cuffed and transported to the brig.&lt;br /&gt;
&lt;br /&gt;
When it comes to Marine Law matters, you are always to listen to the CMP above all else as long as it does not interfere with Marine Law or Server Rules. The only one higher than the CMP in marine law is the CO and High Command. If you are ever in doubt, Ahelp the Situation and Ask before proceeding. This can save a lot of hassle and is a good tip you should keep in mind. You should never act against the Commanding Officer or Chief MP without a very good IC reason. Your job is to keep the ship safe and enforce marine law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unless Authorized by the CMP or aCO you are NEVER to use lethal force against a Suspect.&#039;&#039;&#039; - See [[Marine Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Patrolling &amp;amp; Investigations=&lt;br /&gt;
When beginning your shift, your first task is generally to get geared up and report to the checkpoints, req or briefing as per your CMP&#039;s orders. The briefing can be a delicate time and can get out of hand very quickly, be diplomatic, and always remember you are outnumbered.&lt;br /&gt;
Once the marines have gone down it&#039;s time to patrol the ship unless told otherwise, check all rooms of the ship you never know what you might find or who you might find. &lt;br /&gt;
&lt;br /&gt;
==Access Privileges==&lt;br /&gt;
As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as Research. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the Commander to give you access to the specific area that is needed from the ID Computer in CiC or Briefing if it is for an extended amount of time such as to be stationed as a guard by the Containment cells in Research.&lt;br /&gt;
&lt;br /&gt;
If it is just a search on a person or area, follow the procedure listed in Marine Law here: [[Marine_Law#Search_Procedure|Search Procedure]]&lt;br /&gt;
&lt;br /&gt;
Due to MP&#039;s having access to almost all places onboard the ship you will often be called to help out CT&#039;s, Doctors, or OT&#039;s even for various reasons, but make sure you always prioritize between requests. A doctor that needs access to a prep room since a marine has died there comes before an OT needing access to fix a light another place.&lt;br /&gt;
&lt;br /&gt;
List of Areas MP&#039;s can&#039;t access:&lt;br /&gt;
* Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.)&lt;br /&gt;
* Research&lt;br /&gt;
* Chemistry&lt;br /&gt;
* Nurse Office&lt;br /&gt;
* Telecommunications&lt;br /&gt;
* COs Office and Quarters&lt;br /&gt;
* XOs Quarters&lt;br /&gt;
&lt;br /&gt;
=Application of the law=&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
[[Marine_Law#Detainment_and_Brig_Procedures|Detainment and Brig Procedures]] should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporarily cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released.&lt;br /&gt;
&lt;br /&gt;
As a Military Police Officer, you are assigned to the protection of USCM prisoners as well as POW (Prisoners of War) held in the Brig. Remember, you&#039;re not a &#039;no-mercy&#039; type of officer from the early wars and should treat Prisoners by Marine Law. &lt;br /&gt;
&lt;br /&gt;
Once a prisoner is appropriately sentenced you are to make sure they are provided their [[Marine Law#Prisoner Rights| basic rights]] which CANNOT be denied, such as Medical treatment, food, etc ... except for in extreme situations with approval from the Chief Military Police Officer or the Commanding Officer.&lt;br /&gt;
&lt;br /&gt;
=== NJP&#039;s ===&lt;br /&gt;
[[Marine Law#Non-Judicial Punishments (NJPs)|NJPs]] As per Marine Law; are one-time offers for crimes with a sentence equal to or lower than 10 minutes, the arresting MP, Chief MP or the Commanding Officer may administer a Non-Judicial Punishment instead of a brig sentence. NJPs may only be issued to those they outrank. You must still update the records. If the NJP is refused Prisoners serve their original sentence or 10 minutes if none exists&lt;br /&gt;
&lt;br /&gt;
NJPs can be offered to prisoners in the Brig as long as they were not offered one prior to being Incarcerated on the same charge(s). This offer after being Incarcerated can be prohibited on a case by case basis by those higher on the MP CoC. MP &amp;lt; Warden &amp;lt; CMP &amp;lt; CO.&lt;br /&gt;
&lt;br /&gt;
If they accept but do not comply with the NJP, you may add an Resisting Arrest charge to the sentence; Failing to complete the NJP is not Failure to comply with it as long as a legitimate attempt was made. NJPs can not last longer than 10 minutes. And if given to a Prisoner in the Brig can not last longer than the time remaining on their Brig timer.&lt;br /&gt;
&lt;br /&gt;
Possible NJP suggestions:&lt;br /&gt;
* Clean up briefing/req/lounge&lt;br /&gt;
* Mopping floors&lt;br /&gt;
* Push-ups or laps &lt;br /&gt;
* Writing an apology letter&lt;br /&gt;
&lt;br /&gt;
==Survivors== &lt;br /&gt;
You may not always be informed when someone comes aboard, but when found or informed this can be a good outline of things you should do to cover your bases.  &amp;lt;br /&amp;gt;1. Secure any weapons. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] &amp;lt;br /&amp;gt;2. If done in the brig you can do a quick scan of them in the brig medbay if they weren&#039;t first checked out or treated when they arrived. &amp;lt;br /&amp;gt;3. Update their ID to colonist or passenger at the ID computer in the CIC or the one near briefing. In addition to this, survivors can also be enlisted into the USCM as a private, with the permission of the Commanding Officer. Once completed you can print the access report for the CMP or use it for the next step. &amp;lt;br /&amp;gt;4. Add the survivor to the ship security records and &#039;&#039;&#039;optionally&#039;&#039;&#039; remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front-facing and side facing sprite to also add to the records. &amp;lt;br /&amp;gt;5. The CL, CO, CMP or researcher may want to RP with them. Contact them! &amp;lt;br/&amp;gt;5. If the Commander/Duty Officer allows them to assume a role in one of the departments, you can update the ID to reflect the change. &lt;br /&gt;
* Armed survivors in the CIC is a big danger to the command staff and operations; they should be intercepted before they can gain access.&lt;br /&gt;
* Colonial Marshals are not from the Provost office and do not receive immunity. Ahelp when unsure!&lt;br /&gt;
* Survivors cannot keep their weapons while on the ship whilst not at a red alert level.&lt;br /&gt;
* You cannot take fingerprints from someone wearing gloves.&lt;br /&gt;
&lt;br /&gt;
== Updating ID&#039;s or demotions ==&lt;br /&gt;
To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card. &amp;lt;br /&amp;gt;1. Take their ID and enter it into the Target Identity slot on the ID computer&amp;lt;br /&amp;gt;2. Enter your ID into the Authorized Identify slot&amp;lt;br /&amp;gt;3. Under the assignment section, you can set someone to a job, and it will automatically assign the appropriate privileges to the ID or remove them in a demotion. &amp;lt;br/&amp;gt;4. Alternatively, you can manually change accesses by adding or subtracting areas of access.&lt;br /&gt;
* If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD &lt;br /&gt;
* ID cards without &amp;quot;USS Almayer Identification&amp;quot; checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies!&lt;br /&gt;
* Survivors cannot be given, police, command roles or assignments in departments they don&#039;t have skills in.&lt;br /&gt;
* Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc.. &lt;br /&gt;
* All assignments need to have permission from the Head of Department or the Commander/Duty Officer.&lt;br /&gt;
&lt;br /&gt;
=Your Workspace=&lt;br /&gt;
The Brig is located West (fore) of CIC and can be accessed either through the CIC Hallways, or the general access doors on each side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brig is likely where you will spend a lot of time as MP. Both Chief MP&#039;s office and the Warden&#039;s office is to the south (or port), and to the east  (or aft) of the courtyard.  They both contain a, records console, a camera console, and a brig specific camera console. They both have personal bunks attached, and additionally the Chief MP&#039;s Bunk has a personal fax machine. The Warden&#039;s office also has the shutter controls for cells and the courtyard as well as lockdown buttons for the courtyard and the Brig as a whole.&lt;br /&gt;
&lt;br /&gt;
The south (or port) of the Brig is the main detainment area. It contains the Brig cells with timers and wall mounted flashes, and the lockers with prisoner gear intended to be switched for the cell occupant&#039;s possessions, and the courtyard which has an attached bathroom and hydroponics area. &lt;br /&gt;
&lt;br /&gt;
In the middle (or the centerline of the ship) of the Brig: you will find the processing area which contains the JAS consoles, security record consoles, crew monitor, as well as the identification computer. Brig and courtyard lockdown buttons are also present here. A holding cell for securing detainees being processed. There is also the attached Brig medical area, and the evidence storage room.&lt;br /&gt;
&lt;br /&gt;
The north (or starboard) of the Brig has an interrogation room, the Brig armory; containing lethal weapons for ship defense or other code red threats and riot gear and non-lethal weapons for unruly marines, the equipment room; in which you will find all the vendors needed to outfit an MP for shipside patrol, a Brig cryo bay and a break room.&lt;br /&gt;
&lt;br /&gt;
And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.&lt;br /&gt;
&lt;br /&gt;
The execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have their life ended and in the attached storage room: a blindfold, pack of cigarettes and a lighter, a lethal Injection locker containing syringes with a cocktail of dangerous drugs. and a firearms locker. For the procedure of Execution, please see [[Marine_Law#Executions|Marine Law - Executions]].&lt;br /&gt;
&lt;br /&gt;
The Perma cells come with additional blast shields, and a Lockdown button unique to the permanent detainment area. Also found here are two additional lockers one containing additional prison garb, and the other containing straight jackets and muzzles for unruly prisoners.&lt;br /&gt;
===Armory and Equipment Room===&lt;br /&gt;
&lt;br /&gt;
The Armory and Equipment Room, located on the starboard side of Brig. The lockers in the armory are bulletproof and only open on Red Alert, but can be opened manually by the CMP, Warden, SEA, ASO, XO or CO.&lt;br /&gt;
&lt;br /&gt;
[[File:Ss13_MP_armory.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Level Gun Lockers:&#039;&#039;&#039;&lt;br /&gt;
*M4RA Battle Rifles&lt;br /&gt;
*M4RA Magazine boxes&lt;br /&gt;
*M39 Submachineguns&lt;br /&gt;
*M39 Magazine boxes&lt;br /&gt;
* MK221 Tactical Shotguns&lt;br /&gt;
*Buckshot shell boxes&lt;br /&gt;
* Slug shell boxes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riot Control Lockers:&#039;&#039;&#039;&lt;br /&gt;
*Box of Flashbangs&lt;br /&gt;
*Box of M66 Tear Gas Grenades&lt;br /&gt;
* M81 Riot Grenade Launchers&lt;br /&gt;
*Gas Masks&lt;br /&gt;
*MK221 Riot Shotguns&lt;br /&gt;
*Riot Control beanbag shells&lt;br /&gt;
*M5 Riot Armor and Helmet&lt;br /&gt;
*Riot Shield&lt;br /&gt;
&#039;&#039;&#039;Equipment Vendors:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Essential Police Set: Helmet, Spare MP Belt, Spare Security HUD&lt;br /&gt;
* Spare Uniform, Armor, Gloves, Boots, MP Beret and Radio Headset&lt;br /&gt;
*Sidearm choice of Mod 88 Combat Pistol, M4A3 Service Pistol or M44 Combat Revolver&lt;br /&gt;
*Belt choice of General Pistol Holster Rig, General Revolver Holster Rig or G8-A General Utility Pouch&lt;br /&gt;
*Pouch choices of Medium General Pouch, First-Aid Pouches, Pistol Magazine Pouch, and Pistol Pouch&lt;br /&gt;
*Mask choice of Gas Mask, Heat Absorbent Coif or Rebreather&lt;br /&gt;
*And a Uniform Accessory choice of Either Black/Brown webbing vest or Should holster&lt;br /&gt;
&lt;br /&gt;
=Your Tools =&lt;br /&gt;
Being an MP is not an easy job. You are responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfil your duties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fax Machine:&#039;&#039;&#039; This is used for contacting Provost and High Command. Primarily used to ask permission to remove the acting Commanding Officer from their position, it may also be used to inform Provost of unusual circumstances and receive instructions on how to proceed and when in doubt of the CMP&#039;s action you can report it through the fax machine. Make sure you send a properly formatted Fax. It makes it both easier to read and looks more quite a lot more professional. You can find the proper format to use and a lot of other goodies in our [[Guide_to_Paperwork|Paperwork Guide]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Records Console:&#039;&#039;&#039; You can find this console in the Brig processing areas, at security checkpoints, and both the Warden&#039;s and CMP&#039;s office. It is used to review and update records and as such is one of your most essential tools. Use it to make sure people have their status (suspect, njp, arrest, released, incarcerated, or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a Security HUD on. To identify fingerprints found on your forensic scanner, click the console with your scanner in hand to place it in, and then print out the results. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Camera Console:&#039;&#039;&#039; There&#039;s one of these in the brig and a few more scattered around the ship in checkpoints and other workstations. The Console allows you to see through any camera in the USS Almayer, and it&#039;s useful to find or follow fleeing suspects as well as to keep an eye on shipside operations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Recharger:&#039;&#039;&#039; There is five in the Brig and a few in Medbay. They can charge up stuff that runs on electricity. Some of the Equipment it can charge is: Disabler, Stun baton.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pepper spray refiller:&#039;&#039;&#039; Located in the Brig Equipment room as well as the processing area near the holding cell, can be used to refill pepper spray.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Security HUD-Glasses:&#039;&#039;&#039; Wearing these glasses will show jobs onboard the Almayer, someone not on the crew-list or not wearing ID.&amp;lt;br /&amp;gt;[[File:Unknown.png]] Unknown - They are not wearing their ID&amp;lt;br /&amp;gt; [[File:Suspect.png]] Suspect - Examine their record or ask the MP net why they are suspected of a crime. &amp;lt;br /&amp;gt; [[File:NJP.png]] NJP - They have committed a minor crime but are being forced to do punishment tasks that do not involve an arrest.&amp;lt;br /&amp;gt; [[File:Wanted.png]] Arrest - Examine their record or ask the MP net which crimes they are wanted for.&amp;lt;br /&amp;gt; [[File:Incarcerated.png]] Incarcerated - Outside of Brig this can be an indication of a prisoner that has broken out, call this in and check it out!&amp;lt;br /&amp;gt;[[File:Released.png]] Released - Keep an eye on these in case they continue their mischief.&lt;br /&gt;
*&#039;&#039;&#039;MP tools:&#039;&#039;&#039; You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniform&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:MP_Beret.png]]&lt;br /&gt;
&#039;&#039;&#039;MP Beret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cover typically worn by marines of the USCM. This one has a unique red color to designate MP personnel. Only available to MP&#039;s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ball-cap style cover worn by the more casual of the USCM&#039;s Military Police. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_Helmet_MP.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Peaked_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A peaked cap worn by the USCM&#039;s Military Police. Something about it reminds you of an event you once read about in a history book. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Generic_Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| This headset is used by marine military police members, it has a secured channel for military law enforcement that cannot be access to anyone else. Channels are as follows: &amp;quot;;&amp;quot;- Ship general comms &amp;quot;:p&amp;quot; - Military Police and &amp;quot;:v&amp;quot; Command Radio.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:HUDsunglasses.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;HUD Sunglasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Displays criminal status and protects from blinding flashes.&lt;br /&gt;
* Shift+Click to examine someone and update their criminal status, view records or enter comments about the person. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue MP uniform, only worn by USCM MP personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_backpack.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Backpack, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 9 slots but cannot be accessed from your back, must be in your hand. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Satchel.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Satchel, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 7 slots but can be accessed from your back. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shoulder_Holster.png]]&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;| Can hold ether a sidearm or a disabler. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks. Contains two slots for cigarettes, lighters, pens, magazines or shells!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are limited to MP Personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Belt.png]]&lt;br /&gt;
&#039;&#039;&#039;M276 pattern military police 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 filled with an array of small pouches, meant to carry non-lethal equipment, ammo and restraints.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&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. Comes pre-loaded with a combat knife inside.&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;Non-Lethals&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:Taser.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Disabler&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An updated version of a 100 year old design, this is an advanced stun device capable of firing bolts of ionized electricity. Used for nonlethal takedowns.&lt;br /&gt;
* The Disabler can shoot through glass windows and glass panes. This is a feature not a bug. Use it to catch henchmen unaware.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Stunbaton.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Stun-Baton&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A replacement of the old police baton for the 22nd century. It is a stun baton for incapacitating people with.&lt;br /&gt;
* To activate and deactivate the stunbaton press Z or Click on it. &lt;br /&gt;
* Use Harm Intent to do lethal Damage. Disarm and Help Intent for Non-Lethal Prodding.&lt;br /&gt;
* Non-MP&#039;s that pick up your stun baton cannot activate it.&lt;br /&gt;
* Stun batons can be recharged in a Recharger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File: Flash.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can be used to flash people, stunning them with a bright light.&lt;br /&gt;
* Press Z to flash all around you in a 3x3 radius. Very good for when you are Surrounded&lt;br /&gt;
* HUDSunglasses and certain things that cover your eyes protect from the Flash.&lt;br /&gt;
* Can be Charged in a Recharger.&lt;br /&gt;
* Bulb can break &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pepperspray.png|64PX]]&lt;br /&gt;
&#039;&#039;&#039;Pepper Spray&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Manufactured by UhangInc, used to blind and down an opponent quickly.&lt;br /&gt;
* Comes with the safety activated&lt;br /&gt;
* Can be refilled at any pepper spray refiller.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Box of flashbangs.png]][[File: Flashbang.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flashbangs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flashbangs work wonders to take down groups of people. &lt;br /&gt;
* Flashbangs work throught both Sound and the Flash itself.&lt;br /&gt;
* Flashbangs got a Fixed timer on roughly 4 seconds.&lt;br /&gt;
* Standing to close to a Flashbang going off will stun you even with Eye protection.&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;Lethals&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:M4a3.png]]&lt;br /&gt;
[[Marine Equipment#M4A3 Service Pistol| &#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Sidearm storage locker&#039;&#039;&#039;, along with spare magazines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:wytacshotgun.png|96px]]&lt;br /&gt;
[[Marine Equipment#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A unique company made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Brig armory&#039;&#039;&#039;, comes pre-loaded with slug shells.&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;Riot Gear&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:MP_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Gasmask.png|64px]]&lt;br /&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:Riot Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M5 Riot Control Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Riot_shield.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Shield&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A shield adept at blocking blunt objects from connecting with the torso of the shield wielder. Can block bullets as well and has a chance to block pounces.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M81 Riot GL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A grenade launcher that can only fire Tear Gas grenades. Work wonders to block off entrances and work as pepperspray.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M66 Tear Gas Grenade box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tear gas grenades&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Filled with M66 Tear Gas grenades. They are filled with pepperspray and cover roughly  a 5x5 area in a star shape almost like boiler gas does. They can be thrown by hand or launched from the M81 Riot GL. When used with the latter, they activate faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RiotMk221.png|96px]]&lt;br /&gt;
&#039;&#039;&#039;MK211 Riot Shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Corporate Made MK221 Shotgun, a semi-automatic shotgun with a quick fire rate. Equipped with a steel blue finish to signify use in riot control. Modified to only fire 20G beanbags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;, comes pre-loaded with bean bag shells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Beanbag_box.png]]&lt;br /&gt;
&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in a &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;. Holds 25 shells.&lt;br /&gt;
* On unarmored marines and if fired Point Blank Bean bags can do Lethal Damage.&lt;br /&gt;
* Marines might mistake you for firing Slugs when using Bean bags. Keep this in mind as you can be shot due to that.&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;Brig tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Straight_jacket.png]]&lt;br /&gt;
&#039;&#039;&#039;Straight Jacket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A suit that completely restrains the wearer, Can not be resisted out of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Blindfold.png]]&lt;br /&gt;
&#039;&#039;&#039;Blindfolds&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Covers the eyes, preventing sight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Muzzle.png]]&lt;br /&gt;
&#039;&#039;&#039;Muzzle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Muffles and Prevents any speech from the wearer.&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;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:Marine_law.png]]&lt;br /&gt;
&#039;&#039;&#039;Marine Law&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A set of Strict laws and guidelines for keeping law and order on military vessels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:Handcuffs.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| These are used to secure people for their safety and yours. Reusable and stronger than zip ties but also larger to carry.&lt;br /&gt;
&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;Zip Cuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Zip Cuffs are half the size but have less strength and are one time use. Also cuffs your target faster than regular handcuffs. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Handheld_radio.png]]&lt;br /&gt;
&#039;&#039;&#039;Station Bounced Radio&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Good to carry in case of emergency loss of power or communications.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&lt;br /&gt;
&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment with a screwdriver.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Evidence_bag.png]]&lt;br /&gt;
&#039;&#039;&#039;Evidence bags&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A specialized bag, meant for an evidence of a crime.&lt;br /&gt;
* Click the bag and drag to the item you want to insert.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Universal_recorder.png]]&lt;br /&gt;
&#039;&#039;&#039;Universal recorder&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback. Good for appeals or witness statements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hand_labeler.png]]&lt;br /&gt;
&#039;&#039;&#039;Hand Labeller&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can label evidence bags or any other item if you wish.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies.&lt;br /&gt;
* The scanner can be used to detect SSD, intoxication, burns, brute damage, etc...&lt;br /&gt;
* Bandages for bleeding or brute damage and ointment for burns.&lt;br /&gt;
* 2 easy to use Autoinjectors for first aid as well as one to stabilize. Can be refilled at NanoMeds if you don&#039;t want to find new ones.&lt;br /&gt;
* A stack of splints to hold any broken bones in place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Forensic_scanner.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Forensic Scanner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can be used to identify the prints left behind at a crime scene, such as the breaking of a window. Can be plugged into the security records console to match those prints to a person.&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;
==Jurisdictional Automated System==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Annotation 2020-07-08 232601.png|400px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A new helpful tool has been installed in the brig, the ever fine Jurisdictional Management System. You may be asking yourself, how do I use this machine? It is all quite simple, and by following this easy guide you will master it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firstly&#039;&#039;&#039;, open the machine by clicking on it. &lt;br /&gt;
[[File:JAS-1.png|center|frameless|625x625px]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondly&#039;&#039;&#039;, you will then be prompted with TWO options: Import Report; where you can Insert an existing Security Incident Report Paper, and then New Report; where you can create a new report. Select New Report for now. &lt;br /&gt;
[[File:JAS-2.png|center|frameless|625x625px]]&lt;br /&gt;
&#039;&#039;&#039;Thirdly&#039;&#039;&#039;, you will be brought to a page with various options. You can select the Criminal, Incident Summary, Charges, Witnesses, and Evidence. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fourthly&#039;&#039;&#039;, input your info:&lt;br /&gt;
*Take the prisoners ID and click on the criminal option, this will set them as the perpetrator.&lt;br /&gt;
*Next write out the incident under incident summary, just describe what happened. This is basically the event that justified an arrest.&lt;br /&gt;
*Then select the crimes option to apply charges. Once selected you can choose from Minor, Major, Capital, Optional and Precautionary.&lt;br /&gt;
*Same as selecting the criminal you can additionally add a witness to the report by taking their ID and clicking on the witness option; also you can add notes about the witness afterwards.&lt;br /&gt;
*Finally import evidence, take any item involved and click on the evidence option. This will enter it in your report; you can also add notes on the evidence if desired.&lt;br /&gt;
[[File:JAS-3.png|center|frameless|625x625px]]&lt;br /&gt;
&#039;&#039;&#039;Lastly&#039;&#039;&#039;, hit Export Incident and a piece of paper will pop out. Grab the paper and bring it over to any of the Brig Cell Displays on the wall adjacent to the sliding glass doors south of you. Insert the paper into the display, select the report, and then start the timer. &lt;br /&gt;
&lt;br /&gt;
CONGRATULATIONS, now you know how to use the Jurisdictional Automated System.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|police=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=34459</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=34459"/>
		<updated>2024-12-06T09:50:40Z</updated>

		<summary type="html">&lt;p&gt;Riell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = CargoTech.png&lt;br /&gt;
|jobtitle = Cargo Technician&lt;br /&gt;
|difficulty = Easy &lt;br /&gt;
|rank = Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Quartermaster]], [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Starting role.&lt;br /&gt;
|duties = Hand out supplies. Order, pack, and move supplies in crates. Recover supplies from elsewhere.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]]&lt;br /&gt;
|description = Your job is to dispense supplies to the marines, including weapon attachments.&amp;lt;br&amp;gt;Stay in your department when possible to ensure the marines have full access to the supplies they may require.&amp;lt;br&amp;gt;Listen to the radio in case someone requests a supply drop via the overwatch system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ordinance loading, weapons strip and drop-ship prep details will have seven hours...&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― LT Gorman, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo Technician (Cargo Tech, CT)&#039;&#039;&#039; is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s requisitions (req, cargo) department. They are expected &#039;&#039;&#039;to assist their supervising [[Requisitions Officer|Quartermaster]] in distributing supplies to the marines as the mission demands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cargo Tech Overview =&lt;br /&gt;
As a Cargo Tech, you begin the mission in the requisitions bay near the center of the ship. Reach out over the requisitions radio (&#039;&#039;&#039;:u&#039;&#039;&#039;) to report to your department, composed of a fellow CT and the &#039;&#039;&#039;Quartermaster (QM)&#039;&#039;&#039;, whose orders you must carry out. Generally, your duties will be given by the Quartermaster, and fall into three main categories:&lt;br /&gt;
&lt;br /&gt;
* Handing out supplies at the requisitions lines, such as attachments, equipment, and munitions.&lt;br /&gt;
* Ordering, packing, and moving supply crates from the requisitions elevator to the dropships or launch pads.&lt;br /&gt;
* Recovering supplies elsewhere, such as on dropships returning from the planet/station, given out by the other departments, or on marine casualties.&lt;br /&gt;
&lt;br /&gt;
You will often end up running small errands on the side, whether on the Quartermaster&#039;s initiative or your own. You could even be sent to the FOB by Command to make sure supplies are being organized, used up, and returned properly.&lt;br /&gt;
&lt;br /&gt;
= Preparations =&lt;br /&gt;
[[File:CargoCrateArea.png|thumb|600px|One of the requisitions storage rooms.]]&lt;br /&gt;
The beginning of the mission is usually a some what busy of a time for requisitions as some marines start to line up for attachments while the Quartermaster runs around with their hair on fire hauling crates out of the ASRS. Though the marines have their own squad requisition bays, some few stragglers may wander to the requisition lines. You should spend the first few minutes of the mission introducing yourself to your coworkers and helping set up the bay for the future. There are two recommended preparations at the beginning of the round:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Moving crates and supplies to the main bay to help pack for the operation.&lt;br /&gt;
* Equipping yourself with storage rigs, belts, and pouches for transporting supplies on your person.&lt;br /&gt;
&lt;br /&gt;
= Manning the Requisitions Lines =&lt;br /&gt;
&lt;br /&gt;
Requisitions has two lines for handing out supplies to marines before they drop. Most requests from marines at the lines will usually include weapons attachments from the vendor next to your seat, but often you will also be asked to hand out other equipment, such as pouches, holsters, explosives, weapons, special ammunition, etc. You might even be asked to order a crate. Though you will see a lot less marines lining up for their equipment as they have their own squad requisitions, you none the less can provide the supplies necessary for those who ask for them. &#039;&#039;&#039;Ctrl F to search works inside vendor windows.&#039;&#039;&#039; this will speed up your ability to serve the marines in line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Quartermaster&#039;s policy will guide whether you approve or deny these requests. For example, they might state that marines with blue hair can have only an even number of attachments, or that incendiary magazines will only be handed out to marines who bring a fire extinguisher. Feel free to ask your Quartermaster for clarification or an exception to the policy if an unusual request presents itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are fully within your rights to deny anyone service for any reason&#039;&#039;&#039;, especially if they are being rude or disruptive to your efforts. While the Quartermaster or Command can overturn your decision, they will usually side with you if your reason for denial was legitimate. Do remember that you are trying to help the mission succeed by keeping the marines supplied. It wouldn&#039;t make sense to let one person hoard all the AP ammo, leaving nothing for anyone else, nor would it make sense to refuse to hand out attachments just because you can, letting heaps of them rot inside the vendor unused.&lt;br /&gt;
&lt;br /&gt;
= Push and Pull Routine =&lt;br /&gt;
&lt;br /&gt;
The Automated Supply and Retrieval System provides free crates of various munitions, arms and equipment every time you request the supply elevator to be called up. These can range from ammunition boxes, weapons, equipment and other sorts of supplies the marines may or may not need. Periodically, the ASRS will allocate supplies to the supply elevator, depending on the amount of active marines, and you can check what it sends on the Supply Console. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What the ASRS provides is random each time, but it will nowadays almost only provide ammunition, though of widely varying types, from pistol ammo all the way to mortar shells. If you do not call the supply elevator for some time, the ASRS will stockpile equipment onto the supply elevator with a maximum of twenty (20) crates on board it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Supply Console allows you to spend money to order specific crates from the storage hold of the Almayer and then deliver them to the requisitions bay using an automated elevator system. You will generally want to leave ordering crates to the Quartermaster, as it&#039;s easy to spend too much cash on relatively useless crates when marines are in need of other supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the crates arrive from the elevator, you will want to unpack their contents onto the floor, and/or restock their contents into the attachments or other vendors. The empty crates will then either go back onto the elevator for a few hundred dollars back, or sit around waiting to be loaded and sent off via the supply drop zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Command or your Quartermaster will usually chime in over the requisitions channel asking for you to prepare a specific crate for a specific squad. The request might look similar to &amp;quot;Prepare a crate with M44 holsters, suppressors, and AP M39 ammo for Charlie squad.&amp;quot; When you receive these instructions, you will want to try and load a crate with the desired goods as fast as possible and place it onto that squad&#039;s launch tube pad, located in the center of requisitions. Often, crates can be destined for a dropship instead, in which case you&#039;ll have to drag it all the way there and make sure it&#039;s loaded on.&lt;br /&gt;
&lt;br /&gt;
* Use a Hand Labeler [[File:Hand_labeler.png]] to label the ammo/food/materials bags (need to be full) before sending down.&lt;br /&gt;
&lt;br /&gt;
= Recovering Supplies =&lt;br /&gt;
As requisitions staff, &#039;&#039;&#039;you&#039;&#039;&#039; are the one responsible for recovering supplies from around the ship. That doesn&#039;t mean you have permission to break into secure areas &amp;quot;in the name of requisitions&amp;quot;! Instead, you may find yourself ordered to do the following:&lt;br /&gt;
&lt;br /&gt;
* Retrieve supplies from the various departments when you have permission. For example, you might take some pill bottles and medkits from the medbay, or spare weapons from the cryogenics oversight console.&lt;br /&gt;
* Strip unrevivable marines of their gear. You might need to ask the doctors to let you into the morgue for this.&lt;br /&gt;
* Pick up supplies inbound on the dropship, including the supplies that colonists coming up aren&#039;t allowed to keep, such as weaponry and ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Field Promotion =&lt;br /&gt;
If the Quartermaster dies, goes MIA, or never shows up, one of the cargo techs will need to take charge of requisitions instead. If you are selected as the new leader of your primitive tribe, simply refer to the [[Requisitions Officer|Quartermaster]] wiki page for further information on running the department.&lt;br /&gt;
&lt;br /&gt;
At minimum, try to hand out some attachments and prepare some crates for supply drops.&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;
|construction=1&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;
= Further Reading =&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/requisitions-guide/1257 Requisitions Guide!]&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=34458</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=34458"/>
		<updated>2024-12-06T09:50:15Z</updated>

		<summary type="html">&lt;p&gt;Riell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = RO.png&lt;br /&gt;
|jobtitle = Quartermaster&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Staff Sergeant [Under 10hrs] / Gunnery Sergeant [10hrs] / Master Sergeant [70hrs]&lt;br /&gt;
|superior = [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Ten hours as a [[Cargo Technician]].&lt;br /&gt;
|duties = Equip and supply the marines with everything they need for the operation.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]]&lt;br /&gt;
|description = Your job is to dispense supplies to the marines, including weapon attachments.&amp;lt;br&amp;gt;&lt;br /&gt;
Your cargo techs can help you out, but you have final say in your department. Make sure they&#039;re not goofing off.&amp;lt;br&amp;gt;&lt;br /&gt;
While you may request paperwork for supplies, do not go out of your way to screw with marines, unless you want to get deposed.&amp;lt;br&amp;gt;&lt;br /&gt;
A happy ship is a well-functioning ship.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an [[Marine Equipment#M41A Mk1 Pulse Rifle|M41A Pulse Rifle]]. Ten millimeter, with over-and-under thirty millimeter [[Marine Equipment#Underslung Grenade Launcher|pump action grenade launcher]].&#039;&#039;&amp;quot; ―Cpl. Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
As the &#039;&#039;&#039;Quartermaster&#039;&#039;&#039;, your task is &#039;&#039;&#039;to run the Almayer&#039;s Cargo Bay&#039;&#039;&#039;. You&#039;ll be issuing attachments to [[Marines]], ordering crates full of [[Marine Equipment|weapons, ammo, and supplies]], and coordinating supply lines. You have direct authority over the &#039;&#039;&#039;[[Cargo Technician|Cargo Technicians]]&#039;&#039;&#039; who help take pressure off you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Preparing the Cargo Area =&lt;br /&gt;
The first ten to twenty minutes of the round will be among your most hectic. You&#039;ll have a few moments of reprieve at the start of the shift until all the Marines come rushing down to get attachments. Fortunately, most Marines will be polite and wait in line, but you&#039;ll need to remain steadfast. The Military Police will frequently make their presence known.&lt;br /&gt;
&lt;br /&gt;
[[File:Elevator.gif|right]]&lt;br /&gt;
Before the Marines come rushing down, you should quickly sort out the Cargo area. Here&#039;s a list of what could be accomplished before the Marines start to show up. Remember to delegate tasks to Cargo Technicians:&lt;br /&gt;
* Take the clipboard and QM stamp for your pockets.&lt;br /&gt;
* Move the most requested items to be easily accessible to the cargo techs handing them out. These include, but are not limited to, grenade boxes, webbings, rifle AP ammo magazines, flechette ammo boxes, and machetes. You can dispense them, drop them on the ground, and use a crate to move them faster.&lt;br /&gt;
* Order a few crates for whichever squad ends up with FOB duty. It tends to mean metal and plasteel, sandbags too if you aren&#039;t deploying on a space station. Additionally, a large rifle AP Mag box for the marines to resupply at if you can afford it.&lt;br /&gt;
* Turn on each squad comms and ask them directly if they are in need of anything. Several specs benefit from extra ammo and some engineers from building materials or claymores.&lt;br /&gt;
* Empty and prepare the crates in the cargo back room to either serve as containers for the future drops or as extra money for the elevator.&lt;br /&gt;
* Fill the auto-lathe with metal and glass.&lt;br /&gt;
&lt;br /&gt;
= The Caterpillar P-5000 Work Loader: A Weapon To Surpass Metal Gear =&lt;br /&gt;
&lt;br /&gt;
The Caterpillar P-5000 Work Loader (Or simply, Power Loader) can carry up to two cargo objects in its clamps. It includes Dropship parts, Fuel Tanks, and Crates. The exoskeleton allows a user to transport crates around cargo, and to the hanger bay, faster than dragging it, depending on their skill, of course.&lt;br /&gt;
&lt;br /&gt;
= Early Round Rush (AKA Attachment Hell) =&lt;br /&gt;
Within a few minutes, the first Marines will be lining up for attachments. Here are a few ground rules:&lt;br /&gt;
* Be nice and professional, but you&#039;re within your right to refuse service to any Marine for whatever reason. Keep in mind that all &#039;&#039;&#039;[[Rank#Combat_and_Operations|command officers]]&#039;&#039;&#039; can override your orders. Don&#039;t take shit from a grumpy Marine, but do try and issue attachments whenever possible.&lt;br /&gt;
* As fads come and go, marines may start requesting more of certain kinds of attachments over others. Try to impose logical limits to ensure proper distribution without hampering the effectiveness of the intended load-outs. Don&#039;t be shy to ask the marines what combo they are doing. You may even learn from it, or end up offering valuable advice.&lt;br /&gt;
* Typically you should issue up to two armor-piercing magazines (they can refill them if you send ammo boxes), and around three grenades (which is how much a HEDP pack holds), per marine upon request. Do not take this as a hard rule, however.&lt;br /&gt;
* Take orders for the ASRS console but remember that you don&#039;t have infinite money. You will dry pretty fast if you accept every Heavy Pulse Rifle request, for example. Welcome to scarcity.&lt;br /&gt;
&lt;br /&gt;
= Interwar Period: Supply Drops, Restocking, and Miscellaneous Orders =&lt;br /&gt;
&lt;br /&gt;
You made it through the initial rush. Now what? Here are some tips and the primary functions of the requisition office:&lt;br /&gt;
* Remember to stamp all supply manifests and place them on the elevator for extra money.&lt;br /&gt;
* Label crates and equipment you wish to serve for a specific purpose or to reach a specified target, such as a particular squad that ordered it.&lt;br /&gt;
* Use the Power Loader to collect up to two nearby spare crates for sending back on the elevator. There are some crates around the Almayer, and the marines may scavenge more from the AO, sending them up through the dropships.&lt;br /&gt;
* Fill and label backpacks with food (from the squad canteens), flares, and ammo for future drops.&lt;br /&gt;
* Dispense rifles and shotguns and add appropriate attachments to them, leaving them on display. It both shows what you have available and allows you to recommend useful combinations.&lt;br /&gt;
* Use cardboard to make ammo boxes, then fill them from squad preps. Get a CT to fill the boxes if you are busy.&lt;br /&gt;
* Turn on squad comms to know what is going on in the AO and better foresee their needs. Knowing the position of each squad may allow you to send a single package for more than one.&lt;br /&gt;
* Things may go rather quiet for Requisitions during some operations, especially for Cargo Techs who have much fewer radio channels. Consider asking permission from the commanding officer to hand out a Command Headset to the CTs if they prove themselves helpful, willing and unlikely to abuse it.&lt;br /&gt;
&lt;br /&gt;
== Organize Drops ==&lt;br /&gt;
Supplies can be dropped directly to the Marines. Here is the process:&lt;br /&gt;
# The Squad Leader communicates to the Staff Officer and Quartermaster about a supply drop.&lt;br /&gt;
# The Squad Leader uses the tactical binoculars to find the coordinates on the planet in an outdoor area.&lt;br /&gt;
# The QM puts a metal crate (not a coffin or body bag, etc.) on the appropriate drop pad west of the supply elevator (Alpha, Bravo, Charlie, Delta).&lt;br /&gt;
# The QM communicates to the SO that the drop is on the pad. Ensure that the crate is CLOSED for the contents of the crate to stay in it.&lt;br /&gt;
# The SO pushes the button to drop the crate to the surface.&lt;br /&gt;
# The QM has an &amp;quot;E&amp;quot; pad, which works similarly to other launching pads, but the QM needs to introduce the coordinates himself. This is quite useful for when Command is busy and not listening to your requests to launch a specific squad pad, or if you want to send more than 1 crate to a squad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the time Squad Leaders will ask for specific items. Irrespective, listed below here are good examples of what might go in a supply drop crate even if a Squad Leaders requests a particular item:&lt;br /&gt;
&lt;br /&gt;
* M41A Standard/AP Ammo Box.&lt;br /&gt;
* Bags full of M41A Magazines, M39 SMG Magazines or Shotgun Boxes&lt;br /&gt;
* Bags full of light sources like flashlights and flares&lt;br /&gt;
* MREs or bags full of food. Avoid sending tofu unless you are punishing the squad.&lt;br /&gt;
* Several stacks of Metal, Plasteel and/or Sandbags&lt;br /&gt;
* Anything special you&#039;ve ordered or been requested like claymores, grenades, special ammo or gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try and always have at least one supply crate ready to go. At the very least, make sure there&#039;s an empty crate prepared to throw stuff into it.&lt;br /&gt;
&lt;br /&gt;
== Gather Supplies from the Almayer ==&lt;br /&gt;
The majority of the supplies you&#039;ll be preparing and sending are already on board the Almayer. Most of what the Requisitions office does is gather supplies from vendors; put them in backpacks, crates, body bags, or cardboard boxes; and drag them to the dropships for the Marines to take down and use. &#039;&#039;&#039;Always use the labeler to mark boxes, backpacks, bags, etc. with items inside.&#039;&#039;&#039; Here are common sources for supplies: &lt;br /&gt;
&lt;br /&gt;
* The vendors in cargo.&lt;br /&gt;
* The vendors in the canteens.&lt;br /&gt;
* The vendors in the prep rooms (you&#039;ll need to ask someone for access as you lack it).&lt;br /&gt;
* The flare crates south of Delta/Charlie bunks in maints&lt;br /&gt;
* Large FOB tent in Alpha/Bravo bunks&lt;br /&gt;
* Requisitions tent in the storage room in req&lt;br /&gt;
* Anything you can deconstruct and salvage for scraps (you&#039;ll require either the CE, or aCO&#039;s permission or stealth).&lt;br /&gt;
* Anything you can chuck into the auto-lathe to turn into metal (weapons and useless attachments are prime targets).&lt;br /&gt;
&lt;br /&gt;
A prudent QM can build up a stockpile of cargo money by avoiding unnecessary, wasteful orders. It may help to have a decent pool of money on hand for when you need a particular crate or to binge purchase a lot of supplies. But don&#039;t take this as a hard rule, as often hoarding money will mean failing to deliver vital supplies. Find a proper balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Order Crates ==&lt;br /&gt;
Metal and Plasteel will be amongst the most popular items requested. Metal starts off relatively cheap, but it tends to end up matching the plasteel cost in a medium-to-long operation, due to price scaling if you are supplying as much as you requested. One way to lessen this effect is to mix a few sandbags, much less requested, into every order. Especially at the first moments of the operation, when most squads have a little breathing time to fill them in, or to those on FOB duty.&lt;br /&gt;
&lt;br /&gt;
Sometimes a munition crate for the mortar will be ordered. The weapon and 2 shells of each type are already in the requisitions area, just north of the ASRS. However, these shells will not be enough for sustained firing, and more will need to be ordered. Mortar shell crates can also be brought up the ASRS for free randomly. Prepare for some money to be drained should they request more.&lt;br /&gt;
&lt;br /&gt;
Besides the engineers, your most demanding customers, you&#039;ll be the only source of extra ammo for the specialists. Expect to get requests from them even at the very start of the operation, especially from scouts, snipers, and demolitionists. Due to the high efficiency of their weapons, this is the right kind of request to prioritize.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Another rival for cash consumption is the vehicle crew (when they exist) , an expensive investment with the potential of yielding very lethal results. A tank or APC that has run out of ammo will have a hard time being useful. The vehicle crew has access to requisitions! Better keep them fed and satisfied, lest they make a ruckus. Make sure their vehicle is secure and able to be repaired before dropping a few thousand dollars to buy ammunition, because there are no refunds and it&#039;s not uncommon for vehicle crewmen to ask for something before they&#039;ve made it somewhere safe, then subsequently lose their vehicle.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The marines will often request food, basic standard ammo, flares, and even sometimes medications. In general, you won&#039;t want to waste money on these, as you can get them for free on the Almayer.&lt;br /&gt;
&lt;br /&gt;
== What Are The Best Crates? ==&lt;br /&gt;
The best crates are normally up to the given situation at hand. Here are the commonly ordered crates depending on which person needs:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;&lt;br /&gt;
* [[Requisitions#Claymore mines crate (x8)|Claymore mines crate (x8)]]&lt;br /&gt;
* [[Requisitions#M402 Mortar Ammo Crate|M402 Mortar Ammo Crate]]&lt;br /&gt;
* [[Requisitions#Empty sandbags crate (x50)|Empty sandbags crate (x50)]]&lt;br /&gt;
* [[Requisitions#Metal sheets (x50)|Metal sheets (x50)]]&lt;br /&gt;
* [[Requisitions#Plasteel sheets (x30)|Plasteel sheets (x30)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Specialists&#039;&#039;&#039;&lt;br /&gt;
* Respective ammo for their specialized weapon (Ie. [[Requisitions#M42A sniper incendiary magazines crate (x6)|sniper incendiary magazines]] for the M42A Scoped Rifle, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Marines:&#039;&#039;&#039;&lt;br /&gt;
* [[Requisitions#Magazine Box (10 x M41A Ap Mags)|Magazine Box (10 x M41A Ap Mags)]]&lt;br /&gt;
* [[Requisitions#Large M41A ammo box crate (x400 rounds)|Large M41A ammo box crate (x400 rounds)]]&lt;br /&gt;
* [[Requisitions#M40 HEDP high explosive grenade box crate (x25)|M40 HEDP high explosive grenade box crate (x25)]] (Check if you have already ran out of grenade boxes from your vendor first, as you start with many and this is expensive)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&#039;&#039;&#039;Vehicle Crewmen&#039;&#039;&#039;&lt;br /&gt;
* Ideally, you should order the ammunition for the weapons the vehicle crewmen have vended from their vendors. One crate of each should be sufficient until they&#039;ve acquired better hardware. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are too many other crates that may be useful to be listed appropriately. You&#039;ll have to judge on a case-by-case basis. &lt;br /&gt;
&lt;br /&gt;
A list of all available crates can be found [[Requisitions#Supply_Crates|here]].&lt;br /&gt;
&lt;br /&gt;
== Recovering Items ==&lt;br /&gt;
Use the command channel to ask the Squad Leaders to recover useful items. For example, Marines should return all empty metal crates. Other items from the colony/station might also prove useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Do Your Paperwork! ==&lt;br /&gt;
There are two essential types of paperwork in Requisitions. First, any supply requests will generate a paper request. Stamp this APProVED or DENIED and, regardless, snap it to the clipboard. Second, all crates arriving with the elevator will come with a paper supply manifest. This manifest should be stamped APProVED and placed on the elevator. These stamped manifests may have to go inside an empty crate. Requisitions will receive more money for following proper paperwork procedure.&lt;br /&gt;
&lt;br /&gt;
= Hail Cargonia! Defending Cargo =&lt;br /&gt;
So the operation was a bust and Aliens are on their way up to the Almayer?  If you&#039;ve been doing well throughout the round, you&#039;ll be in a unique position. Cargo has access to a wide range of items and may be a very tough nut to crack.&lt;br /&gt;
&lt;br /&gt;
There are generally two ways forward when it comes to defending the Almayer. You can either try to fortify Cargo on your own, or bug out and seek the safety of a larger group of Marines. Here are possibilities for impeding the Aliens from coming straight up at your doorstep:&lt;br /&gt;
* At the very least, weld the doors allowing exit from Cargo.&lt;br /&gt;
* Weld all vents so that the Aliens cannot crawl in behind you&lt;br /&gt;
* Build a sentry or tell the engineers to build a machinegun emplacement near the doors to protect it.&lt;br /&gt;
* Ask an engineer to build obstacles in front of the exits from Cargo and the hallways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== We&#039;re bugging out, now! ==&lt;br /&gt;
If the command staff has called for an evacuation, your plans should emphasize moving critical supplies to the escape hallways or the designated holdout area command has given (usually either briefing, CIC, or the tank bay). Quickly order supplies such as a lot of metal, plasteel, ammo boxes, perhaps a sentry if you have money to spare. Help set up a lengthy defense to cover the escape hallway and connecting corridors.&lt;br /&gt;
&lt;br /&gt;
The general goal of an evacuation defense is NOT to defend the cargo bay but to merely hold the Aliens back for as long as possible. The goal is to force the Aliens to attack through heavily fortified areas. With luck, the rest of the crew will do an excellent job of killing the aliens.&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;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=1&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;
&lt;br /&gt;
[http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=8799 Cargo tips, and what YOU can do to help cargo out]&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7551 Lacy Scraps Super Duper Guide to Requisitions] (Outdated)&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=34457</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=34457"/>
		<updated>2024-12-06T09:49:53Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = CE.png&lt;br /&gt;
|jobtitle = Chief Engineer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant [Under 70hrs] / First Lieutenant [70hrs]&lt;br /&gt;
|superior = [[Auxiliary Support Officer]], [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Ten hours as a [[Combat Technician]], [[Maintenance Technician]], or [[Ordnance Technician]].&lt;br /&gt;
|duties = Coordinate engineering. Keep the power on.&lt;br /&gt;
|guides = [[S-52 Fusion Reactor]], [[Guide to Construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = Your job is to maintain the ship&#039;s engine and keep everything running. &amp;lt;br&amp;gt;You oversee [[Maintenance Technician]]s and [[Ordnance Technician]]s and ensure all systems such as the Orbital Cannon are operational.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I want to know why they never come down here.  This is where the work is.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Corporate Chief Engineer Parker, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; (CE) is a commissioned USCM crewmember and head of the [[USS Almayer]]&#039;s engineering department. They are expected primarily to delegate and supervise their department&#039;s [[Maintenance Technician]]s (MTs) and [[Ordnance_Technician]]s (OTs) to overcome any engineering challenges that may present themselves on the vessel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
At the start of the mission, you&#039;ll find yourself in the engineering department at the back of the ship. Report for duty over the engineering (&#039;&#039;&#039;:n&#039;&#039;&#039;) and command (&#039;&#039;&#039;:v&#039;&#039;&#039;) channels and head for your upstairs office to gear up. Then you&#039;ll need to take account of your workforce and start getting some work done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Delegation=&lt;br /&gt;
As the Chief Engineer, you are capable of doing everything your MTs can do - and more - but as an officer, you are expected to delegate the work to your enlisted subordinates.&lt;br /&gt;
&lt;br /&gt;
Most of the time, you will only be able to rely on your Maintenance Technicians to get work done. In an emergency, you might need to rely on the [[Commanding Officer]], [[Executive Officer]], [[Auxiliary Support Officer]], [[Combat Technician]]s, [[Staff Officer]]s, or [[Quartermaster]] - in descending order of skill - to help you out with an engineering task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Power Grid==&lt;br /&gt;
----&lt;br /&gt;
Your engineering department is the home of the backbone of the power grid - the S-52 Fusion Reactors and the SMESes - and so it is &#039;&#039;&#039;your&#039;&#039;&#039; chief responsibility to make sure that the reactors are working, SMES are set, and APCs are charging. Make sure to guide and delegate your OTs through setting up the power grids on both the upper and lower floors, or &#039;&#039;&#039;you&#039;&#039;&#039; will be found at fault for allowing power blackouts to happen.&lt;br /&gt;
&lt;br /&gt;
The Power Grid is now entirely self-sufficient and requires minimal oversight.&lt;br /&gt;
&lt;br /&gt;
==The Hangar==&lt;br /&gt;
----&lt;br /&gt;
The [[Pilot Officer]]s may request help from your department to load and reload their dropships. As your MTs are faster at using the powerloader than the pilots and have less to do, you&#039;ll want to have them mount systems onto the dropship and prepare reloads and new fabricator printouts for when the POs return from a fire mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maintenance Work==&lt;br /&gt;
----&lt;br /&gt;
Broken lights, scuffed floors, trash pileups, and so on are all &#039;&#039;&#039;maintenance work&#039;&#039;&#039;, and hence something you&#039;ll need to delegate. Ensure your MTs are keeping the Almayer clean, organized, and maintained as necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Almayer Projects==&lt;br /&gt;
----&lt;br /&gt;
As the Chief Engineer, you are responsible for making sure all construction and modification work on the ship by your Maintenance Technicians is properly legally authorized and structurally sensible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Planetside Operations==&lt;br /&gt;
----&lt;br /&gt;
Command may find it necessary to send down you or some of your MTs to the FOB to oversee its construction. Make sure to keep in touch with your subordinates and keep them out of unnecessary danger. You might sometimes find it useful to contact the Squad Engineers on your engineering channel, though they will usually be busy with their own squads. You cannot deploy if there is no ASO aboard the Almayer.&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;
|leadership=3&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=34456</id>
		<title>Ordnance Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=34456"/>
		<updated>2024-12-06T09:49:33Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 and phoron can be used to make 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 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 Trifluoride]] || 0 || 0 || 1.6 || -0.08 || -0.8 || 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-chloride]] || 0 || 0 || 0.1 || 0 || 0 || Purple &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#potassiumhydroxide|Potassium-hydroxide]] || 0.5 || 0 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#salt|Sodium-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 Fuel]] || 0.12 || -0.1 || 0.1 || -0.08 || 0.7 || Orange &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>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Maintenance_Technician&amp;diff=34455</id>
		<title>Maintenance Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Maintenance_Technician&amp;diff=34455"/>
		<updated>2024-12-06T09:49:08Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = MaintTech.png&lt;br /&gt;
|jobtitle = Maintenance Technician&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs]&lt;br /&gt;
|unlock = 1 hour in Squad Roles&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.&lt;br /&gt;
|guides = [[S-52 Fusion Reactor]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = Your job is to maintain the integrity of the ship, including the orbital cannon. &lt;br /&gt;
&amp;lt;br&amp;gt;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;
&lt;br /&gt;
&#039;&#039;&amp;quot;The intakes are clogged.  We overheated and burned out a whole cell... Christ, it&#039;s really breaking loose down here...&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― Corporate Engineer Brett, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Maintenance Technician&#039;&#039;&#039; (MT) 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 responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in 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 Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
{{main|Guide to Engineering#Hacking}}&lt;br /&gt;
----&lt;br /&gt;
In emergency situations, or when legally authorized by command, you might find it necessary to &#039;&#039;&#039;hack&#039;&#039;&#039; your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.&lt;br /&gt;
&lt;br /&gt;
&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;
==Maintaining the Dropships==&lt;br /&gt;
----&lt;br /&gt;
As a Maintenance 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;
&amp;lt;!-- ==Maintaining the Vehicles==&lt;br /&gt;
----&lt;br /&gt;
As a maintenance technician you&#039;ll be able to repair and replace vehicle modules when needed. If the Vehicle Crewmen are currently unavailable to repair them, you&#039;ll be there to help.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Repairing and Replacing:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Broken M577 Armoured Personnel Carrier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M577 Armoured Personnel Carrier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken APC. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no wheels. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Repairing the vehicle frame&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Repair the frame with a welder 3 times (depending on the damage) and use a wrench &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing Modules from Hardpoints&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Use a Crowbar to uninstall any modules from the their hardpoints. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing/Replacing the Tank&#039;s Turret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To replace the tank&#039;s turret, you&#039;ll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader&#039;s clamp. &lt;br /&gt;
|} --&amp;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;
| &#039;&#039;&#039;Heavy Explosive:&#039;&#039;&#039; 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;
| &#039;&#039;&#039;Incendiary:&#039;&#039;&#039; Releases a fiery payload over the targetted area. Extremely large radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| &#039;&#039;&#039;Cluster:&#039;&#039;&#039; Releases a cluster of explosives over the targetted area. To suppress any enemies advancing.&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;
==FOB duty==&lt;br /&gt;
----&lt;br /&gt;
Command may find it necessary to send a few MTs 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;
&lt;br /&gt;
==Hey Wait, This Is Grunt Work==&lt;br /&gt;
----&lt;br /&gt;
Replacing lights, cleaning up stains, picking up trash, looking through the disposals room for anything valuable tossed away, and all types of crap work all falls under the realm of maintenance, and hence is &#039;&#039;&#039;your&#039;&#039;&#039; job. Pick up that mop and get sweeping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Almayer Projects==&lt;br /&gt;
----&lt;br /&gt;
If you&#039;ve had enough of picking up other people&#039;s trash, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something bigger and more 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;
|domestic=1&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;
&#039;&#039;There are no current guides or discussions for Maintenance Technicians at the moment. Why don&#039;t you make one?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Mess_Technician&amp;diff=34454</id>
		<title>Mess Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Mess_Technician&amp;diff=34454"/>
		<updated>2024-12-06T09:48:44Z</updated>

		<summary type="html">&lt;p&gt;Riell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = NULL&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = MessSergeant(True).png&lt;br /&gt;
|jobtitle = Mess Technician&lt;br /&gt;
|difficulty = Medium rare&lt;br /&gt;
|rank = Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Quartermaster]]&lt;br /&gt;
|duties = Make food for hungry marines and shipside crew.&lt;br /&gt;
|guides = This one. [[Cooking]], [[Drinks]], [https://cm-ss13.com/forums/showthread.php?6432-Luis-s-guide-to-cooking-101 Luis&#039;s guide to cooking]&lt;br /&gt;
|description = You are the Mess Technician!.&lt;br /&gt;
Your job is to service the marines with excellent food, drinks, and entertaining the shipside crew when needed. You have a lot of freedom and it is up to you, to decide what to do with it. Good luck!&lt;br /&gt;
&lt;br /&gt;
As the Mess Technician you answer to the commanding officer. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;IT&#039;S RAW&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― Gordon Ramsay&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mess Technician&#039;&#039;&#039; (MT) is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s service department. Trained in all types of engineering work and directly supervised by the [[Quartermaster]], they are responsible for keeping the crew fed, as well as any marines who might want some food other than a by product of a by product of a by product.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in the kitchen. There&#039;s milk, meat, vegetables, a microwave, all sorts of kitchen equipment you might need for cooking up some delicious fun :^) Your job is a roleplaying one, so you don&#039;t have to worry about any actual obligations. You could try to make the tallest sandwich, or you could try making fortune cookies and giving them to marines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Drinks_rum.png]]Drink Making[[File:Drinks_rum.png]]==&lt;br /&gt;
&lt;br /&gt;
All manner of ways to mix beverages can be found on the page linked [[Drinks | HERE]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Microwave.png]]Cooking[[File:Microwave.png]]==&lt;br /&gt;
&lt;br /&gt;
All manner of ways to cook morsels of food can be found on the page linked [[Cooking | HERE]]!&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
The Company has provided the USS Almayer&#039;s research wing and &#039;&#039;&#039;mess technician&#039;&#039;&#039; with a hydroponics area. Here, you can grow plants. In the south side of the kitchen, there&#039;s a door which to leads to your personal hydroponics area. Here you can grow all sorts of yummy veggies and fruits. Use this produce to make more meals! Yum! Don&#039;t worry about the research aspect of hydroponics in this guide, the tools for that aren&#039;t provided in your area.&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.&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;
==Almayer Projects==&lt;br /&gt;
----&lt;br /&gt;
If you&#039;ve had enough of cooking meals in your little kitchen, and no one is wanting to take them, then you can try different things. For example, you can get a backpack and try spreading fortune cookies all around the Almayer. There are many possibilities. You could try making nuka cola and serving it to a marine with a daring sense of taste. If you can&#039;t think of what to do, 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=2&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|domestic=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?6432-Luis-s-guide-to-cooking-101 Luis&#039;s guide to cooking! Read it!&lt;br /&gt;
&lt;br /&gt;
https://cm-ss13.com/wiki/Cooking The page about cooking on this wiki.&lt;br /&gt;
&lt;br /&gt;
https://cm-ss13.com/wiki/Drinks The page about drinks and cocktails on this wiki&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Auxiliary_Support_Officer&amp;diff=34453</id>
		<title>Auxiliary Support Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Auxiliary_Support_Officer&amp;diff=34453"/>
		<updated>2024-12-06T09:48:03Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = ASO.png&lt;br /&gt;
|jobtitle = Auxiliary Support Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = First Lieutenant [Under 70hrs] / Captain [70hrs]&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Five hours as any squad role. Five hours as requisitions. Five hours as engineering. Five hours as any auxiliary role.&lt;br /&gt;
|duties = Ensure auxiliary departments are running smoothly.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]], [[Intelligence Officer|Intelligence]], [[Pilot Officer|Piloting]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]], [[Staff Officer|Guide to Combat Information Centre]]&lt;br /&gt;
|description= Your job is to oversee the hangar crew, the intel officers, the engineering department, and requisitions department. You have many responsibilities and your subordinates are mostly self-reliant, but sometimes you may be expected to fill in if a department is lacking. Assist where you can and make sure command personnel are confident the auxiliary departments are operating at peak efficiency. You are also third in command of the Almayer and will be expected to run CIC when the Commanding Officer and Executive Officer are unavailable or deployed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= The Auxiliary Support Officer =&lt;br /&gt;
You are the &#039;&#039;&#039;Auxiliary Support officer&#039;&#039;&#039;. Your job as the Auxiliary support officer is to coordinate between the different auxiliary departments to maintain direct and active support of main combat personnel. If there is no Commanding Officer or Executive Officer around, you are next in the chain of command of the Marines. As the Support Officer, you are &#039;&#039;&#039;not&#039;&#039;&#039; allowed to deploy groundside to assist with the FOB construction or defense unless a nuclear device has been deployed.&lt;br /&gt;
&lt;br /&gt;
==Hangar Crew==&lt;br /&gt;
The [[Pilot Officer|Pilot Officers]], and [[Dropship Crew Chief|Dropship Crew Chiefs]] manage the flight of the two dropships in the hangar bays. Depending on who may have woken up, you may be asked to assist them with printing and attaching of dropship parts or asked to fly one of the dropships if nobody else is available to do so, although it is more likely you may be tasked with enabling the autopilot.&lt;br /&gt;
&lt;br /&gt;
==Intel==&lt;br /&gt;
The [[Intelligence Officer|Intelligence Officers]] manage the collection and processing of data. You may be asked by Intel officers to take any crates filled with info to the processing room, be asked to sort through it, or asked to take any alien/marine corpses up to Research for processing by them. Additionally, an overwatch console exists in the intelligence room for your usage - so that you may watch them and ensure they don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The [[Chief Engineer]] and [[Maintenance Technician|Maintenance Technicians]] are in charge of maintaining the ship, including repairs, loading the orbital cannon, setting the anti-air countermeasures, and ensuring the reactors run smoothly and power flows throughout the ship. If there is an Auxiliary Support Officer, Maintenance Technicians and the Chief Engineer may deploy freely. There should always be a member of the Engineering crew or the Auxiliary Support Officer on the Almayer at all times.&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
Requisitions, alongside the [[Quartermaster]] and the [[Cargo Technician|Cargo Technicians]] within it, is in charge of supplying the marines with equipment, ammo, and materials. You may be asked to assist with bringing crates back to the Requisitions bay, or to ensure that needed supply crates are sent if requisitions is overloaded with requests from marines or if nobody has woken up. Additionally, some scrupulous Quartermasters may begin purchasing illegal goods - and it is your job to ensure that whatever happens does not infringe on the ability for marines to run the operation.&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 Commanding Officers order will last longer then 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.&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;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|piloting=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|police=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=2&lt;br /&gt;
|navigation=1&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;
*[https://forum.cm-ss13.com/t/auxiliary-support-officer-guide/8246 Auxiliary Support Officer Guide] by Nate Dross » 25 May 2024&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=34452</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=34452"/>
		<updated>2024-12-06T09:47:35Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = USCM_Standard_Marine.png&lt;br /&gt;
|jobtitle = Rifleman&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|duties = Follow orders. Don&#039;t get yourself killed. Don&#039;t shoot your squadmates.&lt;br /&gt;
|unlock = Starting role, ten hours on squad role for PFC.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad&#039;s prep room.&amp;lt;br&amp;gt;You are a rank-and-file soldier of the USCM, and that is your strength.&amp;lt;br&amp;gt;What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&lt;br /&gt;
&lt;br /&gt;
You&#039;re in the [[Marines|United States Colonial Marine Corps]]. &#039;&#039;&#039;Follow your [[Squad Leader|sergeant&#039;s]] orders and don&#039;t ask too many questions&#039;&#039;&#039;. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. &#039;&#039;&#039;Do your job, follow orders&#039;&#039;&#039;, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&lt;br /&gt;
This guide assumes you have finished the [[Marine Quickstart Guide]] and will hopefully help you transit out from being a [[Slang|baldie]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your Squad ==&lt;br /&gt;
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039; [[File:Squad_leader_icon.png]], also known as the SL. Listen for his and your Squad Overwatch&#039;s instructions over the radio. Don&#039;t be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The &#039;&#039;&#039;[[Fireteam Leader]]&#039;&#039;&#039; [[File:RTO_Icon.png]], or FL, is your team leader if you are put in a fire team who also has the capabilities in coordinating with aerial and orbital fire support. They are the first in line to take command of the squad should the SL perish. Listen to your FLs, the SL, and command for warnings about fire support close to you. The &#039;&#039;&#039;[[Weapons Specialist]]&#039;&#039;&#039; [[File:Squad_specialist_icon.png]], also known as the Spec has a unique weapon. Try to stay behind him so as not to get in his line of fire. The &#039;&#039;&#039;[[Smartgunner]]&#039;&#039;&#039; [[File:Smartgunner_icon.png]] has a powerful smartgun that can fire past marines without causing friendly fire. Try to stay in front of him so he can support you. Remind him not to be in the front! The &#039;&#039;&#039;[[Hospital Corpsman]]&#039;&#039;&#039; [[File:Squad_medic_icon.png]], also known as medics, treat the wounded and revive the dead. Try to keep them safe so they can help you later. Similarly, the &#039;&#039;&#039;[[Combat Technician|Combat Technicians]]&#039;&#039;&#039; [[File:Squad_engineer_icon.png]], also known as engineers or engies, construct defensive structures and fix colony equipment to support your squad. Try to keep them safe as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; When you first start playing as a rifleman you will be a Private ( PVT ). Once you have played rifleman for 10 hours, you will be playing as a Private First Class ( PFC ).&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;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &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;
|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. Comes pre-loaded with a combat knife inside.&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:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M10 Pattern Marine Helmet}}&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 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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
&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:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern 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, 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;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:M276_pattern_M82F flare gun holster rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F 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 M82F flare gun.&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: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_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;
&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:Knife-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.&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:Document-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Small Document Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A smaller version of the document pouch. Can hold papers, folders, disks, technical manuals and clipboards.&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:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium 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 2 slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to hold 3 pistol magazines.&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;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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Rebreather.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rebreather&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A close fitting device that instantly heats or cools down air when you inhale it so it doesn&#039;t damage your lungs.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Removed for now&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kits&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: Only 1 kit may be chosen.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;The miniature kits allows a marine use all of their points to specialize in an area of expertise. This versatility allows marines to customize their play style to suit for combat or in support roles. Although this does not make them equal to those who properly specialize in said fields, it gives them some knowledge to aid in their work.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Pamphlet is an unique one time consumable item that gives anyone who uses it a skill point directed at a specific area. To learn more about pamphlets and skills, click [[The_Skill_System|here]]&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;Kit:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Engie_kit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Combat Technician kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet&lt;br /&gt;
* Construction Pouch&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* MB-6 Folding Barricade&lt;br /&gt;
* M56D Heavy Machine Gun&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Medic_kit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Response Medical Support kit&#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;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Grenadier_kit.png]]&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|48px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|48px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;3 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA-MK1 Sniper Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:30 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M4RA Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* Scope&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
--&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: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 = {{VP78 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 = 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;
&lt;br /&gt;
&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;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 20 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 20 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 20 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 10 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 15 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 15 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 three [[Marine Equipment#USCM Weapons|AGM-S]] Smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 15 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = Agm_smoke_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Smoke 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 15 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 three [[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;Ammunition&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;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;
&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 (20) 10x20mm 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: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:15 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: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:15 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;
&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:15 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;
&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:15 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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M44-HR-SL.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 Heavy speed Loader&#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;| 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&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;Extra Items:&#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:webbing.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webbing&#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;|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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing Vest&#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;|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]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Webbing Vest&#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;|Robust black synthcotton vest with lots of pockets. Has five slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MedicHud.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SensorMate 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}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&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: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;
|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 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;|{{B12 Armor}}&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:10 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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#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;|&lt;br /&gt;
{{Tactical Binoculars Description}}&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;
&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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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;&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;
|-&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:15 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: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;
|-&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: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:Motion_Detector.gif|64px]]&lt;br /&gt;
&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:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data 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 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). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things. You can switch modes with Alt+Click.&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;
|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: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]]&lt;br /&gt;
&lt;br /&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:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#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 pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#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 pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&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:Rtobackpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Radio Telephone Pack&#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 heavy-duty pack, used for telecommunications between central command. Normally issued to Fireteam Leaders.  &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;
&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;
{| 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;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 a radio headset, Allowing you to access the intel 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;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The Weapons==&lt;br /&gt;
In [[Marine Quickstart Guide]], M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.&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;Basic Weapon List:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M4a3.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4a3.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M4A3mag.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4A3-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|A reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M4A3 Service Pistol, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4A3 Service Pistol to load the magazine in. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M4A3mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4A3 Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M4A3-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4A3 Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:44magnum.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:44magnum.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M44SL.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M44-MM-SL.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|Deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed loaders, and holds a maximum of 7 bullets. You can duel wield them but your accuracy will be heavily decreased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Click the revolver with an empty hand to open the revolving cylinder, vend a fresh speed loader,  click the revolver with the speed loader in your active hand, click the revolver again with an empty hand to close the revolving cylinder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M44SL.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M44 Speed Loader:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M44-MM-SL.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M44 Marksman Speed Loader:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M39_Variants.gif|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M39_Variants.gif|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M39_Variants.gif|64px]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M39-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|Allows you to have high mobility but lacks raw power and armor penetration. Good for chasing down fleeing enemies. You can duel wield them but your accuracy will be heavily decreased. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M39 Submachine gun, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M39 Submachine Gun to load the magazine in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M39mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M39 Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M39-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M39 Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M41A_Variants.gif|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M41A_Variants.gif|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M41Amag.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M41A-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|A reliable, robust and overall effective standard issue weapon, comes with a 3-round burstfire capability as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades (ask RO for grenades). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M41A Pulse Rifle MK2, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M41A Pulse Rifle MK2 to load the magazine in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M41Amag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M41A Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M41A-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M41A Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M4RA.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4RA.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M4RAmag.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4RA-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with most underbarrel attachments. It has a few unique attachments to enhance the rifle even further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M4RA Battle rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4RA Battle Rifle to load the magazine in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M4RAmag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4RA Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M4RA-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4RA Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M37_Variants.gif|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M37A2 Shotgun&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M37_Variants.gif|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:Slugbox.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:Buckbox.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, though users should still keep in mind that the M37A2 must be pumped after every shot.  You can duel wield them but your accuracy will be heavily decreased.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hold the shotgun shell box with one hand, then swap to your other hand and click the shell box to take out a handful of shells. Drop the shell box and pick up your shotgun and load it with the shells one by one (M37 can hold eight shells plus one in the chamber). &#039;&#039;&#039;Pump the shotgun&#039;&#039;&#039; with Unique Action Button [[File:Use-Unique-Action.png|32px]], you need to pump it after each firing. Using [[Macros]] to bind a hotkey for it is a must to use shotgun effectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:Slugbox.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slug shells:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range.&lt;br /&gt;
&lt;br /&gt;
[[File:Buckbox.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buckshot shells:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. Fires in a 15-degree radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re looking to use the most effective ammo variant as deemed by the community, see the latest replies to this thread:  [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=10052 Buckshot vs Slug: The final debate. ]&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:Flamethrower.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M240 Incinerator Unit&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:Flamethrower.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:IncineratorTanks.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:IncineratorTanks.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|The incinerator is good at incinerating hostiles and clearing unwanted vegetation with a moderate range of 5 tiles. Squad Leaders may hand out the two incinerators that are in their vendor (with 8 fuel tanks in total). Welder fuel is weaker than the original thick sticky napthal fuel that the incinerators start with. More incinerators can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incinerator Units can only be refuelled once a tank is completely out of fuel. Once emptied, pull out the Incinerator Tank[[File:IncineratorTanks.png|32px]]by either unloading the weapon or clicking the incinerator unit with an empty hand, then clicking on a fuel tank, welder pack or welding tank with the tank in your hand. Once refuelled just click on the incinerator unit with the fresh tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Restricted_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:IncineratorTanks.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ultra-Thick Nepathal fuel that can stick to anyone. Effective in Area Denial situations. Has a chance of burning anyone on contact with the flames on each tic. Holds one hundred (100) units worth of napthal fuel.&lt;br /&gt;
&lt;br /&gt;
[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank (Gel):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds two hundred (200) units worth of gel fuel.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loadouts==&lt;br /&gt;
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone&#039;s got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don&#039;t like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The RO may hand out two or more [[Marine_Equipment#Weapon_Attachments|attachments]], a [[Marine Equipment#Storage Equipment|webbing]], a [[Marine Equipment#Holsters and Scabbards|holster/scabbard]] and two [[Marine Equipment#Explosives|grenades]]. Some RO&#039;s may hand out more equipment/attachments if they are feeling generous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it&#039;s always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust your loadouts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing[[File:Webbing.png|32px]] from requisitions, and use a backpack [[File:USCM_infantry_backpack.png|32px]]. Ran out of flares? Use a backpack [[File:USCM_infantry_backpack.png|32px]] and fill it with 7 flare packs.&lt;br /&gt;
&lt;br /&gt;
== In the field ==&lt;br /&gt;
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, weather, and terrain.&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
To overcome low visibility of the battlefield, you need a rail flashlight and flares. Flares burn out after some time, but all flashlights have a battery life so long that it won&#039;t run out during the operation. Flares are better for general use as they have better storage options. Flashlights are better suited to lighting up defendable areas due to their bulkier nature. Flares and flashlights both still continue to emit light in any weather condition a marine might face. Use them wisely to illuminate the battlefield! &lt;br /&gt;
&lt;br /&gt;
[[File:Shoulder_light_range.png|frame|left|&#039;&#039;Shoulder Lamp Range&#039;&#039;]] [[File:Rail_flashlight_range.png|frame|right|&#039;&#039;Rail Flashlight Range&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory management ===&lt;br /&gt;
&lt;br /&gt;
[[File:What_to_strip.png|thumb|left|&#039;&#039;What to recover from a dead marine&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notable items to recover are:&lt;br /&gt;
* [[Squad Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], B12 armor and M11 helmet.  All useful in their own way.&lt;br /&gt;
* [[Fireteam Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], M4 armor and M12 helmet.  Gear similar to the squad leader.&lt;br /&gt;
* [[Combat Technician]]: Building materials[[File:Metal.png|32px]][[File:Plasteel.png|32px]][[File:Sandbag_Empty.png|32px]] and explosives[[File:M20_mine_box.png|32px]][[File:M20_claymore.png|32px]][[File:Incingrenade.png|32px]]. Materials are scarce in the battlefield!&lt;br /&gt;
* [[Hospital Corpsman]]: Roller Bed, Medkits, Autoinjectors, and Stasis bags for the unfortunate facehugged teamates.&lt;br /&gt;
* [[Weapons Specialist]]: Battle Sights[[File:M42scoutsight.png|32px]]as they have full night vision capacity and the M3G4 Helmet due to its face hugger blocking capabilities&lt;br /&gt;
* Recover empty AP magazines[[File:M41A-AP-mag.png|32px]], they can be refilled with AP ammo box[[File:Big_Ammo_Box_AP_M41A.png|32px]] (click the ammo box with the magazine in hand on {{Intent|Help}}  intent).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time! Remember &#039;&#039;&#039;&#039;&#039;&amp;quot;Infantry wins battles, logistics win wars&amp;quot;&#039;&#039;.&#039;&#039;&#039;    &lt;br /&gt;
&lt;br /&gt;
==== The flow of supplies ====&lt;br /&gt;
Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Or wait for requisitions to launch them after coordinates have been given to them over the telephone (as comms won&#039;t be up yet during this initial phase).&lt;br /&gt;
&lt;br /&gt;
Remember to also move wounded marines, empty crates, empty Smart gunner power packs onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag.&lt;br /&gt;
&lt;br /&gt;
Enemies typically ambush supply routes, so ensure they are well guarded, lit, and have sufficient cover and space to engage any possible hostiles!&lt;br /&gt;
&lt;br /&gt;
Medical supplies are hard to come by, so use them sparingly and leave the medical work to medics and synthetics unless the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
Lastly! Never throw away your magazines willy-nilly once you&#039;re done with it! Put them back in the pouch where they came from so you can resupply your ammo at the FOB. This may seem obvious now, but the battlefield usually is littered with empty magazines! &lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeler. Stockpile the empty bags out of the way to reduce clutter. &lt;br /&gt;
&lt;br /&gt;
When placing down ammo, supplies, and other gear make sure to try and keep them all localized in one area. Shotgun shells and rifle ammo in one part of FOB, and down the line its engineering gear like the power cells  box and the metal bag. This will help make finding things much easier.&lt;br /&gt;
&lt;br /&gt;
Additionally, ensure to dispose of or fold up any used up ammo/supply boxes to make space for supplies. Space at the FOB is limited, and a sprawling ammo stockpile is just waiting for a cookoff. Try to make sure used up flares, half eaten MREs, empty un-refillable magazines, and other miscellaneous garbage is chucked underneath the dropship as it lands where it can be crushed and disposed of. &#039;&#039;&#039;Be warned however&#039;&#039;&#039;! Items placed under the dropship when it lands are destroyed permanently! Only do this with items you know have no use in any meaningful capacity.&lt;br /&gt;
&lt;br /&gt;
==== Recover empty crates ====&lt;br /&gt;
Bring crates back to the FOB and load them onto the dropship. You&#039;ll want to load any crates you find as the requisition team can send them down the elevator for extra cash which can be used to purchase additional supplies. Use your radio (;) to tell requisitions there are crates in the hangar, they won&#039;t automatically check it every time you bring them in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First aid ==&lt;br /&gt;
&lt;br /&gt;
==== Medical supplies and where to find them ====&lt;br /&gt;
So begins your foray into basic medical training! Medical supplies are most commonly found in vendors. There are splints and other medical supplies are in limited amounts. NanoMeds [[File:NanoMed.png]] such as those in the dropship or standing powered Weymeds typically hold medical supplies for you to use. As you&#039;ve noticed, these vendors also have a reagent bar which only refills if they&#039;re attached to the ground at specific spots on the ship. Movable vendors like Weymeds need to be attached to these spots to refill the reagent bar and **only** the reagent bar. Single use medical supplies like splints, gauze, ointment, and pill bottles cannot be restocked at these stations. Only autoinjectors, and not their emergency variants. Putting items with incomplete stacks in these vendors puts an &amp;quot;*&amp;quot; next to the stock number.&lt;br /&gt;
&lt;br /&gt;
==== How should I be carrying them? ====&lt;br /&gt;
The best thing you can do is to carry the basic medical supplies given to you by the vendors. Such as the first aid pouches [[File:Aid-pouch.png|32px]]. It is best to carry them somewhere always accessible like in the pouch slots in the pouches they come in or the colored webbings due to their increased space[[File:Brown webbing vest.png|32px]], as you wouldn&#039;t want to bleed out before getting to your gauze deep in your backpack. The helmet can also fit your usual medical supplies, bar the splints of course. &lt;br /&gt;
&lt;br /&gt;
==== Helping others ====&lt;br /&gt;
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it&#039;s safe. If the marine is conscious (not &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;seems to be asleep&#039;&#039;&amp;lt;/span&amp;gt;), shake them with {{Intent|Help}} intent to get them up, get them to a medic if he doesn&#039;t get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can&#039;t revive with armor on).&lt;br /&gt;
&lt;br /&gt;
* Whenever you have shrapnel injuring you, take out your [[File:knife.png|32px]] from your [[File:Boots.png|32px]] and press the Z key on key on your keyboard to remove the shrapnel from your person. Knife substitutes such as PICTs, screwdrivers, and shards of broken glass also work.&lt;br /&gt;
* Get splints [[File:Splint.png|32px]], you can split the stack by holding it in the active hand then click it with another hand.&lt;br /&gt;
* Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).&lt;br /&gt;
* Marines whose revive timer ran out (indicated by a skull if you have a medhud on your helmet) , without a head, and chest bursted are unrevivable.&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;
}}&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;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Only take what you need. You&#039;re going to need at least one to two armor piercing magazines in the field for [[Crusher|heavily]] [[Ravager|armored]] [[Queen|enemies]]. For everything else, standard ammo will have to do. Budget cuts are always a pain.&lt;br /&gt;
&lt;br /&gt;
* Stick with your squad at all times, [[Marine Quickstart Guide#Dead|a lone Marine is a dead Marine]]. &lt;br /&gt;
&lt;br /&gt;
* Follow the [[Rank|chain of command]]. If someone tells you jump, you&#039;d better ask how high on the way up.&lt;br /&gt;
&lt;br /&gt;
* Use appropriate titles. Your [[Squad Leader]] is Sergeant, or Squad Leader. He&#039;s not an officer so don&#039;t call him &amp;quot;Sir&amp;quot; and he&#039;s not in the Army so don&#039;t call him &amp;quot;Sarge.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you&#039;ll ever be able to.&lt;br /&gt;
&lt;br /&gt;
* Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what&#039;s going on. Do you see [[Runner|movement outside the perimeter]]? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a [[Marine Equipment#Explosives|grenade]]? Let your squad leader know. Did your staff sergeant just get his head taken off by [[Staff Officer|incoming artillery]]? Let command know.&lt;br /&gt;
&lt;br /&gt;
* [[Marine Quickstart Guide#Lighting|Stay in the light]]. There ain&#039;t many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you&#039;re stopped for more than a moment.&lt;br /&gt;
&lt;br /&gt;
* Use single fire for long to medium ranges and burst-fire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.&lt;br /&gt;
&lt;br /&gt;
* When entering alien infested territory, it&#039;s recommended that you clear the resin nodes as they will automatically clear out the weeds if there is no other resin nodes connected to it. This will allow you to walk at normal pace rather than be slowed down by the weeds and it denies the alien places to build on.&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34451</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34451"/>
		<updated>2024-12-06T09:47:10Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = Medic.png&lt;br /&gt;
|jobtitle = Hospital Corpsman [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = 1 hour as medical roles and 1 hour as squad roles.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Hospital Corpsman, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Hospital Corpsmen started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&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;
&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;
|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 Corpsman Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.&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. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Pattern Marine Helmet}}&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 &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&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:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM corpsman satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM corpsmen. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Corpsman Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM corpsmen. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| 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:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern 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, 88M4, or the M1911 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_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can additionally hold a roller bed and defibrillator.&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]]&amp;lt;br&amp;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:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F flare gun 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 M82F flare gun.&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_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade 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 to carry bulk quantities of M40 series of Grenades.&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;
|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. Holds 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&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;
|- &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;
&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 even more small items and also magazines. Contains 3 slots.&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: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 etool 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;
&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;| Pouch able to hold pistol magazines.&lt;br /&gt;
&lt;br /&gt;
&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;
|- &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;
|-&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;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
&lt;br /&gt;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine. &lt;br /&gt;
&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;Pistol 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;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&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;
|-&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;
|-&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;
|-&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;
&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;&#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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.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;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&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:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix brute damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
* Acts as a substitute Fix-O-Vein and cautery for internal bleeding surgeries in the field&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Synth Graft&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix burn damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&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. Provides an ideal platform for field surgery. 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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single corpsman - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&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;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Two Blood Bags are provided. Holds universal blood inside, can be used to give a Marine with low blood a transfusion in the field, click the Marine to begin the transfusion, click again to stop it. Once started, anyone can hold the bag. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field 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;
|- &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. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&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. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#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; | Some sterile gauze to warp around bloody stumps and lacerations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#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 treat burns, infected wounds, and relieve itching in unusual places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;First Aid Kits&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;
&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;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fire_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| For when the dropship ammo storage spontaneously burns down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat when you have a high amount of toxins in your body&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Oxygen_deprivation_first_aid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box full of reoxygenating goodies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Radiation_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Contains treatment for radiation exposure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&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: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:Epinephrine-Injector.png]]&lt;br /&gt;
[[#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&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:Tramadol.png]]&lt;br /&gt;
[[#Tramadol|Tramadol]]&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 10%&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 90%&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical 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: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;| The basic tool of every single corpsman - 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:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#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;| {{Sensormate_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A collapsed roller bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation. Roller beds are also used to perform internal bleeding surgery, as the procedure is much quicker (and therefore safer) when the patient is strapped to one rather than left lying on the ground.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch (EMPTY)&#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;| Used to refill custom injectors and can also store one. May be refilled with a reagent tank or a chemical dispenser. Starts empty. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility 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 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:RefillTank.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smart Refill Tank&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to refill empty autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&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 three [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Smoke 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;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:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&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;&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;
&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;&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;
&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:6 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;
&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: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 = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 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 12 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 18 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;
&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;
&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;Extra Items:&#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:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&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:28 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:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#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;|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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&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;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#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;|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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|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:6 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.&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;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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;&amp;lt;br&amp;gt; Costs:6points&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;
|-&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:6 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. Comes with a machete.&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:8 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. Comes with a machete&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;
&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:8 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: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:Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welding Goggles&#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 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;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;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;
&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:3 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:3 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:3 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:3 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;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Hospital Corpsman == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are forced to be evacuated to the shipside Medbay should be stabilized beforehand by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, your loadout is one of the most decisive factors in wherever or not you will be able to keep the situation under control or succumb more or less literally as the rest of your squad falls apart. While your workload will potentially be split with another Corpsman, and all three other squads will be getting two Hospital Corpsmen, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main area for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are only a few caveats to a Medic&#039;s loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you should still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. A Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* You get one free webbing choice as a Corpsman. It is recommended that you select a brown/black webbing vest, these provide you with five small inventory slots, perfect for holding small medical items (analyzer, blood bags, suture/synth) as well as shotgun ammo shells. Alternatively you could select a standard webbing, which holds three medium items, to hold gun magazines.  &lt;br /&gt;
&lt;br /&gt;
* You have a wide array of pouches to select from, and you can pick two of them. The First Responder Tactical Pouch lets you carry a wide array of standard medical items and can be strong in a pinch, the Sling Pouch lets you hold one large item (such as a Defibrillator) and acts as a magnetic harness, meaning the item will be automatically returned to the pouch when dropped. A magazine/shell pouch is good for ammo storage. The Pressurized Reagent Cannisters deserve special mention as they come filled with a large amount of a basic healing chemical that automatically refills the pre-attached injector it comes with; each generally has enough slots to provide up to forty uses before needing a reload. Any of these pouches are worth considering. &lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry seven large items, whereas a Satchel can only carry five large items. However, to access the contents of a backpack you must either take it off your back or select the backpack while it&#039;s on your back and wait several seconds to access it. A satchel on the other hand allows you to access it immediately with no delay or extra juggling of items. The satchel is a more advanced item to use due to the more limited storage space, thus the Backpack may be recommended to a new player due to its greater storage space. &lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
&lt;br /&gt;
* Now, you must decide what to put in your belt and bag. A recommended, simple loadout for both belts is one of every pill bottle in addition to an extra Bicaridine, Kelotane and Tramadol pill bottle, as the two belts already comes loaded with one each, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags. Alternatively, you can place your surgical line/synth graft/bed in your armor or webbing slots.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. Almost every Marine weapon is viable to consider. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo. A shotgun user may consider taking a shotgun shell pouch, conversely a rifle user may use a magazine pouch. &lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
&lt;br /&gt;
* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A dead corpsman is a useless corpsman&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Corpsman. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harassers trying to get in and kill you, and ask a combat technician or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Hospital Corpsmen, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hospital Corpsman, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage is the last and most important topic for a Hospital Corpsman to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out on the spot are deceased, unrevivable teammates. They are permanently gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patients can be divided into three types. The walking wounded, those in critical damage and those who are deceased. People who are still walking should usually be the lowest priority for healing, as they may be able to attend to their own wounds. Your current circumstances will dictate whether you should prioritise someone who is in critical and those who are dead. People who are dead are on a limited five-minute timer until they become unrevivable, but it will take time for them to be brought back on their feed, conversely people in critical can be more quickly brought back to their feet and start fighting. Generally, you should focus on stabilising those in critical (innaprovaline and a basic healing chem will keep them alive) while reviving the dead, however if you are in an urgent frontline combat scenario it may prove smarter to heal the critically wounded so they can immediately get back into the fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exception to this is if someone is on the verge of being unrevivable, denoted by their revive ICON on their hud flashing red. These patients, above all else, should be revived as soon as possible to ensure they can continue to contribute to the operation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location. &lt;br /&gt;
&lt;br /&gt;
* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
&lt;br /&gt;
* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is flashing &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying. If the heart rate icon is a constant  &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; then some time has passed since the patient has died but at least a minute remains until permanent death.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
&lt;br /&gt;
** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
&lt;br /&gt;
** If a patient is over 200 damage, rapidly pull out advanced kits, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. If possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol and Tricordazine. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. &lt;br /&gt;
&lt;br /&gt;
* If the patient is in critical health and especially near death, immediately administer a inaprovaline and peridaxon pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
 &lt;br /&gt;
* If the patient has internal bleeding, immediately pull them to a safe area and perform internal bleeding surgery. The normal way to do this as a hospital corpsman is to use substitute tools in place of a full surgical kit:&lt;br /&gt;
** Once yourself and the patient are in a safe location, have them lie down (either on the ground or, if possible, on a roller bed [[File:RollerBed.png|32px]]).&lt;br /&gt;
** (Optional) Hook up a blood bag to your patient and hold it in a free hand throughout the procedure.&lt;br /&gt;
** Administer tramadol or oxycodone to keep the pain of the operation at manageable levels. This prevents your surgery steps from failing due to the patient flinching. Remember that pills take a few seconds to metabolise, so you may need to delay starting the procedure slightly.&lt;br /&gt;
** Open an incision and widen it using your boot knife twice in a row ([[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]] &amp;gt; [[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]]).&lt;br /&gt;
** Repair the internal bleeding using your surgical line ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Suture the incision closed using your surgical line again ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Bandage any residual brute trauma from the operation and, if not already done, hook up a blood bag if blood levels are still low.&lt;br /&gt;
&amp;lt;!--* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to 15% of his blood without damaging himself. Before transfer be sure to check its correct blood type. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Low blood levels can be alleviated through high nutriment or Iron pills. Patients with low but not critical levels of blood (80-90%) should be advised to eat an MRE to help offset the effects.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Hospital Corpsman should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. You may also refill them by simply left clicking the vendor with an injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, Shift+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
&lt;br /&gt;
* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
&lt;br /&gt;
* If you find a marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
&lt;br /&gt;
* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
&lt;br /&gt;
* You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|jtac=1&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;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/comprehensive-corpsman-guide/2044 Comprehensive Corpsman Guide] (Up-to-date comprehensive guide, provides an explanation on almost every skill system and item a Corpsman will face, also provides additional tips and strategies. Highly recommended for beginner and veteran corpsmen.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: This guide is an old one, but it provides blunt and simple to read tips. Highly recommended for both beginner and advanced hospital corpsman. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic A Simple Guide] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;:  Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=34450</id>
		<title>Combat Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=34450"/>
		<updated>2024-12-06T09:46:40Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = USCM_Squad_Engie.png&lt;br /&gt;
|jobtitle = Combat Technician [[File:Squad_engineer_icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = One hour as any squad role.&lt;br /&gt;
|duties = Set up defenses, babysit big guns, open doors and spam barbed wire.&lt;br /&gt;
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = You have the equipment and skill to build fortifications, reroute power lines, and bunker down.&amp;lt;br&amp;gt;Your squaddies will look to you when it comes to construction in the field of battle.}}&lt;br /&gt;
&#039;&#039;But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they&#039;ll come in handy.&#039;&#039;&lt;br /&gt;
―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, your main goals will be &#039;&#039;&#039;fixing power&#039;&#039;&#039;, &#039;&#039;&#039;getting through doors&#039;&#039;&#039;, and &#039;&#039;&#039;setting up fortifications for a FOB (Forward Operating Base)&#039;&#039;&#039; that&#039;ll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.&lt;br /&gt;
&lt;br /&gt;
=Combat Technician=&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have two different playstyles you can experiment with. One, as a FOB building and &#039;&#039;&#039;Utility Technician&#039;&#039;&#039;, who sets up defences and makes sure power is running. The second way to play technician is to be a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&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:150px;&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;
&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 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;
|-&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M10_technician_helmet.png|64px]]&amp;lt;BR&amp;gt;&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Technician Helmet}}&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;
|-&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.&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;
&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
|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;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Technician_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue backpack worn by USCM technicians.&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:Technician_satchel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician  Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavy duty chestrig used by some USCM technicians.&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: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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welderpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welderpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welderpack}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Weldersatchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welder-Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belt:&#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;
{{G8-A General Utility Pouch}}&lt;br /&gt;
|-&lt;br /&gt;
{{M276 pattern ammo load rig}} &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 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, 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;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:M276_pattern_M82F flare gun holster rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F 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 M82F flare gun.&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_mortar_operator_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&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 Grenade 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 to carry bulk quantities of M40 series of Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Frontline Grenadier Kits&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&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 technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: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:Const-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Designed to holster construction materials.&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:Electronics-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Electronics Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Explarge-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Container designed to hold up to three grenades or other explosives&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: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;| Pouch able to hold pistol magazines.&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;| A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium 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 more small items and also magazines. Contains 2 slots.&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;Pistol 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|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
&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;
|-&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 2 large items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: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: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;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Entrenching_Tool_Unfolded.png|64px]] Automated Equipment Rack [[File:CombatEngi.png|64px]]==&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 73%; border: none&amp;quot;&lt;br /&gt;
| &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Engineer Set&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:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&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:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x50&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x40&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A forty (40) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Cap Power Cell&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Handheld Defences&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Structures:&#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:SentryGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 571-C Sentry Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;M30 Ammo Drum (10x28mm Caseless)&#039;&#039;&#039;&lt;br /&gt;
 |Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.&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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;Sentry Incinerator Fuel Tank&#039;&#039;&#039;&lt;br /&gt;
 |A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.&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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{| 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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the Tesla Coil to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the Flag in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the Flag to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Flag, making it moveable.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.&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;Sentry Upgrade Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:sentry_upgrade_kit.png|64px]]&amp;lt;br&amp;gt; Cost: 15 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows the combat technician to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&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:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|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;Plastic Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{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;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Range Finder&#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 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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#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 pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Super Cap Power Cell&#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; |Used for powering various devices that require power. 20,000W.&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:MiniFuelTank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;ES-11 Mobile Fuel Canister&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel. &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;
&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 18 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 18 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 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_smoke_airburst_packet&lt;br /&gt;
|Title = M74 AGM-SmokeAirburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] smoke 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 18 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;
{{TabsItem&lt;br /&gt;
|Description = Contains one MFHS metal foam grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 5 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = Metal_Foam_Grenade&lt;br /&gt;
|Title = M40 MFHS Metal Foam Grenade&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;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;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:6 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;
|}&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: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 = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 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 12 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 = {{Incinerator Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M240 Incinerator Unit&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 18 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 24 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;
{{TabsItem&lt;br /&gt;
|Description = {{M56D Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 24 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M56D Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&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;Extra Items:&#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:MedicHud.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SensorMate Medical HUD&#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;|{{Sensormate_Description}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&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: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;
|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 Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:24 points&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: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;|{{M4 Armor}}&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;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#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;|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:Sling_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sling Pouch&#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;|Keeps a single item attached to a strap.&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;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds two M240-pattern napalm tanks.&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:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|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:8 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;
|-&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:8 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: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:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#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 pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#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;|&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;
&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;
&lt;br /&gt;
==Equipment and Gear==&lt;br /&gt;
=== Metal and Sandbags ===&lt;br /&gt;
At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. Plasteel is an expensive but very resistant material at your disposal. More can be purchased at your equipment closet or as supplies start trickling in through the ASRS, you may be able to acquire more. Don&#039;t hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round.&lt;br /&gt;
&lt;br /&gt;
==Linking Plasteel Barricades [[File:Plasteel Barricade.gif]] ==&lt;br /&gt;
&lt;br /&gt;
You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work.  Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver.  If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine).&lt;br /&gt;
&lt;br /&gt;
== In the field ==&lt;br /&gt;
=== Power and T-Comms ===&lt;br /&gt;
Upon the first deployment, you are likely to be tasked to either [[Guide_to_Engineering#Power_Duty|fixing the Power]], [[Guide_to_Engineering#Static_Telecommunications|fixing the Telecommunications Tower]] or FOB duty.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overcoming obstacles ===&lt;br /&gt;
* [[File:Crowbar.png|32px]] Use a crowbar to pry open powered down doors.&lt;br /&gt;
* [[Guide_to_Engineering#Hacking|Hack]] doors to open previously locked passageways.  If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open.&lt;br /&gt;
* [[File:C4.png|32px]] C4 doors/walls if you don&#039;t have time to hack/deconstruct.&lt;br /&gt;
* Disassembling windows ([[File:screwdriver.png|32px]]-&amp;gt;[[File:crowbar.png|32px]]-&amp;gt;[[File:screwdriver.png|32px]]) and window frames ([[File:Wrench.png|32px]])&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lighting up the place ===&lt;br /&gt;
* [[Guide_to_Engineering#APC_Maintenance|Fix the APC&#039;s]] and replace broken lights with the light replacer along the way as you advance.+&lt;br /&gt;
* Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal.  Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Floodlight Repair ====&lt;br /&gt;
While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]]), the aliens will have most likely broken floodlights around the place which you&#039;ll need to fix. To fix a floodlight you&#039;ll want to use the following steps:&lt;br /&gt;
&lt;br /&gt;
[[File:Broken_Floodlight.png|48px]] = [[File:Screwdriver.png|48px|link=|Screwdriver]] -&amp;gt; [[File:Crowbar.png|48px|link=|Crowbar]] -&amp;gt; [[File:Welder.gif|48px|link=|Welder]] -&amp;gt; [[File:CableCoils.png|48px|link=|Cable Coil]] -&amp;gt; [[File:Screwdriver.png|48px|link=|Screwdriver]]&lt;br /&gt;
* Emergency Floodlights can be unwrenched and be moved around.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:SentryGun.png|64px]] Deploying your defensive structure  [[File:Tesla-Coil.png|64px]] ===&lt;br /&gt;
When you hit the field, you&#039;ll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat.&lt;br /&gt;
Simply take the defensive structure in your hand and click on it while it&#039;s in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the &amp;quot;Object&amp;quot; tab if you want to prevent non-technicians turning it off. You can easily pick it up with a  Security Access Tuner [[File:Multitool.png|32px]] as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench [[File:Wrench.png|32px]].&lt;br /&gt;
&lt;br /&gt;
==== [[File:SentryLaptop.png|64px]] Using the Sentry Laptop ====&lt;br /&gt;
Once you&#039;ve deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner [[File:Multitool.png|32px]] on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it.&lt;br /&gt;
&lt;br /&gt;
=== Make use of vendors ===&lt;br /&gt;
* [[File:Wrench.png|32px]] Use a wrench to move useful vendors like medical vendor to a FOB then hack [[File:Multitool.png|32px]] them to allow medics and marines to vendor the items.&lt;br /&gt;
&lt;br /&gt;
=== Securing flanks/supply route ===&lt;br /&gt;
It&#039;s crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply might be limited under certain circumstance so you can&#039;t barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that can Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they can potentially block bullets as well, resulting in a potential cover for aliens.&lt;br /&gt;
&lt;br /&gt;
Your flanks are a vital part of your frontlines, FOBs and supply lines.&lt;br /&gt;
The enemy will always try to find a way to breach your vulnerable locations and pick off your fellow team mates.&lt;br /&gt;
If you think they can breach into your vulnerable flanks or supply lines, secure it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the Front ==&lt;br /&gt;
This is where the combat technician shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.&lt;br /&gt;
* Build the barricades inward for more firing space and bigger kill zone&lt;br /&gt;
* Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)&lt;br /&gt;
* Distant the barricades to enemies&#039; nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat&lt;br /&gt;
* Build the barricades with marines standing one tile behind in mind&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&amp;quot;|&#039;&#039;&#039;Barricade Layout:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&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:Killingzone.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The original barricade line makes a small chokepoint which can&#039;t effectively utilise the full power of the marines in the area; to fix this the barricade defence could&#039;ve been constructed on the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;red line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to allow for additional marines to fire or even further back on the &amp;lt;span style=&amp;quot;color:DeepSkyBlue&amp;quot;&amp;gt;&#039;&#039;&#039;blue line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to use the xenos cover against them and create a two tile chokepoint that will expose them to more gunfire, while also keeping the defending marines at a safe distance.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
✔ Large kill zone.&lt;br /&gt;
&lt;br /&gt;
✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit&lt;br /&gt;
&lt;br /&gt;
✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push)&lt;br /&gt;
&lt;br /&gt;
✔  Marines standing one tile behind the barricaded position so they can&#039;t be slashed but can still hold the barricade itself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward3.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward4.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Frontline FOB/Outpost ===&lt;br /&gt;
A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn&#039;t need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Secured barricade line ===&lt;br /&gt;
Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unsecured barricades ===&lt;br /&gt;
Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines&#039; push,  you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Barricade as marines push ===&lt;br /&gt;
Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it&#039;s much safer to build it just behind the front then move them to the front (See [[Combat_Technician#Fortifications_of_the_Trade|this table]] for how to move barricades).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Robotic limbs repairing ===&lt;br /&gt;
Target the damaged limb while on assist intent and use:&lt;br /&gt;
* [[File:Welder.gif|32px]] Blowtorch for brute damage.&lt;br /&gt;
* [[File:CableCoils.png|32px]] Cable coils for burn damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FOB Duty ==&lt;br /&gt;
As a Combat Technician on FOB duty, you&#039;ll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you&#039;ll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Guide to construction|Construction]] page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for a combat technician to build around the FOB, or elsewhere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Principles ===&lt;br /&gt;
&lt;br /&gt;
[[File:CargoCadeBypassed.png|160px|thumb|link=http://cm-ss13.com/wiki/images/6/62/CargoCadeBypassed.png|Ghost and see where isn&#039;t vital after FOB has fallen]][[File:LVLZbreached.png|160px|thumb|link=http://cm-ss13.com/wiki/images/3/3a/LVLZbreached.png|&#039;&#039;One breach is all it takes&#039;&#039;]]&lt;br /&gt;
[[File:3plasteeloverkill.png|160px|thumb|&#039;&#039;One is enough&#039;&#039;]]&lt;br /&gt;
[[File:Block3.png|160px|thumb|&#039;&#039;Fancy and bad&#039;&#039;|link=http://cm-ss13.com/wiki/images/b/b7/Block3.png]]&lt;br /&gt;
[[File:cade pain.png|160px|thumb|&#039;&#039;Too close together, boilers will hit them all at once&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== You don&#039;t always need a mega FOB ====&lt;br /&gt;
LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, ambush xenos are likely to focus on marine&#039;s unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to [[Combat_Technician#Securing_flanks.2Fsupply_route|secure flanks/supply route]].&lt;br /&gt;
&lt;br /&gt;
==== Barricade where enemy can&#039;t bypass ====&lt;br /&gt;
While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades where they don&#039;t matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does matter.&lt;br /&gt;
&lt;br /&gt;
==== It is the weakest point that matters ====&lt;br /&gt;
It doesn&#039;t matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use materials wisely ====&lt;br /&gt;
[[Requisitions#Engineering|Plasteel is expensive]], $4,000 for 30 plasteel (3 doors) vs. $2,000 for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.&lt;br /&gt;
&lt;br /&gt;
A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by&lt;br /&gt;
* [[File:Welder.gif|32px]] Use blowtorch on the vents/doors. ([[File:Goggles.png]] Flip down before you start.)&lt;br /&gt;
* [[File:Wrench.png|32px]] Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; block Runner).&lt;br /&gt;
* Then build barricades behind them if it&#039;s high threat and if you can spare the supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Putting cades close together isn&#039;t usually a good idea====&lt;br /&gt;
Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can&#039;t get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===FOB Construction Quick Tips===&lt;br /&gt;
====Barricade Placement====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barricade Placement&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture on the left, you&#039;ll see that the aliens can hit the barricade without being shot due to its forward position and as such the alien will be able to break through and kill that marine with ease.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To rectify the above barricade placement errors you&#039;ll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot aliens who are attacking them. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Barbed Wire====&lt;br /&gt;
[[File:Barbed_Wire.png|32px]]&#039;&#039;&#039;Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barbed Wire Tactics&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| In the picture you&#039;ll see that the combat technician was killed due to the alien being able to pounce over the barricade.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Due to the combat technician placing barbed wire onto the barricades the alien was unable to jump over.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FOB Space====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|How To: Fob Space&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:BadFOBspace.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has very little space for the marines to move around in which will lead to:&lt;br /&gt;
*Friendly fire.&lt;br /&gt;
*Shuffling of positions.&lt;br /&gt;
*Preventing wounded marines from entering.&lt;br /&gt;
*Hindering the movement of supplies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Goodmovement.png|195px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has ample space to move which means:&lt;br /&gt;
*The reduction of friendly fire. &lt;br /&gt;
*Less shuffling of positions.&lt;br /&gt;
*Ease of access for wounded traffic.&lt;br /&gt;
*Free movement of supplies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fixing Breaches in Defences====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fixing Defensive Breaches&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Bad breaches.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly and will give you less time to react if multiple Aliens decide to push the defensive line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:FIXINGBREACHES.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that it shows the optimal way of repairing a breach in your defenses if Aliens are nearby. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;To perform this fixing maneuver, you&#039;ll want to:&#039;&#039;&#039; &lt;br /&gt;
*Build (or unsecure for redeployment) a barricade a few tiles back,&lt;br /&gt;
*[[File:Screwdriver.png|32px]]Screwdriver the freshly built barricade,&lt;br /&gt;
*[[File:Wrench.png|32px]]Wrench it, to allow it to be moved, &lt;br /&gt;
*Pull the barricade &#039;&#039;(Ctrl + Click or open up the right click menu)&#039;&#039; and then pull it to the tile below you &#039;&#039;(By clicking on the tile)&#039;&#039;, and then finally the breached tile as demonstrated in the photo.&lt;br /&gt;
* Wrench then screwdriver the barricade to secure it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This will force the aliens to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it&#039;s weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Misc. FOB tips====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fob Tips&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:windows.png|187px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
In the picture you&#039;ll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Windows as a defence:&#039;&#039;&#039;&lt;br /&gt;
*Provides no firing lines&lt;br /&gt;
*Weak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In summary, avoid using them as a defence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Frontnotbehind.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don&#039;t block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades do nothing to hinder the aliens&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn&#039;t heavily damaged, you&#039;ll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades. Note that if a barricade is too damaged, you will be unable to fix it. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Each time you repair a barricade, it will consume one unit of welder fuel.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Alighdoors.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Align the plasteel barricades to reduce traffic jam.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Doortoside.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering. [[File:Middle_door_traffic_jam.gif|frame]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Maze_barricades_bad.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Maze-like barricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fortifications of the Trade==&lt;br /&gt;
{{main|Guide to Construction#Defences}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortification&lt;br /&gt;
!Material&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Handrail.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hand Rail&#039;&#039;&#039;&lt;br /&gt;
|2 Metal [[File:Metal.png]]&lt;br /&gt;
|A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it.&lt;br /&gt;
&#039;&#039;&#039;To remove reinforced plate&#039;&#039;&#039; : [[File:Crowbar.png|32px]],&lt;br /&gt;
&#039;&#039;&#039;To unsecure&#039;&#039;&#039;: [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]]),&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Snow_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Snow Barricade&#039;&#039;&#039;&lt;br /&gt;
|3 Snow Piles[[File:Snow_pile.png|64px]]&lt;br /&gt;
|A very weak barricade constructed from snow piles with a snow shovel. It&#039;s better than thin air at least.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Snow_shovel.png|32px]] Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WoodenBarricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wood Barricade&#039;&#039;&#039;&lt;br /&gt;
|10 Wooden Planks [[File:Planks.png|64px]]&lt;br /&gt;
|Used for a hasty defense against aliens. Mostly seen prespawned. Can be repaired with additional wooden planks at &#039;&#039;any&#039;&#039; damaged condition.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; Bash the wooden barricade to break it. Give back 3 wooden planks [[File:Planks.png]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|4 Metal[[File:Metal.png]]&lt;br /&gt;
|The most common among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]])&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Reinforced.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Reinforced &#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Acid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Bio-hazard Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Explosion.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Explosion Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sandbag_Full.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags&#039;&#039;&#039;&lt;br /&gt;
|5 Sandbags[[File:Sandbag_Empty.png|64px]]&lt;br /&gt;
|Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag&#039;s maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Entrenching_Tool_Unfolded.png|32px]] Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasteel_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel Barricade&#039;&#039;&#039;&lt;br /&gt;
|8 Plasteel[[File:Plasteel.png]]&lt;br /&gt;
|Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]) &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Foldable cade FIXED (SORRY).png|64x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Folding Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|6 Metal[[File:Metal.png]]&lt;br /&gt;
|A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Barbed_Wire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;&lt;br /&gt;
|1 Metal[[File:Metal.png]]&lt;br /&gt;
|Can be added to barricades prevent them from being pounced and climbed over. Damages mobs that melee attack without a weapon. &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Wirecutters.png|32px]] Use wirecutter to remove Barbed Wire from barricade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wall&#039;&#039;&#039;&lt;br /&gt;
|12 Metal [[File:Metal.png]]&lt;br /&gt;
|Used to fully block off an area. See [[Guide to construction]] for how to construct and deconstruct.&lt;br /&gt;
 |}&lt;br /&gt;
[[File:Foldable cade.png|thumb]]&lt;br /&gt;
&amp;lt;br&amp;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=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&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;
* [https://cm-ss13.com/forums/showthread.php?8424-Guide-to-Engineer-2021-edition-(By-Karl) Guide To Engineer] by Stan_albatross on 08 Aug 2021, updated on 14 Nov 2021&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3757 On FOB Duty] by RNGPriest on 07 Nov 2019&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16412 A couple tactically sensible &#039;cade layout tips] by FreeStylaLT on 25 Feb 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15018 The Field Engineer Commandments] by Surrealistik on 01 Oct 2017, updated 07 Aug 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=14084 &amp;lt;nowiki&amp;gt;[WIP]&amp;lt;/nowiki&amp;gt; Useful FOB engineering 101] by Challenger on 22 Jul 2017&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=34449</id>
		<title>Smartgunner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=34449"/>
		<updated>2024-12-06T09:46:07Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = USCM_SG.png&lt;br /&gt;
|jobtitle = Smartgunner [[File:Smartgunner_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 = Five hours as any squad role.&lt;br /&gt;
|duties = Stay behind marines, fire past friendlies and into the enemy.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=10755 Bullet Paths and Friendly Fire]&lt;br /&gt;
|description = Your job is to provide heavy weapons support.}}&lt;br /&gt;
&#039;&#039;&amp;quot;LET&#039;S ROCK!&amp;quot;&#039;&#039; ―Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While most of the Marines can put their Pulse Rifles on burst and keep shooting, that may not be enough. You are the &#039;&#039;&#039;Smartgunner&#039;&#039;&#039;, filling the futuristic role of the automatic rifleman, using your heavy machinegun to provide suppression, overwatch, fire support and turn your enemies into swiss cheese.&lt;br /&gt;
&lt;br /&gt;
=Smartgunner=&lt;br /&gt;
&lt;br /&gt;
Like the [[Weapons Specialist]], you&#039;ll have access to a heavy weapon -- in your case, it&#039;s the &#039;&#039;&#039;[[Marine_Equipment#Restricted_Weapons|M56 Smart Gun]]&#039;&#039;&#039;. &#039;&#039;&#039;Smartgunners&#039;&#039;&#039; are expected to not only employ their special gear but also their greater understanding of tactics. Smartgunners hold the rank of Corporal, putting them a cut above the typical [[Rifleman]] and other of their [[Combat Technician|support]] [[Hospital Corpsman|members]]. Like all marines, the Smartgunner&#039;s weapon is treated as an extension of themselves, and as such, Smartgunners know their firearm, inside and out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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]]&amp;lt;br&amp;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]]&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:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M10 Pattern Marine Helmet}}&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 marine tactical gloves.&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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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:M802_Pattern_Smartgunner_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M802 Pattern Smartgunner Sidearm Belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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;
&lt;br /&gt;
Contains 2 smartgun drums, 1 M4A3 Pistol and 1 M4A3 Hollow Point magazine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M280_Smartgunner_Drum_Belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M280 Pattern Smartgunner Drum Belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M280 is a more specialized version of the M802 belt, Being able to carry only smartgunner drums however, able to carry more of them than the M802.&lt;br /&gt;
&lt;br /&gt;
Contains 2 smartgun drums.&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;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: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:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium 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 more small items and also magazines. Contains 2 slots.  &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: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;
&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: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;| Holds 6 pistol magazines.&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:Machete_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;&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: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 etool 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;/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:130px;&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:SmartGun.png|64px]] Automated Equipment Rack[[File:Spec.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 Smartgunner Set&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:SmartGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Template:M56_Smartgun_Description}}&lt;br /&gt;
&lt;br /&gt;
{{Template:M56_Smartgun_Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Head Mounted Sight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A headset and goggles system for the M56 Smartgun. Has a low-res short range imager, allowing for view of terrain. &#039;&#039;&#039;Note that you have the smartgun in your inventory first then you can equip the head mounted sight in your eye slot.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SGPowerCell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;DV9 Battery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue 9-volt lithium dry-cell battery, most commonly used within the USCMC to power smartguns. Per the manual, one battery is good for up to 50000 rounds and plugs directly into the smartgun&#039;s power receptacle, which is only compatible with this type of battery. Various auxiliary modes usually bring the round count far lower. While this cell is incompatible with most standard electrical system, it can be charged by common rechargers in a pinch. USCMC smartgunners often guard them jealously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains ten thousand (10000) units of power. It&#039;s required for the use of the smartgun&#039;s abilities as well as firing the smartgun itself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M56_Combat_Harness.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M56 Combat Harness}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Smartgun 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Smartgun_Drum.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smartgun drum&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. First you must toggle the reload mode in the Smartgun tab and click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you&#039;ll be able to fire five hundred rounds (500) without stopping.&lt;br /&gt;
&lt;br /&gt;
Three are provided for free in the M56 Smartgun kit when vended, and more are available from Requisitions.&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;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 600px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/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 30 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 30 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 30 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 15 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;Utilities&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;Extra Items:&#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:RollerBed.png|64px]]&lt;br /&gt;
&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: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;
|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:10 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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#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;|{{Tactical Binoculars Description}}&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;
&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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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: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]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, 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:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#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 pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#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 pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&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;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using your Smartgun==&lt;br /&gt;
&lt;br /&gt;
To be able to use your smartgun, you must equip all the necessary components in the kit.&lt;br /&gt;
* Your armor allows you to equip your smartgun.&lt;br /&gt;
* The battery contains all of your power, your smartgun comes with one fully powered with a spare for you.&lt;br /&gt;
* The M56 eye piece allows for low level night vision, allowing you to see into the dark.&lt;br /&gt;
* Your smartgun requires Smartgun Drums in order to fire.&lt;br /&gt;
&lt;br /&gt;
The battery contains the power for the smartgun. The gun needs power in order to function and for you to be able to fire it. The smartgun has in-built abilities that enhance the smartgun&#039;s overall performance. Each ability listed below shows exactly what they do, but each one requires power to be able to function properly. Each ability that is toggled on, stacks in power consumption. The powerpack only uses power when the smartgun has fired. In the case of the motion tracker and auto fire ability, power is used when it is activated. Your ammunition comes from your Smartgun Drums.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Smartgun Modes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Accuracy Improvement&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to fire more accurately at targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Auto Fire&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: High&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Lethal Mode&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the ability for the smartgun&#039;s bullets to hit friendlies or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the inbuilt motion detector that scans the area for hostiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Recoil Compensation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
As a verified badass in the USCM, you&#039;ll want to employ tactics in combat which may end up saving your life, or the life of others. The tactics you use as a smartgunner boil down to use the Smartgun&#039;s IFF tracking to your advantage. What is meant by this is that you shouldn&#039;t enter any room as the point man, &#039;&#039;&#039;You should always be behind the point man,&#039;&#039;&#039; and potentially riflemen as you can fire past them and into the enemy if they try and attack. Your rank as the Smartgunner is either Lance Corporal [LCPL], Corporal [CPL], or Sergeant [SGT] this means that you can order the standards around and pull rank in certain situations, keep in mind that your orders can be overturned by your [[Fireteam Leader]]/[[Squad Leader]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being a Smartgunner is a crucial support role due to how you fundamentally can&#039;t friendly fire meaning that if your squadmate gets pounced or tackled two marines in front of you, you can still fire directly at the aliens attacking. This is mostly how smartgunner should be played, as you&#039;re a support role, not a point man. Your sole purpose is &#039;&#039;&#039;to fire past friendlies and into the enemy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|jtac=1&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;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=34448</id>
		<title>Weapons Specialist</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=34448"/>
		<updated>2024-12-06T09:45:37Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = Gl_spec.png&lt;br /&gt;
|jobtitle = Weapons Specialist [[File:Squad_specialist_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 = Five hours as any squad role.&lt;br /&gt;
|duties = Employ special weapons, explosives and equipment.&lt;br /&gt;
|guides = None&lt;br /&gt;
|description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad&#039;s prep room.&amp;lt;br&amp;gt;&lt;br /&gt;
You are the very rare and valuable weapon expert, trained to use special equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
You can serve a variety of roles, so choose carefully.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phased plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks...&#039;&#039; &amp;quot;&lt;br /&gt;
―Pvt. Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That&#039;s where you (the &#039;&#039;&#039;Specialist&#039;&#039;&#039;) come in. Each squad is deployed with a single specialist trained in the use of a &#039;&#039;&#039;[[Marine Equipment#Specialist Weapons|squad support weapon]]&#039;&#039;&#039;. These range from the &#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039; to the devastating &#039;&#039;&#039;M5 RPG&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Person with the Big Guns (Intro)==&lt;br /&gt;
-----&lt;br /&gt;
As the Squad&#039;s Weapon Specialist, you have &#039;&#039;&#039;access to a variety of heavier weapons&#039;&#039;&#039; than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist&#039;s weapon is treated like an extension of themselves and as such, specialists know their chosen firearm, inside and out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
-----&lt;br /&gt;
The Weapons Specialist has their own ready-room within their squad&#039;s larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine&#039;s, however the Weapons Vendor is specific to the Specialist; it will not work without proper access. Among the other supplies it vends is the ability to vend a single specialist kit of your choice. It also contains a webbing and pouches to carry more ammo and pocket-sized equipment on the move. &#039;&#039;&#039;Keep in mind you can only use the specialist kit you choose.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &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;
&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 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.&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;
&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_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern M82F flare gun 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 M82F flare gun.&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 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 most common pistols. It also contains side pouches that can store most pistol magazines.&lt;br /&gt;
&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:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;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: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. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
|- &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 (Injectors)&#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;
&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:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch (Pills)&#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;
|- &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;
|- &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;
|-&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;
|-&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;
&#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 hold 6 pistol magazines.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Medium 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 more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &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;
&#039;&#039;&#039;Pistol 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: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;
|-&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;
|-&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;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kits&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: Only 1 kit may be chosen. All kit selections are shared among all Weapons Specialist players, if Alpha Specialist selects the &#039;Scout&#039; kit, then no other Specialist can select that kit.&#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:130px;&amp;quot;|&#039;&#039;&#039;Kit:&#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:Scout_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M4RA Battle Rifle&lt;br /&gt;
* 4 Standard A19 Magazines&lt;br /&gt;
* 2 Incendiary A19 Magazines&lt;br /&gt;
* 2 Impact A19 Magazines&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* JTAC Encryption Key&lt;br /&gt;
* Scout Laser Designator&lt;br /&gt;
* M68 Thermal Cloak&lt;br /&gt;
* M3-S Light Armour&lt;br /&gt;
* M3-S Helmet&lt;br /&gt;
* M4RA Battle Sight&lt;br /&gt;
* 2 C4 Explosive Charge&lt;br /&gt;
* V3 Reactive Thermal Tarp&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Recon_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M42A Scoped Rifle&lt;br /&gt;
* M42A Marksman Magazine&lt;br /&gt;
* 2 M42A Incendiary Magazine&lt;br /&gt;
* 2 M42A Flak Magazine&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* M3 Sniper&#039;s Smock&lt;br /&gt;
* M45 Ghillie Helmet&lt;br /&gt;
* M45 Pattern Ghillie Armor&lt;br /&gt;
* M42 Scout Sight&lt;br /&gt;
* Fullbody Paint&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gl_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Grenadier Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M92 Grenade Launcher&lt;br /&gt;
* M3-G4 Grenadier Helmet&lt;br /&gt;
* M3-G4 Grenadier Armor&lt;br /&gt;
* M276 Pattern M40 Grenade Rig MK 2&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* Binoculars&lt;br /&gt;
*M3-G4 Grenadier Gloves&lt;br /&gt;
* 2 USCM IMP M63A1 Grenade Satchel&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Demolitionist.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Demolition Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M5 RPG&lt;br /&gt;
* 2 High Explosive Rockets&lt;br /&gt;
* 2 Anti-Armor Rockets&lt;br /&gt;
* 1 White Phosphorus Rocket&lt;br /&gt;
* M3-T Light Armor&lt;br /&gt;
* 2 M22 Rocket Bags&lt;br /&gt;
* 2 C4 Explosive Charge&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Pyrotechnican.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Pyro Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M240-T Incinerator&lt;br /&gt;
* 1 Large Incinerator Tank&lt;br /&gt;
* M35 Helmet&lt;br /&gt;
* M35 Armor&lt;br /&gt;
* Broiler-T flexible refueling system&lt;br /&gt;
* Fuel Tank Pouch&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Mini Fire Extinguisher&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* Binoculars&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec/Misc Ammo&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Scout&#039;&#039;&#039; Ammunition.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RAmag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity rounds. Lower magazine size, but better damage.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RA-Incen-mag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RA_Impact_mag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Impact Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun any targets hit with this round.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Sniper&#039;&#039;&#039; Ammunition.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42Amag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Marksman Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm Caseless sniper rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 210 Damage.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42A_Flak_mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Flak Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 108 Damage, slow down and no flak AOE.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42A_Incendiary_mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 61 Damage and Maximum Fire Stack.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Demolitionist&#039;&#039;&#039; Ammunition.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_HE.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive (HE) Rocket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_AP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Armor (AA or AP) Rocket&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Deals average damage to target on direct hit. Affects most of armored targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_PHS.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Phosphorous (PHS) Rocket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Grenades&#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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40_HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenades x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Very lethal near the epicenter of the explosion.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Incingrenade.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HIDP Incendiary Grenade x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, 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.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40_HPDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HPDP Grenade x6&#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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-F 40mm Grenade x6&#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 armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-I 40mm Grenade x6&#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 disperses 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; Tanks.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:LargeIncineratorTank.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IncineratorTanks_B_Variant.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank: B Variant&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IncineratorTanks_X_Variant.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank: X Variant&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Utilities&#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;Utility Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:SensorMate.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Sensor Mate Glasses&#039;&#039;&#039;&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. When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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 Stack&#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.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;
|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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|10 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
&#039;&#039;&#039;Powerloader Certifcation&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|45 Points&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;|It can contain more handfuls of shells, or bullets if you choose to for some reason.&lt;br /&gt;
&lt;br /&gt;
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.&lt;br /&gt;
&lt;br /&gt;
Contains 7 slots. &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|10 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
&#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 corpsman, 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Radio Keys&#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;Utility Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#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]]&lt;br /&gt;
&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:tactics_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;JTAC Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Supply_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;
==Specialist Loadouts==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=====Scout Loadout=====&lt;br /&gt;
[[File:M4RA_Custom.png]] [[File:scout_spec.png|64px]] &lt;br /&gt;
&lt;br /&gt;
The Scout Loadout contains the M4RA Custom Battle Rifle, a mid powered battle rifle with 4 A19 magazines, 2 Incendiary magazines, 2 Impact magazines and a VP78 sidearm with three magazines. The loadout also comes equipped with a set of custom armor that allows better movement speed. Finally the loadout is equipped with two sticks of C4 and a prototype backworn Cloak that can render the user nearly invisible for an indefinite period of time. &#039;&#039;&#039;You are unable to use weapons while cloaked.&#039;&#039;&#039;&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;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_Custom.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Custom Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titanium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds. Though compatible with the standard M4RA magazines and rounds, they do less damage than its regular counterpart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tactical_Binoculars.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Scout Tactical Binoculars&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A modified version of tactical binoculars with an advanced laser targeting function. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes. This one acquires targets and co-ordinates much faster than the normal ones. &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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M68_Thermal_Cloak.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |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 amount 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 Helmet 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. While cloaked, the user is unable to use their weapons of any kind.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-S_light_armor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M3-S Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-S_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A custom helmet from the M3 series designed to be light weight and used for recon missions. Provides some head protection and two small inventory slots.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Battle Sight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A headset and night vision goggles system for the M4RA Battle Rifle. Allows highlighted imaging of surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:c4.png|64px]]&amp;lt;br&amp;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), Combat Technicians 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 Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. 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;
&lt;br /&gt;
=====Sniper Loadout=====&lt;br /&gt;
[[File:recon_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Sniper Loadout contains the &#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;, a high powered sniper rifle with one marksman magazine, one Incendiary magazine and one flak magazine as well as the VP78 Pistol, with two magazines. Lastly the sniper loadout comes with standard binoculars, along with the standard M3 sniper smock, ghillie suit, ghillie coif, scoutsight and face paint.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M42A_Scoped_rifle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m3snipersmock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A specially designed smock with pockets for all your sniper needs. Has the capacity of the backpack, but works like a satchel. Wear on back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Ghillie-Coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-Sniper-Armor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M45 Pattern Ghillie Armour}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42 Scout sight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A headset and night vision goggles system for the M42 Scoped Rifle. Allows highlighted imaging of surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spotter-Kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spotter Kit&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A spotter kit that allows a regular rifleman to be able to spot targets for you. They get night vision goggles that are the same as yours, and special binoculars that can only be used by them. These binoculars function as laser designators, but can also be used to mark a target for Aimed Shot. A marked target will have a circle appear around them, and using Aimed Shot on a marked target will take half as long.&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: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Ghillie-Coif.png|48px]]&lt;br /&gt;
[[#M45_Ghillie_Helmet|&#039;&#039;&#039;Ghillie Coif&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:M3-Sniper-Armor.png|48px]]&lt;br /&gt;
[[#M45_Pattern_Ghillie_Armort|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:m3snipersmock.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;M3 Sniper Smock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |[[File:m42scoutsight.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;M42 Scout sight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tactical_Binoculars.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Spotter Binoculars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |[[File:Instructional_Pamphlet.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Spotter Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Heavy Grenadier Loadout=====&lt;br /&gt;
[[File:GrenadeLauncher.png|64px]] [[File:gl_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This Loadout contains both the &#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039; and it&#039;s grenade belt. The M92 is a midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
&lt;br /&gt;
In addition, this loadout also contains the &#039;&#039;&#039;M3-G4 Personal Armor&#039;&#039;&#039;. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and explosion resistance. In addition, the helmet  is incredibly ballistic-resistant, and it does provide some heat-proofing as well.&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;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:GrenadeLauncher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety.  The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien. Comes loaded with five HE grenades. One extra spot is available for grenades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;&lt;br /&gt;
|A heavy, reinforced helmet from the M3 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M3G4 Grenadier Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{M3-G4 Armor}}&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 Grenade rig MK. II&#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 to carry 18 M40 Grenades. You spawn with one of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.&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;Contents:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:M40 HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 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!&amp;lt;br&amp;gt;You get six of these in a rig. More can be ordered in Cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incingrenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Alien back.&amp;lt;br&amp;gt; You get three of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&gt;
|[[File:M74 Airburst Grenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;&lt;br /&gt;
|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 armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&amp;lt;br&amp;gt; You get six of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&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;
|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 disperses 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;
&amp;lt;br&amp;gt; You get three of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:Grenade Satchel.png|64px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |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;
|}&lt;br /&gt;
&lt;br /&gt;
=====Demolitionist Loadout=====&lt;br /&gt;
[[File:M5_RPG.png|64px]] [[File:Demolitionist.png]]&lt;br /&gt;
&lt;br /&gt;
This Loadout contains plastic explosive, and a devastatingly powerful rocket launcher known as the &#039;&#039;&#039;M5 RPG&#039;&#039;&#039;, capable of loading the most powerful -and dangerous - pieces of ordnance available to marine infantry in the form of either high explosive, armor piercing or white phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target, with the WP rockets igniting the tile it hits, turning that tile and the tiles surrounding into all-consuming blue fire that can kill quickly. Unlike the grenade launcher, M5 RPG ammo is more scarce, as well as the M5 RPG being more unwieldy and only holding a single rocket at a time, needing to be reloaded in-between each shot.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M5_RPG.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature. &amp;lt;br&amp;gt; By default, the M5 RPG comes loaded with an HE rocket.&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3-T_Light_Armour.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-T Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M22 rocket bag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:c4.png|64px]]&amp;lt;br&amp;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 Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. 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;
|}&lt;br /&gt;
&lt;br /&gt;
=====Pyrotechnician Loadout=====&lt;br /&gt;
[[File:M240-T_Incinerator.png]] [[File:Pyrotechnican.png]]&lt;br /&gt;
&lt;br /&gt;
This loadout contains the M240-T Incinerator which utilises two experimental fuel types to give it an edge over any foe the user encounters. The Pyrotechnician also comes in with highly flame-retardant armor that can brave through flames more than any armor that the user can offer. The loadout is best either for AoD (Area of Denial) or for slow pushes.&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;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:M240-T_Incinerator.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M35_Helmet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A custom helmet from the M3 series designed to be highly flame retardant. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M35_Armour.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M240-T_ Fuel Pack.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
&#039;&#039;Which Specialist Weapon You Have Training For Depends On Which Set You Select.&#039;&#039;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|jtac=1&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;
[https://cm-ss13.com/forums/showthread.php?1520-Guide-to-being-Special-(AKA-a-Spec-Guide) Guide to being Special (AKA a Spec Guide) Somewhat Outdated] - by Grentex&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?6012-Muffin%E2%80%99s-Specialist-Sniper-Guide Muffin&#039;s Specialist Sniper Guide] - By Sargeantmuffinman&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Fireteam_Leader&amp;diff=34447</id>
		<title>Fireteam Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Fireteam_Leader&amp;diff=34447"/>
		<updated>2024-12-06T09:44:58Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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&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_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M2 Night Vision Goggles&#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;|{{M2_Night_Vision_Goggle_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>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=34446</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=34446"/>
		<updated>2024-12-06T09:43:41Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:20 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M2_Night_Vision_Goggle_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>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=34445</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=34445"/>
		<updated>2024-12-06T09:43:14Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:20 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M2_Night_Vision_Goggle_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>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=34444</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=34444"/>
		<updated>2024-12-06T09:42:57Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:20 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M2_Night_Vision_Goggle_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>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Fireteam_Leader&amp;diff=34443</id>
		<title>Fireteam Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Fireteam_Leader&amp;diff=34443"/>
		<updated>2024-12-06T09:42:07Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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&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_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M2 Night Vision Goggles&#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;|{{M2_Night_Vision_Goggle_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>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=34442</id>
		<title>Weapons Specialist</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=34442"/>
		<updated>2024-12-06T09:41:06Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = Gl_spec.png&lt;br /&gt;
|jobtitle = Weapons Specialist [[File:Squad_specialist_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 = Five hours as any squad role.&lt;br /&gt;
|duties = Employ special weapons, explosives and equipment.&lt;br /&gt;
|guides = None&lt;br /&gt;
|description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad&#039;s prep room.&amp;lt;br&amp;gt;&lt;br /&gt;
You are the very rare and valuable weapon expert, trained to use special equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
You can serve a variety of roles, so choose carefully.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phased plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks...&#039;&#039; &amp;quot;&lt;br /&gt;
―Pvt. Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That&#039;s where you (the &#039;&#039;&#039;Specialist&#039;&#039;&#039;) come in. Each squad is deployed with a single specialist trained in the use of a &#039;&#039;&#039;[[Marine Equipment#Specialist Weapons|squad support weapon]]&#039;&#039;&#039;. These range from the &#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039; to the devastating &#039;&#039;&#039;M5 RPG&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Person with the Big Guns (Intro)==&lt;br /&gt;
-----&lt;br /&gt;
As the Squad&#039;s Weapon Specialist, you have &#039;&#039;&#039;access to a variety of heavier weapons&#039;&#039;&#039; than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist&#039;s weapon is treated like an extension of themselves and as such, specialists know their chosen firearm, inside and out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
-----&lt;br /&gt;
The Weapons Specialist has their own ready-room within their squad&#039;s larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine&#039;s, however the Weapons Vendor is specific to the Specialist; it will not work without proper access. Among the other supplies it vends is the ability to vend a single specialist kit of your choice. It also contains a webbing and pouches to carry more ammo and pocket-sized equipment on the move. &#039;&#039;&#039;Keep in mind you can only use the specialist kit you choose.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &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;
&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 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.&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;
&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_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern M82F flare gun 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 M82F flare gun.&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 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 most common pistols. It also contains side pouches that can store most pistol magazines.&lt;br /&gt;
&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:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;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: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. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
|- &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 (Injectors)&#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;
&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:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch (Pills)&#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;
|- &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;
|- &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;
|-&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;
|-&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;
&#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 hold 6 pistol magazines.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Medium 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 more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &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;
&#039;&#039;&#039;Pistol 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: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;
|-&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;
|-&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;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kits&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: Only 1 kit may be chosen. All kit selections are shared among all Weapons Specialist players, if Alpha Specialist selects the &#039;Scout&#039; kit, then no other Specialist can select that kit.&#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:130px;&amp;quot;|&#039;&#039;&#039;Kit:&#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:Scout_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M4RA Battle Rifle&lt;br /&gt;
* 4 Standard A19 Magazines&lt;br /&gt;
* 2 Incendiary A19 Magazines&lt;br /&gt;
* 2 Impact A19 Magazines&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* JTAC Encryption Key&lt;br /&gt;
* Scout Laser Designator&lt;br /&gt;
* M68 Thermal Cloak&lt;br /&gt;
* M3-S Light Armour&lt;br /&gt;
* M3-S Helmet&lt;br /&gt;
* M4RA Battle Sight&lt;br /&gt;
* 2 C4 Explosive Charge&lt;br /&gt;
* V3 Reactive Thermal Tarp&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Recon_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M42A Scoped Rifle&lt;br /&gt;
* M42A Marksman Magazine&lt;br /&gt;
* 2 M42A Incendiary Magazine&lt;br /&gt;
* 2 M42A Flak Magazine&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* M3 Sniper&#039;s Smock&lt;br /&gt;
* M45 Ghillie Helmet&lt;br /&gt;
* M45 Pattern Ghillie Armor&lt;br /&gt;
* M42 Scout Sight&lt;br /&gt;
* Fullbody Paint&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gl_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Grenadier Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M92 Grenade Launcher&lt;br /&gt;
* M3-G4 Grenadier Helmet&lt;br /&gt;
* M3-G4 Grenadier Armor&lt;br /&gt;
* M276 Pattern M40 Grenade Rig MK 2&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* Binoculars&lt;br /&gt;
*M3-G4 Grenadier Gloves&lt;br /&gt;
* 2 USCM IMP M63A1 Grenade Satchel&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Demolitionist.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Demolition Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M5 RPG&lt;br /&gt;
* 2 High Explosive Rockets&lt;br /&gt;
* 2 Anti-Armor Rockets&lt;br /&gt;
* 1 White Phosphorus Rocket&lt;br /&gt;
* M3-T Light Armor&lt;br /&gt;
* 2 M22 Rocket Bags&lt;br /&gt;
* 2 C4 Explosive Charge&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Pyrotechnican.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Pyro Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M240-T Incinerator&lt;br /&gt;
* 1 Large Incinerator Tank&lt;br /&gt;
* M35 Helmet&lt;br /&gt;
* M35 Armor&lt;br /&gt;
* Broiler-T flexible refueling system&lt;br /&gt;
* Fuel Tank Pouch&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Mini Fire Extinguisher&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* Binoculars&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec/Misc Ammo&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Scout&#039;&#039;&#039; Ammunition.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RAmag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity rounds. Lower magazine size, but better damage.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RA-Incen-mag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RA_Impact_mag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Impact Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun any targets hit with this round.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Sniper&#039;&#039;&#039; Ammunition.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42Amag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Marksman Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm Caseless sniper rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 210 Damage.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42A_Flak_mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Flak Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 108 Damage, slow down and no flak AOE.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42A_Incendiary_mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 61 Damage and Maximum Fire Stack.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Demolitionist&#039;&#039;&#039; Ammunition.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_HE.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive (HE) Rocket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_AP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Armor (AA or AP) Rocket&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Deals average damage to target on direct hit. Affects most of armored targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_PHS.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Phosphorous (PHS) Rocket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Grenades&#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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40_HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenades x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Very lethal near the epicenter of the explosion.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Incingrenade.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HIDP Incendiary Grenade x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, 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.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40_HPDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HPDP Grenade x6&#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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-F 40mm Grenade x6&#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 armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-I 40mm Grenade x6&#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 disperses 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; Tanks.&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;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:LargeIncineratorTank.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IncineratorTanks_B_Variant.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank: B Variant&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IncineratorTanks_X_Variant.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank: X Variant&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Utilities&#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;Utility Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:SensorMate.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Sensor Mate Glasses&#039;&#039;&#039;&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. When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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 Stack&#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.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;
|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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|10 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
&#039;&#039;&#039;Powerloader Certifcation&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|45 Points&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;|It can contain more handfuls of shells, or bullets if you choose to for some reason.&lt;br /&gt;
&lt;br /&gt;
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.&lt;br /&gt;
&lt;br /&gt;
Contains 7 slots. &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|10 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
&#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 corpsman, 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&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;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Radio Keys&#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;Utility Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#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]]&lt;br /&gt;
&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:tactics_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;JTAC Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Supply_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&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;
==Specialist Loadouts==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=====Scout Loadout=====&lt;br /&gt;
[[File:M4RA_Custom.png]] [[File:scout_spec.png|64px]] &lt;br /&gt;
&lt;br /&gt;
The Scout Loadout contains the M4RA Custom Battle Rifle, a mid powered battle rifle with 4 A19 magazines, 2 Incendiary magazines, 2 Impact magazines and a VP78 sidearm with three magazines. The loadout also comes equipped with a set of custom armor that allows better movement speed. Finally the loadout is equipped with two sticks of C4 and a prototype backworn Cloak that can render the user nearly invisible for an indefinite period of time. &#039;&#039;&#039;You are unable to use weapons while cloaked.&#039;&#039;&#039;&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;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_Custom.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Custom Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titanium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds. Though compatible with the standard M4RA magazines and rounds, they do less damage than its regular counterpart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tactical_Binoculars.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Scout Tactical Binoculars&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A modified version of tactical binoculars with an advanced laser targeting function. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes. This one acquires targets and co-ordinates much faster than the normal ones. &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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M68_Thermal_Cloak.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |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 amount 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 Helmet 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. While cloaked, the user is unable to use their weapons of any kind.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-S_light_armor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M3-S Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-S_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A custom helmet from the M3 series designed to be light weight and used for recon missions. Provides some head protection and two small inventory slots.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Battle Sight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A headset and night vision goggles system for the M4RA Battle Rifle. Allows highlighted imaging of surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:c4.png|64px]]&amp;lt;br&amp;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), Combat Technicians 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 Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. 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;
&lt;br /&gt;
=====Sniper Loadout=====&lt;br /&gt;
[[File:recon_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Sniper Loadout contains the &#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;, a high powered sniper rifle with one marksman magazine, one Incendiary magazine and one flak magazine as well as the VP78 Pistol, with two magazines. Lastly the sniper loadout comes with standard binoculars, along with the standard M3 sniper smock, ghillie suit, ghillie coif, scoutsight and face paint.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M42A_Scoped_rifle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m3snipersmock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A specially designed smock with pockets for all your sniper needs. Has the capacity of the backpack, but works like a satchel. Wear on back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Ghillie-Coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-Sniper-Armor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M45 Pattern Ghillie Armour}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42 Scout sight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A headset and night vision goggles system for the M42 Scoped Rifle. Allows highlighted imaging of surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spotter-Kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spotter Kit&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A spotter kit that allows a regular rifleman to be able to spot targets for you. They get night vision goggles that are the same as yours, and special binoculars that can only be used by them. These binoculars function as laser designators, but can also be used to mark a target for Aimed Shot. A marked target will have a circle appear around them, and using Aimed Shot on a marked target will take half as long.&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: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Ghillie-Coif.png|48px]]&lt;br /&gt;
[[#M45_Ghillie_Helmet|&#039;&#039;&#039;Ghillie Coif&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:M3-Sniper-Armor.png|48px]]&lt;br /&gt;
[[#M45_Pattern_Ghillie_Armort|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:m3snipersmock.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;M3 Sniper Smock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |[[File:m42scoutsight.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;M42 Scout sight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tactical_Binoculars.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Spotter Binoculars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |[[File:Instructional_Pamphlet.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Spotter Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Heavy Grenadier Loadout=====&lt;br /&gt;
[[File:GrenadeLauncher.png|64px]] [[File:gl_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This Loadout contains both the &#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039; and it&#039;s grenade belt. The M92 is a midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
&lt;br /&gt;
In addition, this loadout also contains the &#039;&#039;&#039;M3-G4 Personal Armor&#039;&#039;&#039;. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and explosion resistance. In addition, the helmet  is incredibly ballistic-resistant, and it does provide some heat-proofing as well.&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;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:GrenadeLauncher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety.  The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien. Comes loaded with five HE grenades. One extra spot is available for grenades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;&lt;br /&gt;
|A heavy, reinforced helmet from the M3 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M3G4 Grenadier Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{M3-G4 Armor}}&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 Grenade rig MK. II&#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 to carry 18 M40 Grenades. You spawn with one of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.&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;Contents:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:M40 HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 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!&amp;lt;br&amp;gt;You get six of these in a rig. More can be ordered in Cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incingrenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Alien back.&amp;lt;br&amp;gt; You get three of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&gt;
|[[File:M74 Airburst Grenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;&lt;br /&gt;
|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 armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&amp;lt;br&amp;gt; You get six of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&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;
|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 disperses 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;
&amp;lt;br&amp;gt; You get three of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:Grenade Satchel.png|64px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |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;
|}&lt;br /&gt;
&lt;br /&gt;
=====Demolitionist Loadout=====&lt;br /&gt;
[[File:M5_RPG.png|64px]] [[File:Demolitionist.png]]&lt;br /&gt;
&lt;br /&gt;
This Loadout contains plastic explosive, and a devastatingly powerful rocket launcher known as the &#039;&#039;&#039;M5 RPG&#039;&#039;&#039;, capable of loading the most powerful -and dangerous - pieces of ordnance available to marine infantry in the form of either high explosive, armor piercing or white phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target, with the WP rockets igniting the tile it hits, turning that tile and the tiles surrounding into all-consuming blue fire that can kill quickly. Unlike the grenade launcher, M5 RPG ammo is more scarce, as well as the M5 RPG being more unwieldy and only holding a single rocket at a time, needing to be reloaded in-between each shot.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M5_RPG.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature. &amp;lt;br&amp;gt; By default, the M5 RPG comes loaded with an HE rocket.&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3-T_Light_Armour.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-T Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M22 rocket bag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:c4.png|64px]]&amp;lt;br&amp;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 Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. 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;
|}&lt;br /&gt;
&lt;br /&gt;
=====Pyrotechnician Loadout=====&lt;br /&gt;
[[File:M240-T_Incinerator.png]] [[File:Pyrotechnican.png]]&lt;br /&gt;
&lt;br /&gt;
This loadout contains the M240-T Incinerator which utilises two experimental fuel types to give it an edge over any foe the user encounters. The Pyrotechnician also comes in with highly flame-retardant armor that can brave through flames more than any armor that the user can offer. The loadout is best either for AoD (Area of Denial) or for slow pushes.&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;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:M240-T_Incinerator.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M35_Helmet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A custom helmet from the M3 series designed to be highly flame retardant. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M35_Armour.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M240-T_ Fuel Pack.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
&#039;&#039;Which Specialist Weapon You Have Training For Depends On Which Set You Select.&#039;&#039;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|jtac=1&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;
[https://cm-ss13.com/forums/showthread.php?1520-Guide-to-being-Special-(AKA-a-Spec-Guide) Guide to being Special (AKA a Spec Guide) Somewhat Outdated] - by Grentex&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?6012-Muffin%E2%80%99s-Specialist-Sniper-Guide Muffin&#039;s Specialist Sniper Guide] - By Sargeantmuffinman&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=34441</id>
		<title>Smartgunner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=34441"/>
		<updated>2024-12-06T09:40:17Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = USCM_SG.png&lt;br /&gt;
|jobtitle = Smartgunner [[File:Smartgunner_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 = Five hours as any squad role.&lt;br /&gt;
|duties = Stay behind marines, fire past friendlies and into the enemy.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=10755 Bullet Paths and Friendly Fire]&lt;br /&gt;
|description = Your job is to provide heavy weapons support.}}&lt;br /&gt;
&#039;&#039;&amp;quot;LET&#039;S ROCK!&amp;quot;&#039;&#039; ―Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While most of the Marines can put their Pulse Rifles on burst and keep shooting, that may not be enough. You are the &#039;&#039;&#039;Smartgunner&#039;&#039;&#039;, filling the futuristic role of the automatic rifleman, using your heavy machinegun to provide suppression, overwatch, fire support and turn your enemies into swiss cheese.&lt;br /&gt;
&lt;br /&gt;
=Smartgunner=&lt;br /&gt;
&lt;br /&gt;
Like the [[Weapons Specialist]], you&#039;ll have access to a heavy weapon -- in your case, it&#039;s the &#039;&#039;&#039;[[Marine_Equipment#Restricted_Weapons|M56 Smart Gun]]&#039;&#039;&#039;. &#039;&#039;&#039;Smartgunners&#039;&#039;&#039; are expected to not only employ their special gear but also their greater understanding of tactics. Smartgunners hold the rank of Corporal, putting them a cut above the typical [[Rifleman]] and other of their [[Combat Technician|support]] [[Hospital Corpsman|members]]. Like all marines, the Smartgunner&#039;s weapon is treated as an extension of themselves, and as such, Smartgunners know their firearm, inside and out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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]]&amp;lt;br&amp;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]]&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:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M10 Pattern Marine Helmet}}&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 marine tactical gloves.&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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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:M802_Pattern_Smartgunner_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M802 Pattern Smartgunner Sidearm Belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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;
&lt;br /&gt;
Contains 2 smartgun drums, 1 M4A3 Pistol and 1 M4A3 Hollow Point magazine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M280_Smartgunner_Drum_Belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M280 Pattern Smartgunner Drum Belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M280 is a more specialized version of the M802 belt, Being able to carry only smartgunner drums however, able to carry more of them than the M802.&lt;br /&gt;
&lt;br /&gt;
Contains 2 smartgun drums.&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;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: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:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium 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 more small items and also magazines. Contains 2 slots.  &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: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;
&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: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;| Holds 6 pistol magazines.&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:Machete_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;&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: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 etool 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;/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:130px;&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:SmartGun.png|64px]] Automated Equipment Rack[[File:Spec.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 Smartgunner Set&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:SmartGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Template:M56_Smartgun_Description}}&lt;br /&gt;
&lt;br /&gt;
{{Template:M56_Smartgun_Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Head Mounted Sight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A headset and goggles system for the M56 Smartgun. Has a low-res short range imager, allowing for view of terrain. &#039;&#039;&#039;Note that you have the smartgun in your inventory first then you can equip the head mounted sight in your eye slot.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SGPowerCell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;DV9 Battery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue 9-volt lithium dry-cell battery, most commonly used within the USCMC to power smartguns. Per the manual, one battery is good for up to 50000 rounds and plugs directly into the smartgun&#039;s power receptacle, which is only compatible with this type of battery. Various auxiliary modes usually bring the round count far lower. While this cell is incompatible with most standard electrical system, it can be charged by common rechargers in a pinch. USCMC smartgunners often guard them jealously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains ten thousand (10000) units of power. It&#039;s required for the use of the smartgun&#039;s abilities as well as firing the smartgun itself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M56_Combat_Harness.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M56 Combat Harness}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Smartgun 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Smartgun_Drum.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smartgun drum&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. First you must toggle the reload mode in the Smartgun tab and click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you&#039;ll be able to fire five hundred rounds (500) without stopping.&lt;br /&gt;
&lt;br /&gt;
Three are provided for free in the M56 Smartgun kit when vended, and more are available from Requisitions.&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;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 600px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/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 30 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 30 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 30 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 15 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;Utilities&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;Extra Items:&#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:RollerBed.png|64px]]&lt;br /&gt;
&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: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;
|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:10 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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#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;|{{Tactical Binoculars Description}}&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;
&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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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: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]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, 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:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#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 pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#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 pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&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;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using your Smartgun==&lt;br /&gt;
&lt;br /&gt;
To be able to use your smartgun, you must equip all the necessary components in the kit.&lt;br /&gt;
* Your armor allows you to equip your smartgun.&lt;br /&gt;
* The battery contains all of your power, your smartgun comes with one fully powered with a spare for you.&lt;br /&gt;
* The M56 eye piece allows for low level night vision, allowing you to see into the dark.&lt;br /&gt;
* Your smartgun requires Smartgun Drums in order to fire.&lt;br /&gt;
&lt;br /&gt;
The battery contains the power for the smartgun. The gun needs power in order to function and for you to be able to fire it. The smartgun has in-built abilities that enhance the smartgun&#039;s overall performance. Each ability listed below shows exactly what they do, but each one requires power to be able to function properly. Each ability that is toggled on, stacks in power consumption. The powerpack only uses power when the smartgun has fired. In the case of the motion tracker and auto fire ability, power is used when it is activated. Your ammunition comes from your Smartgun Drums.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Smartgun Modes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Accuracy Improvement&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to fire more accurately at targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Auto Fire&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: High&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Lethal Mode&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the ability for the smartgun&#039;s bullets to hit friendlies or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the inbuilt motion detector that scans the area for hostiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Recoil Compensation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
As a verified badass in the USCM, you&#039;ll want to employ tactics in combat which may end up saving your life, or the life of others. The tactics you use as a smartgunner boil down to use the Smartgun&#039;s IFF tracking to your advantage. What is meant by this is that you shouldn&#039;t enter any room as the point man, &#039;&#039;&#039;You should always be behind the point man,&#039;&#039;&#039; and potentially riflemen as you can fire past them and into the enemy if they try and attack. Your rank as the Smartgunner is either Lance Corporal [LCPL], Corporal [CPL], or Sergeant [SGT] this means that you can order the standards around and pull rank in certain situations, keep in mind that your orders can be overturned by your [[Fireteam Leader]]/[[Squad Leader]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being a Smartgunner is a crucial support role due to how you fundamentally can&#039;t friendly fire meaning that if your squadmate gets pounced or tackled two marines in front of you, you can still fire directly at the aliens attacking. This is mostly how smartgunner should be played, as you&#039;re a support role, not a point man. Your sole purpose is &#039;&#039;&#039;to fire past friendlies and into the enemy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|jtac=1&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;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=34440</id>
		<title>Combat Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=34440"/>
		<updated>2024-12-06T09:39:22Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = USCM_Squad_Engie.png&lt;br /&gt;
|jobtitle = Combat Technician [[File:Squad_engineer_icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private First Class [Under 10hrs] {{!}} Lance Corporal [10hrs] {{!}} Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = One hour as any squad role.&lt;br /&gt;
|duties = Set up defenses, babysit big guns, open doors and spam barbed wire.&lt;br /&gt;
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = You have the equipment and skill to build fortifications, reroute power lines, and bunker down.&amp;lt;br&amp;gt;Your squaddies will look to you when it comes to construction in the field of battle.}}&lt;br /&gt;
&#039;&#039;But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they&#039;ll come in handy.&#039;&#039;&lt;br /&gt;
―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, your main goals will be &#039;&#039;&#039;fixing power&#039;&#039;&#039;, &#039;&#039;&#039;getting through doors&#039;&#039;&#039;, and &#039;&#039;&#039;setting up fortifications for a FOB (Forward Operating Base)&#039;&#039;&#039; that&#039;ll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.&lt;br /&gt;
&lt;br /&gt;
=Combat Technician=&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have two different playstyles you can experiment with. One, as a FOB building and &#039;&#039;&#039;Utility Technician&#039;&#039;&#039;, who sets up defences and makes sure power is running. The second way to play technician is to be a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&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:150px;&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;
&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 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;
|-&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M10_technician_helmet.png|64px]]&amp;lt;BR&amp;gt;&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Technician Helmet}}&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;
|-&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.&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;
&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
|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;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Technician_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue backpack worn by USCM technicians.&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:Technician_satchel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician  Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavy duty chestrig used by some USCM technicians.&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: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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welderpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welderpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welderpack}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Weldersatchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welder-Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belt:&#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;
{{G8-A General Utility Pouch}}&lt;br /&gt;
|-&lt;br /&gt;
{{M276 pattern ammo load rig}} &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 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, 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;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:M276_pattern_M82F flare gun holster rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F 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 M82F flare gun.&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_mortar_operator_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&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 Grenade 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 to carry bulk quantities of M40 series of Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Frontline Grenadier Kits&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&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 technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: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:Const-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Designed to holster construction materials.&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:Electronics-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Electronics Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Explarge-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Container designed to hold up to three grenades or other explosives&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: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;| Pouch able to hold pistol magazines.&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;| A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium 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 more small items and also magazines. Contains 2 slots.&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;Pistol 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|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
&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;
|-&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 2 large items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: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: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;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Entrenching_Tool_Unfolded.png|64px]] Automated Equipment Rack [[File:CombatEngi.png|64px]]==&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 73%; border: none&amp;quot;&lt;br /&gt;
| &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Engineer Set&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:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&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:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x50&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x40&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A forty (40) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Cap Power Cell&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Handheld Defences&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Structures:&#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:SentryGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 571-C Sentry Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;M30 Ammo Drum (10x28mm Caseless)&#039;&#039;&#039;&lt;br /&gt;
 |Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.&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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;Sentry Incinerator Fuel Tank&#039;&#039;&#039;&lt;br /&gt;
 |A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.&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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{| 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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the Tesla Coil to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &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;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the Flag in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the Flag to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Flag, making it moveable.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.&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;Sentry Upgrade Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:sentry_upgrade_kit.png|64px]]&amp;lt;br&amp;gt; Cost: 15 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows the combat technician to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&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:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|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;Plastic Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{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;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Range Finder&#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 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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#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 pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Super Cap Power Cell&#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; |Used for powering various devices that require power. 20,000W.&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:MiniFuelTank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;ES-11 Mobile Fuel Canister&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel. &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;
&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 18 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 18 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 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_smoke_airburst_packet&lt;br /&gt;
|Title = M74 AGM-SmokeAirburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] smoke 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 18 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;
{{TabsItem&lt;br /&gt;
|Description = Contains one MFHS metal foam grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 5 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = Metal_Foam_Grenade&lt;br /&gt;
|Title = M40 MFHS Metal Foam Grenade&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;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;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:6 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;
|}&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: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 = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 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 12 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 = {{Incinerator Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M240 Incinerator Unit&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 18 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 24 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;
{{TabsItem&lt;br /&gt;
|Description = {{M56D Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 24 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M56D Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&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;Extra Items:&#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:MedicHud.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SensorMate Medical HUD&#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;|{{Sensormate_Description}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&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: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;
|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 Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:24 points&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: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;|{{M4 Armor}}&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;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#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;|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:Sling_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sling Pouch&#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;|Keeps a single item attached to a strap.&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;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds two M240-pattern napalm tanks.&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:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|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:8 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;
|-&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:8 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: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:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#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 pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#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;|&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;
&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;
&lt;br /&gt;
==Equipment and Gear==&lt;br /&gt;
=== Metal and Sandbags ===&lt;br /&gt;
At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. Plasteel is an expensive but very resistant material at your disposal. More can be purchased at your equipment closet or as supplies start trickling in through the ASRS, you may be able to acquire more. Don&#039;t hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round.&lt;br /&gt;
&lt;br /&gt;
==Linking Plasteel Barricades [[File:Plasteel Barricade.gif]] ==&lt;br /&gt;
&lt;br /&gt;
You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work.  Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver.  If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine).&lt;br /&gt;
&lt;br /&gt;
== In the field ==&lt;br /&gt;
=== Power and T-Comms ===&lt;br /&gt;
Upon the first deployment, you are likely to be tasked to either [[Guide_to_Engineering#Power_Duty|fixing the Power]], [[Guide_to_Engineering#Static_Telecommunications|fixing the Telecommunications Tower]] or FOB duty.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overcoming obstacles ===&lt;br /&gt;
* [[File:Crowbar.png|32px]] Use a crowbar to pry open powered down doors.&lt;br /&gt;
* [[Guide_to_Engineering#Hacking|Hack]] doors to open previously locked passageways.  If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open.&lt;br /&gt;
* [[File:C4.png|32px]] C4 doors/walls if you don&#039;t have time to hack/deconstruct.&lt;br /&gt;
* Disassembling windows ([[File:screwdriver.png|32px]]-&amp;gt;[[File:crowbar.png|32px]]-&amp;gt;[[File:screwdriver.png|32px]]) and window frames ([[File:Wrench.png|32px]])&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lighting up the place ===&lt;br /&gt;
* [[Guide_to_Engineering#APC_Maintenance|Fix the APC&#039;s]] and replace broken lights with the light replacer along the way as you advance.+&lt;br /&gt;
* Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal.  Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Floodlight Repair ====&lt;br /&gt;
While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]]), the aliens will have most likely broken floodlights around the place which you&#039;ll need to fix. To fix a floodlight you&#039;ll want to use the following steps:&lt;br /&gt;
&lt;br /&gt;
[[File:Broken_Floodlight.png|48px]] = [[File:Screwdriver.png|48px|link=|Screwdriver]] -&amp;gt; [[File:Crowbar.png|48px|link=|Crowbar]] -&amp;gt; [[File:Welder.gif|48px|link=|Welder]] -&amp;gt; [[File:CableCoils.png|48px|link=|Cable Coil]] -&amp;gt; [[File:Screwdriver.png|48px|link=|Screwdriver]]&lt;br /&gt;
* Emergency Floodlights can be unwrenched and be moved around.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:SentryGun.png|64px]] Deploying your defensive structure  [[File:Tesla-Coil.png|64px]] ===&lt;br /&gt;
When you hit the field, you&#039;ll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat.&lt;br /&gt;
Simply take the defensive structure in your hand and click on it while it&#039;s in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the &amp;quot;Object&amp;quot; tab if you want to prevent non-technicians turning it off. You can easily pick it up with a  Security Access Tuner [[File:Multitool.png|32px]] as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench [[File:Wrench.png|32px]].&lt;br /&gt;
&lt;br /&gt;
==== [[File:SentryLaptop.png|64px]] Using the Sentry Laptop ====&lt;br /&gt;
Once you&#039;ve deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner [[File:Multitool.png|32px]] on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it.&lt;br /&gt;
&lt;br /&gt;
=== Make use of vendors ===&lt;br /&gt;
* [[File:Wrench.png|32px]] Use a wrench to move useful vendors like medical vendor to a FOB then hack [[File:Multitool.png|32px]] them to allow medics and marines to vendor the items.&lt;br /&gt;
&lt;br /&gt;
=== Securing flanks/supply route ===&lt;br /&gt;
It&#039;s crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply might be limited under certain circumstance so you can&#039;t barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that can Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they can potentially block bullets as well, resulting in a potential cover for aliens.&lt;br /&gt;
&lt;br /&gt;
Your flanks are a vital part of your frontlines, FOBs and supply lines.&lt;br /&gt;
The enemy will always try to find a way to breach your vulnerable locations and pick off your fellow team mates.&lt;br /&gt;
If you think they can breach into your vulnerable flanks or supply lines, secure it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the Front ==&lt;br /&gt;
This is where the combat technician shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.&lt;br /&gt;
* Build the barricades inward for more firing space and bigger kill zone&lt;br /&gt;
* Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)&lt;br /&gt;
* Distant the barricades to enemies&#039; nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat&lt;br /&gt;
* Build the barricades with marines standing one tile behind in mind&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&amp;quot;|&#039;&#039;&#039;Barricade Layout:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&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:Killingzone.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The original barricade line makes a small chokepoint which can&#039;t effectively utilise the full power of the marines in the area; to fix this the barricade defence could&#039;ve been constructed on the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;red line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to allow for additional marines to fire or even further back on the &amp;lt;span style=&amp;quot;color:DeepSkyBlue&amp;quot;&amp;gt;&#039;&#039;&#039;blue line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to use the xenos cover against them and create a two tile chokepoint that will expose them to more gunfire, while also keeping the defending marines at a safe distance.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
✔ Large kill zone.&lt;br /&gt;
&lt;br /&gt;
✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit&lt;br /&gt;
&lt;br /&gt;
✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push)&lt;br /&gt;
&lt;br /&gt;
✔  Marines standing one tile behind the barricaded position so they can&#039;t be slashed but can still hold the barricade itself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward3.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward4.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Frontline FOB/Outpost ===&lt;br /&gt;
A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn&#039;t need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Secured barricade line ===&lt;br /&gt;
Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unsecured barricades ===&lt;br /&gt;
Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines&#039; push,  you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Barricade as marines push ===&lt;br /&gt;
Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it&#039;s much safer to build it just behind the front then move them to the front (See [[Combat_Technician#Fortifications_of_the_Trade|this table]] for how to move barricades).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Robotic limbs repairing ===&lt;br /&gt;
Target the damaged limb while on assist intent and use:&lt;br /&gt;
* [[File:Welder.gif|32px]] Blowtorch for brute damage.&lt;br /&gt;
* [[File:CableCoils.png|32px]] Cable coils for burn damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FOB Duty ==&lt;br /&gt;
As a Combat Technician on FOB duty, you&#039;ll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you&#039;ll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Guide to construction|Construction]] page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for a combat technician to build around the FOB, or elsewhere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Principles ===&lt;br /&gt;
&lt;br /&gt;
[[File:CargoCadeBypassed.png|160px|thumb|link=http://cm-ss13.com/wiki/images/6/62/CargoCadeBypassed.png|Ghost and see where isn&#039;t vital after FOB has fallen]][[File:LVLZbreached.png|160px|thumb|link=http://cm-ss13.com/wiki/images/3/3a/LVLZbreached.png|&#039;&#039;One breach is all it takes&#039;&#039;]]&lt;br /&gt;
[[File:3plasteeloverkill.png|160px|thumb|&#039;&#039;One is enough&#039;&#039;]]&lt;br /&gt;
[[File:Block3.png|160px|thumb|&#039;&#039;Fancy and bad&#039;&#039;|link=http://cm-ss13.com/wiki/images/b/b7/Block3.png]]&lt;br /&gt;
[[File:cade pain.png|160px|thumb|&#039;&#039;Too close together, boilers will hit them all at once&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== You don&#039;t always need a mega FOB ====&lt;br /&gt;
LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, ambush xenos are likely to focus on marine&#039;s unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to [[Combat_Technician#Securing_flanks.2Fsupply_route|secure flanks/supply route]].&lt;br /&gt;
&lt;br /&gt;
==== Barricade where enemy can&#039;t bypass ====&lt;br /&gt;
While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades where they don&#039;t matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does matter.&lt;br /&gt;
&lt;br /&gt;
==== It is the weakest point that matters ====&lt;br /&gt;
It doesn&#039;t matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use materials wisely ====&lt;br /&gt;
[[Requisitions#Engineering|Plasteel is expensive]], $4,000 for 30 plasteel (3 doors) vs. $2,000 for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.&lt;br /&gt;
&lt;br /&gt;
A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by&lt;br /&gt;
* [[File:Welder.gif|32px]] Use blowtorch on the vents/doors. ([[File:Goggles.png]] Flip down before you start.)&lt;br /&gt;
* [[File:Wrench.png|32px]] Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; block Runner).&lt;br /&gt;
* Then build barricades behind them if it&#039;s high threat and if you can spare the supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Putting cades close together isn&#039;t usually a good idea====&lt;br /&gt;
Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can&#039;t get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===FOB Construction Quick Tips===&lt;br /&gt;
====Barricade Placement====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barricade Placement&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture on the left, you&#039;ll see that the aliens can hit the barricade without being shot due to its forward position and as such the alien will be able to break through and kill that marine with ease.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To rectify the above barricade placement errors you&#039;ll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot aliens who are attacking them. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Barbed Wire====&lt;br /&gt;
[[File:Barbed_Wire.png|32px]]&#039;&#039;&#039;Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barbed Wire Tactics&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| In the picture you&#039;ll see that the combat technician was killed due to the alien being able to pounce over the barricade.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Due to the combat technician placing barbed wire onto the barricades the alien was unable to jump over.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FOB Space====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|How To: Fob Space&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:BadFOBspace.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has very little space for the marines to move around in which will lead to:&lt;br /&gt;
*Friendly fire.&lt;br /&gt;
*Shuffling of positions.&lt;br /&gt;
*Preventing wounded marines from entering.&lt;br /&gt;
*Hindering the movement of supplies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Goodmovement.png|195px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has ample space to move which means:&lt;br /&gt;
*The reduction of friendly fire. &lt;br /&gt;
*Less shuffling of positions.&lt;br /&gt;
*Ease of access for wounded traffic.&lt;br /&gt;
*Free movement of supplies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fixing Breaches in Defences====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fixing Defensive Breaches&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Bad breaches.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly and will give you less time to react if multiple Aliens decide to push the defensive line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:FIXINGBREACHES.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that it shows the optimal way of repairing a breach in your defenses if Aliens are nearby. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;To perform this fixing maneuver, you&#039;ll want to:&#039;&#039;&#039; &lt;br /&gt;
*Build (or unsecure for redeployment) a barricade a few tiles back,&lt;br /&gt;
*[[File:Screwdriver.png|32px]]Screwdriver the freshly built barricade,&lt;br /&gt;
*[[File:Wrench.png|32px]]Wrench it, to allow it to be moved, &lt;br /&gt;
*Pull the barricade &#039;&#039;(Ctrl + Click or open up the right click menu)&#039;&#039; and then pull it to the tile below you &#039;&#039;(By clicking on the tile)&#039;&#039;, and then finally the breached tile as demonstrated in the photo.&lt;br /&gt;
* Wrench then screwdriver the barricade to secure it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This will force the aliens to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it&#039;s weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Misc. FOB tips====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fob Tips&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:windows.png|187px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
In the picture you&#039;ll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Windows as a defence:&#039;&#039;&#039;&lt;br /&gt;
*Provides no firing lines&lt;br /&gt;
*Weak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In summary, avoid using them as a defence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Frontnotbehind.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don&#039;t block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades do nothing to hinder the aliens&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn&#039;t heavily damaged, you&#039;ll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades. Note that if a barricade is too damaged, you will be unable to fix it. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Each time you repair a barricade, it will consume one unit of welder fuel.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Alighdoors.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Align the plasteel barricades to reduce traffic jam.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Doortoside.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering. [[File:Middle_door_traffic_jam.gif|frame]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Maze_barricades_bad.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Maze-like barricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fortifications of the Trade==&lt;br /&gt;
{{main|Guide to Construction#Defences}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortification&lt;br /&gt;
!Material&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Handrail.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hand Rail&#039;&#039;&#039;&lt;br /&gt;
|2 Metal [[File:Metal.png]]&lt;br /&gt;
|A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it.&lt;br /&gt;
&#039;&#039;&#039;To remove reinforced plate&#039;&#039;&#039; : [[File:Crowbar.png|32px]],&lt;br /&gt;
&#039;&#039;&#039;To unsecure&#039;&#039;&#039;: [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]]),&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Snow_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Snow Barricade&#039;&#039;&#039;&lt;br /&gt;
|3 Snow Piles[[File:Snow_pile.png|64px]]&lt;br /&gt;
|A very weak barricade constructed from snow piles with a snow shovel. It&#039;s better than thin air at least.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Snow_shovel.png|32px]] Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WoodenBarricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wood Barricade&#039;&#039;&#039;&lt;br /&gt;
|10 Wooden Planks [[File:Planks.png|64px]]&lt;br /&gt;
|Used for a hasty defense against aliens. Mostly seen prespawned. Can be repaired with additional wooden planks at &#039;&#039;any&#039;&#039; damaged condition.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; Bash the wooden barricade to break it. Give back 3 wooden planks [[File:Planks.png]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|4 Metal[[File:Metal.png]]&lt;br /&gt;
|The most common among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]])&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Reinforced.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Reinforced &#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Acid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Bio-hazard Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Explosion.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Explosion Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sandbag_Full.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags&#039;&#039;&#039;&lt;br /&gt;
|5 Sandbags[[File:Sandbag_Empty.png|64px]]&lt;br /&gt;
|Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag&#039;s maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Entrenching_Tool_Unfolded.png|32px]] Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasteel_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel Barricade&#039;&#039;&#039;&lt;br /&gt;
|8 Plasteel[[File:Plasteel.png]]&lt;br /&gt;
|Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]) &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Foldable cade FIXED (SORRY).png|64x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Folding Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|6 Metal[[File:Metal.png]]&lt;br /&gt;
|A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Barbed_Wire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;&lt;br /&gt;
|1 Metal[[File:Metal.png]]&lt;br /&gt;
|Can be added to barricades prevent them from being pounced and climbed over. Damages mobs that melee attack without a weapon. &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Wirecutters.png|32px]] Use wirecutter to remove Barbed Wire from barricade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wall&#039;&#039;&#039;&lt;br /&gt;
|12 Metal [[File:Metal.png]]&lt;br /&gt;
|Used to fully block off an area. See [[Guide to construction]] for how to construct and deconstruct.&lt;br /&gt;
 |}&lt;br /&gt;
[[File:Foldable cade.png|thumb]]&lt;br /&gt;
&amp;lt;br&amp;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=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&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;
* [https://cm-ss13.com/forums/showthread.php?8424-Guide-to-Engineer-2021-edition-(By-Karl) Guide To Engineer] by Stan_albatross on 08 Aug 2021, updated on 14 Nov 2021&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3757 On FOB Duty] by RNGPriest on 07 Nov 2019&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16412 A couple tactically sensible &#039;cade layout tips] by FreeStylaLT on 25 Feb 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15018 The Field Engineer Commandments] by Surrealistik on 01 Oct 2017, updated 07 Aug 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=14084 &amp;lt;nowiki&amp;gt;[WIP]&amp;lt;/nowiki&amp;gt; Useful FOB engineering 101] by Challenger on 22 Jul 2017&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34439</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34439"/>
		<updated>2024-12-06T09:38:13Z</updated>

		<summary type="html">&lt;p&gt;Riell: &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 = Medic.png&lt;br /&gt;
|jobtitle = Hospital Corpsman [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Private First Class [Under 10hrs] {{!}} Lance Corporal [10hrs]  {{!}} Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = 1 hour as medical roles and 1 hour as squad roles.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Hospital Corpsman, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Hospital Corpsmen started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&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;
&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;
|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 Corpsman Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.&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. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Pattern Marine Helmet}}&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 &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&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:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM corpsman satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM corpsmen. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Corpsman Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM corpsmen. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| 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:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern 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, 88M4, or the M1911 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_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can additionally hold a roller bed and defibrillator.&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]]&amp;lt;br&amp;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:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F flare gun 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 M82F flare gun.&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_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade 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 to carry bulk quantities of M40 series of Grenades.&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;
|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. Holds 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&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;
|- &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;
&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 even more small items and also magazines. Contains 3 slots.&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: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 etool 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;
&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;| Pouch able to hold pistol magazines.&lt;br /&gt;
&lt;br /&gt;
&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;
|- &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;
|-&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;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
&lt;br /&gt;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine. &lt;br /&gt;
&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;Pistol 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;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&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;
|-&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;
|-&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;
|-&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;
&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;&#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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.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;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&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:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix brute damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
* Acts as a substitute Fix-O-Vein and cautery for internal bleeding surgeries in the field&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Synth Graft&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix burn damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&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. Provides an ideal platform for field surgery. 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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single corpsman - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&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;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Two Blood Bags are provided. Holds universal blood inside, can be used to give a Marine with low blood a transfusion in the field, click the Marine to begin the transfusion, click again to stop it. Once started, anyone can hold the bag. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field 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;
|- &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. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&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. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#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; | Some sterile gauze to warp around bloody stumps and lacerations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#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 treat burns, infected wounds, and relieve itching in unusual places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;First Aid Kits&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;
&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;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fire_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| For when the dropship ammo storage spontaneously burns down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat when you have a high amount of toxins in your body&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Oxygen_deprivation_first_aid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box full of reoxygenating goodies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Radiation_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Contains treatment for radiation exposure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&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: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:Epinephrine-Injector.png]]&lt;br /&gt;
[[#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&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:Tramadol.png]]&lt;br /&gt;
[[#Tramadol|Tramadol]]&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 10%&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 90%&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical 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: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;| The basic tool of every single corpsman - 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:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#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;| {{Sensormate_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A collapsed roller bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation. Roller beds are also used to perform internal bleeding surgery, as the procedure is much quicker (and therefore safer) when the patient is strapped to one rather than left lying on the ground.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch (EMPTY)&#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;| Used to refill custom injectors and can also store one. May be refilled with a reagent tank or a chemical dispenser. Starts empty. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility 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 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:RefillTank.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smart Refill Tank&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to refill empty autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&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 three [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Smoke 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;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:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&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;&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;
&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;&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;
&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:6 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;
&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: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 = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 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 12 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 18 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;
&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;
&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;Extra Items:&#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:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&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:28 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:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#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;|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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&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;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#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;|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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|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:6 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.&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;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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;&amp;lt;br&amp;gt; Costs:6points&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;
|-&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:6 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. Comes with a machete.&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:8 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. Comes with a machete&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;
&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:8 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: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:Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welding Goggles&#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 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;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;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;
&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:3 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:3 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:3 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:3 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;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Hospital Corpsman == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are forced to be evacuated to the shipside Medbay should be stabilized beforehand by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, your loadout is one of the most decisive factors in wherever or not you will be able to keep the situation under control or succumb more or less literally as the rest of your squad falls apart. While your workload will potentially be split with another Corpsman, and all three other squads will be getting two Hospital Corpsmen, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main area for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are only a few caveats to a Medic&#039;s loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you should still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. A Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* You get one free webbing choice as a Corpsman. It is recommended that you select a brown/black webbing vest, these provide you with five small inventory slots, perfect for holding small medical items (analyzer, blood bags, suture/synth) as well as shotgun ammo shells. Alternatively you could select a standard webbing, which holds three medium items, to hold gun magazines.  &lt;br /&gt;
&lt;br /&gt;
* You have a wide array of pouches to select from, and you can pick two of them. The First Responder Tactical Pouch lets you carry a wide array of standard medical items and can be strong in a pinch, the Sling Pouch lets you hold one large item (such as a Defibrillator) and acts as a magnetic harness, meaning the item will be automatically returned to the pouch when dropped. A magazine/shell pouch is good for ammo storage. The Pressurized Reagent Cannisters deserve special mention as they come filled with a large amount of a basic healing chemical that automatically refills the pre-attached injector it comes with; each generally has enough slots to provide up to forty uses before needing a reload. Any of these pouches are worth considering. &lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry seven large items, whereas a Satchel can only carry five large items. However, to access the contents of a backpack you must either take it off your back or select the backpack while it&#039;s on your back and wait several seconds to access it. A satchel on the other hand allows you to access it immediately with no delay or extra juggling of items. The satchel is a more advanced item to use due to the more limited storage space, thus the Backpack may be recommended to a new player due to its greater storage space. &lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
&lt;br /&gt;
* Now, you must decide what to put in your belt and bag. A recommended, simple loadout for both belts is one of every pill bottle in addition to an extra Bicaridine, Kelotane and Tramadol pill bottle, as the two belts already comes loaded with one each, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags. Alternatively, you can place your surgical line/synth graft/bed in your armor or webbing slots.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. Almost every Marine weapon is viable to consider. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo. A shotgun user may consider taking a shotgun shell pouch, conversely a rifle user may use a magazine pouch. &lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
&lt;br /&gt;
* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A dead corpsman is a useless corpsman&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Corpsman. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harassers trying to get in and kill you, and ask a combat technician or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Hospital Corpsmen, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hospital Corpsman, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage is the last and most important topic for a Hospital Corpsman to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out on the spot are deceased, unrevivable teammates. They are permanently gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patients can be divided into three types. The walking wounded, those in critical damage and those who are deceased. People who are still walking should usually be the lowest priority for healing, as they may be able to attend to their own wounds. Your current circumstances will dictate whether you should prioritise someone who is in critical and those who are dead. People who are dead are on a limited five-minute timer until they become unrevivable, but it will take time for them to be brought back on their feed, conversely people in critical can be more quickly brought back to their feet and start fighting. Generally, you should focus on stabilising those in critical (innaprovaline and a basic healing chem will keep them alive) while reviving the dead, however if you are in an urgent frontline combat scenario it may prove smarter to heal the critically wounded so they can immediately get back into the fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exception to this is if someone is on the verge of being unrevivable, denoted by their revive ICON on their hud flashing red. These patients, above all else, should be revived as soon as possible to ensure they can continue to contribute to the operation. &lt;br /&gt;
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&lt;br /&gt;
In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location. &lt;br /&gt;
&lt;br /&gt;
* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
&lt;br /&gt;
* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is flashing &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying. If the heart rate icon is a constant  &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; then some time has passed since the patient has died but at least a minute remains until permanent death.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
&lt;br /&gt;
** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
&lt;br /&gt;
** If a patient is over 200 damage, rapidly pull out advanced kits, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. If possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol and Tricordazine. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. &lt;br /&gt;
&lt;br /&gt;
* If the patient is in critical health and especially near death, immediately administer a inaprovaline and peridaxon pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
 &lt;br /&gt;
* If the patient has internal bleeding, immediately pull them to a safe area and perform internal bleeding surgery. The normal way to do this as a hospital corpsman is to use substitute tools in place of a full surgical kit:&lt;br /&gt;
** Once yourself and the patient are in a safe location, have them lie down (either on the ground or, if possible, on a roller bed [[File:RollerBed.png|32px]]).&lt;br /&gt;
** (Optional) Hook up a blood bag to your patient and hold it in a free hand throughout the procedure.&lt;br /&gt;
** Administer tramadol or oxycodone to keep the pain of the operation at manageable levels. This prevents your surgery steps from failing due to the patient flinching. Remember that pills take a few seconds to metabolise, so you may need to delay starting the procedure slightly.&lt;br /&gt;
** Open an incision and widen it using your boot knife twice in a row ([[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]] &amp;gt; [[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]]).&lt;br /&gt;
** Repair the internal bleeding using your surgical line ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Suture the incision closed using your surgical line again ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Bandage any residual brute trauma from the operation and, if not already done, hook up a blood bag if blood levels are still low.&lt;br /&gt;
&amp;lt;!--* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to 15% of his blood without damaging himself. Before transfer be sure to check its correct blood type. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Low blood levels can be alleviated through high nutriment or Iron pills. Patients with low but not critical levels of blood (80-90%) should be advised to eat an MRE to help offset the effects.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Hospital Corpsman should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. You may also refill them by simply left clicking the vendor with an injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, Shift+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
&lt;br /&gt;
* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
&lt;br /&gt;
* If you find a marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
&lt;br /&gt;
* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
&lt;br /&gt;
* You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|jtac=1&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;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/comprehensive-corpsman-guide/2044 Comprehensive Corpsman Guide] (Up-to-date comprehensive guide, provides an explanation on almost every skill system and item a Corpsman will face, also provides additional tips and strategies. Highly recommended for beginner and veteran corpsmen.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: This guide is an old one, but it provides blunt and simple to read tips. Highly recommended for both beginner and advanced hospital corpsman. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic A Simple Guide] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;:  Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34438</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34438"/>
		<updated>2024-12-06T09:37:52Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = Medic.png&lt;br /&gt;
|jobtitle = Hospital Corpsman [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Private First Class [Under 10hrs {{!}} Lance Corporal [10hrs]  {{!}} Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = 1 hour as medical roles and 1 hour as squad roles.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Hospital Corpsman, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Hospital Corpsmen started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&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;
&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;
|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 Corpsman Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.&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. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Pattern Marine Helmet}}&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 &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&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:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM corpsman satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM corpsmen. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Corpsman Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM corpsmen. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| 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:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern 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, 88M4, or the M1911 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_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can additionally hold a roller bed and defibrillator.&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]]&amp;lt;br&amp;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:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F flare gun 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 M82F flare gun.&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_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade 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 to carry bulk quantities of M40 series of Grenades.&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;
|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. Holds 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&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;
|- &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;
&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 even more small items and also magazines. Contains 3 slots.&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: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 etool 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;
&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;| Pouch able to hold pistol magazines.&lt;br /&gt;
&lt;br /&gt;
&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;
|- &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;
|-&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;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
&lt;br /&gt;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine. &lt;br /&gt;
&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;Pistol 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;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&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;
|-&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;
|-&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;
|-&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;
&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;&#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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.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;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&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:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix brute damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
* Acts as a substitute Fix-O-Vein and cautery for internal bleeding surgeries in the field&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Synth Graft&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix burn damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&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. Provides an ideal platform for field surgery. 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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single corpsman - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&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;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Two Blood Bags are provided. Holds universal blood inside, can be used to give a Marine with low blood a transfusion in the field, click the Marine to begin the transfusion, click again to stop it. Once started, anyone can hold the bag. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field 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;
|- &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. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&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. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#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; | Some sterile gauze to warp around bloody stumps and lacerations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#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 treat burns, infected wounds, and relieve itching in unusual places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;First Aid Kits&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;
&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;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fire_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| For when the dropship ammo storage spontaneously burns down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat when you have a high amount of toxins in your body&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Oxygen_deprivation_first_aid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box full of reoxygenating goodies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Radiation_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Contains treatment for radiation exposure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&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: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:Epinephrine-Injector.png]]&lt;br /&gt;
[[#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&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:Tramadol.png]]&lt;br /&gt;
[[#Tramadol|Tramadol]]&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 10%&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 90%&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical 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: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;| The basic tool of every single corpsman - 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:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#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;| {{Sensormate_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A collapsed roller bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation. Roller beds are also used to perform internal bleeding surgery, as the procedure is much quicker (and therefore safer) when the patient is strapped to one rather than left lying on the ground.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch (EMPTY)&#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;| Used to refill custom injectors and can also store one. May be refilled with a reagent tank or a chemical dispenser. Starts empty. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility 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 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:RefillTank.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smart Refill Tank&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to refill empty autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&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 three [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Smoke 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;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:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&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;&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;
&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;&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;
&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:6 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;
&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: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 = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 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 12 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 18 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;
&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;
&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;Extra Items:&#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:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&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:28 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:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#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;|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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&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;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#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;|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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|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:6 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.&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;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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;&amp;lt;br&amp;gt; Costs:6points&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;
|-&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:6 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. Comes with a machete.&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:8 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. Comes with a machete&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;
&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:8 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: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:Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welding Goggles&#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 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;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;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;
&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:3 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:3 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:3 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:3 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;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Hospital Corpsman == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are forced to be evacuated to the shipside Medbay should be stabilized beforehand by you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, your loadout is one of the most decisive factors in wherever or not you will be able to keep the situation under control or succumb more or less literally as the rest of your squad falls apart. While your workload will potentially be split with another Corpsman, and all three other squads will be getting two Hospital Corpsmen, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main area for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are only a few caveats to a Medic&#039;s loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you should still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. A Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* You get one free webbing choice as a Corpsman. It is recommended that you select a brown/black webbing vest, these provide you with five small inventory slots, perfect for holding small medical items (analyzer, blood bags, suture/synth) as well as shotgun ammo shells. Alternatively you could select a standard webbing, which holds three medium items, to hold gun magazines.  &lt;br /&gt;
&lt;br /&gt;
* You have a wide array of pouches to select from, and you can pick two of them. The First Responder Tactical Pouch lets you carry a wide array of standard medical items and can be strong in a pinch, the Sling Pouch lets you hold one large item (such as a Defibrillator) and acts as a magnetic harness, meaning the item will be automatically returned to the pouch when dropped. A magazine/shell pouch is good for ammo storage. The Pressurized Reagent Cannisters deserve special mention as they come filled with a large amount of a basic healing chemical that automatically refills the pre-attached injector it comes with; each generally has enough slots to provide up to forty uses before needing a reload. Any of these pouches are worth considering. &lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry seven large items, whereas a Satchel can only carry five large items. However, to access the contents of a backpack you must either take it off your back or select the backpack while it&#039;s on your back and wait several seconds to access it. A satchel on the other hand allows you to access it immediately with no delay or extra juggling of items. The satchel is a more advanced item to use due to the more limited storage space, thus the Backpack may be recommended to a new player due to its greater storage space. &lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
&lt;br /&gt;
* Now, you must decide what to put in your belt and bag. A recommended, simple loadout for both belts is one of every pill bottle in addition to an extra Bicaridine, Kelotane and Tramadol pill bottle, as the two belts already comes loaded with one each, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags. Alternatively, you can place your surgical line/synth graft/bed in your armor or webbing slots.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. Almost every Marine weapon is viable to consider. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo. A shotgun user may consider taking a shotgun shell pouch, conversely a rifle user may use a magazine pouch. &lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
&lt;br /&gt;
* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A dead corpsman is a useless corpsman&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Corpsman. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harassers trying to get in and kill you, and ask a combat technician or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Hospital Corpsmen, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hospital Corpsman, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage is the last and most important topic for a Hospital Corpsman to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out on the spot are deceased, unrevivable teammates. They are permanently gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patients can be divided into three types. The walking wounded, those in critical damage and those who are deceased. People who are still walking should usually be the lowest priority for healing, as they may be able to attend to their own wounds. Your current circumstances will dictate whether you should prioritise someone who is in critical and those who are dead. People who are dead are on a limited five-minute timer until they become unrevivable, but it will take time for them to be brought back on their feed, conversely people in critical can be more quickly brought back to their feet and start fighting. Generally, you should focus on stabilising those in critical (innaprovaline and a basic healing chem will keep them alive) while reviving the dead, however if you are in an urgent frontline combat scenario it may prove smarter to heal the critically wounded so they can immediately get back into the fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exception to this is if someone is on the verge of being unrevivable, denoted by their revive ICON on their hud flashing red. These patients, above all else, should be revived as soon as possible to ensure they can continue to contribute to the operation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location. &lt;br /&gt;
&lt;br /&gt;
* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
&lt;br /&gt;
* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is flashing &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying. If the heart rate icon is a constant  &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; then some time has passed since the patient has died but at least a minute remains until permanent death.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
&lt;br /&gt;
** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
&lt;br /&gt;
** If a patient is over 200 damage, rapidly pull out advanced kits, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. If possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol and Tricordazine. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. &lt;br /&gt;
&lt;br /&gt;
* If the patient is in critical health and especially near death, immediately administer a inaprovaline and peridaxon pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
 &lt;br /&gt;
* If the patient has internal bleeding, immediately pull them to a safe area and perform internal bleeding surgery. The normal way to do this as a hospital corpsman is to use substitute tools in place of a full surgical kit:&lt;br /&gt;
** Once yourself and the patient are in a safe location, have them lie down (either on the ground or, if possible, on a roller bed [[File:RollerBed.png|32px]]).&lt;br /&gt;
** (Optional) Hook up a blood bag to your patient and hold it in a free hand throughout the procedure.&lt;br /&gt;
** Administer tramadol or oxycodone to keep the pain of the operation at manageable levels. This prevents your surgery steps from failing due to the patient flinching. Remember that pills take a few seconds to metabolise, so you may need to delay starting the procedure slightly.&lt;br /&gt;
** Open an incision and widen it using your boot knife twice in a row ([[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]] &amp;gt; [[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]]).&lt;br /&gt;
** Repair the internal bleeding using your surgical line ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Suture the incision closed using your surgical line again ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Bandage any residual brute trauma from the operation and, if not already done, hook up a blood bag if blood levels are still low.&lt;br /&gt;
&amp;lt;!--* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to 15% of his blood without damaging himself. Before transfer be sure to check its correct blood type. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Low blood levels can be alleviated through high nutriment or Iron pills. Patients with low but not critical levels of blood (80-90%) should be advised to eat an MRE to help offset the effects.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Hospital Corpsman should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. You may also refill them by simply left clicking the vendor with an injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, Shift+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
&lt;br /&gt;
* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
&lt;br /&gt;
* If you find a marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
&lt;br /&gt;
* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
&lt;br /&gt;
* You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|jtac=1&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;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/comprehensive-corpsman-guide/2044 Comprehensive Corpsman Guide] (Up-to-date comprehensive guide, provides an explanation on almost every skill system and item a Corpsman will face, also provides additional tips and strategies. Highly recommended for beginner and veteran corpsmen.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: This guide is an old one, but it provides blunt and simple to read tips. Highly recommended for both beginner and advanced hospital corpsman. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic A Simple Guide] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;:  Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=34437</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=34437"/>
		<updated>2024-12-06T09:37:02Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = USCM_Standard_Marine.png&lt;br /&gt;
|jobtitle = Rifleman&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Private [Under 10hrs]  {{!}}  Private First Class [10hrs]  {{!}} Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|duties = Follow orders. Don&#039;t get yourself killed. Don&#039;t shoot your squadmates.&lt;br /&gt;
|unlock = Starting role, ten hours on squad role for PFC.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad&#039;s prep room.&amp;lt;br&amp;gt;You are a rank-and-file soldier of the USCM, and that is your strength.&amp;lt;br&amp;gt;What you lack alone, you gain standing shoulder to shoulder with the men and women of the corps. Ooh-rah!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&lt;br /&gt;
&lt;br /&gt;
You&#039;re in the [[Marines|United States Colonial Marine Corps]]. &#039;&#039;&#039;Follow your [[Squad Leader|sergeant&#039;s]] orders and don&#039;t ask too many questions&#039;&#039;&#039;. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. &#039;&#039;&#039;Do your job, follow orders&#039;&#039;&#039;, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&lt;br /&gt;
This guide assumes you have finished the [[Marine Quickstart Guide]] and will hopefully help you transit out from being a [[Slang|baldie]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your Squad ==&lt;br /&gt;
Once you have your earpiece on, you will see the Squad HUD. Your squad is led by its &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039; [[File:Squad_leader_icon.png]], also known as the SL. Listen for his and your Squad Overwatch&#039;s instructions over the radio. Don&#039;t be afraid to ask for help. Try to stay where you can see Squad Leader so he can see you. The &#039;&#039;&#039;[[Fireteam Leader]]&#039;&#039;&#039; [[File:RTO_Icon.png]], or FL, is your team leader if you are put in a fire team who also has the capabilities in coordinating with aerial and orbital fire support. They are the first in line to take command of the squad should the SL perish. Listen to your FLs, the SL, and command for warnings about fire support close to you. The &#039;&#039;&#039;[[Weapons Specialist]]&#039;&#039;&#039; [[File:Squad_specialist_icon.png]], also known as the Spec has a unique weapon. Try to stay behind him so as not to get in his line of fire. The &#039;&#039;&#039;[[Smartgunner]]&#039;&#039;&#039; [[File:Smartgunner_icon.png]] has a powerful smartgun that can fire past marines without causing friendly fire. Try to stay in front of him so he can support you. Remind him not to be in the front! The &#039;&#039;&#039;[[Hospital Corpsman]]&#039;&#039;&#039; [[File:Squad_medic_icon.png]], also known as medics, treat the wounded and revive the dead. Try to keep them safe so they can help you later. Similarly, the &#039;&#039;&#039;[[Combat Technician|Combat Technicians]]&#039;&#039;&#039; [[File:Squad_engineer_icon.png]], also known as engineers or engies, construct defensive structures and fix colony equipment to support your squad. Try to keep them safe as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; When you first start playing as a rifleman you will be a Private ( PVT ). Once you have played rifleman for 10 hours, you will be playing as a Private First Class ( PFC ).&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;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &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;
|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. Comes pre-loaded with a combat knife inside.&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:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M10 Pattern Marine Helmet}}&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 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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
&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:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern 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, 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;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:M276_pattern_M82F flare gun holster rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F 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 M82F flare gun.&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: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_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;
&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:Knife-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.&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:Document-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Small Document Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A smaller version of the document pouch. Can hold papers, folders, disks, technical manuals and clipboards.&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:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium 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 2 slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to hold 3 pistol magazines.&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;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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Rebreather.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rebreather&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A close fitting device that instantly heats or cools down air when you inhale it so it doesn&#039;t damage your lungs.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Removed for now&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kits&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: Only 1 kit may be chosen.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;The miniature kits allows a marine use all of their points to specialize in an area of expertise. This versatility allows marines to customize their play style to suit for combat or in support roles. Although this does not make them equal to those who properly specialize in said fields, it gives them some knowledge to aid in their work.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A Pamphlet is an unique one time consumable item that gives anyone who uses it a skill point directed at a specific area. To learn more about pamphlets and skills, click [[The_Skill_System|here]]&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;Kit:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Engie_kit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Combat Technician kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet&lt;br /&gt;
* Construction Pouch&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* MB-6 Folding Barricade&lt;br /&gt;
* M56D Heavy Machine Gun&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Medic_kit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Response Medical Support kit&#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;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Grenadier_kit.png]]&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|48px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|48px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;3 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA-MK1 Sniper Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:30 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M4RA Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* Scope&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
--&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: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 = {{VP78 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 = 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;
&lt;br /&gt;
&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;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 20 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 20 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 20 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 10 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 15 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 15 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 three [[Marine Equipment#USCM Weapons|AGM-S]] Smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 15 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = Agm_smoke_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Smoke 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 15 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 three [[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;Ammunition&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;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;
&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 (20) 10x20mm 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: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:15 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: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:15 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;
&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:15 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;
&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:15 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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M44-HR-SL.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 Heavy speed Loader&#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;| 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&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;Extra Items:&#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:webbing.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webbing&#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;|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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing Vest&#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;|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]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Webbing Vest&#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;|Robust black synthcotton vest with lots of pockets. Has five slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MedicHud.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SensorMate 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}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&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: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;
|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 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;|{{B12 Armor}}&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:10 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:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#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;|&lt;br /&gt;
{{Tactical Binoculars Description}}&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;
&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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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;&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;
|-&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:15 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: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;
|-&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: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:Motion_Detector.gif|64px]]&lt;br /&gt;
&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:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data 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 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). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things. You can switch modes with Alt+Click.&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;
|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: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]]&lt;br /&gt;
&lt;br /&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:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#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 pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#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 pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&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:Rtobackpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Radio Telephone Pack&#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 heavy-duty pack, used for telecommunications between central command. Normally issued to Fireteam Leaders.  &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;
&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;
{| 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;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 a radio headset, Allowing you to access the intel 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;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The Weapons==&lt;br /&gt;
In [[Marine Quickstart Guide]], M41A is recommended as the weapon of choice due to its versatility and ease of use. However, you may find other firearms more appealing to use. Below is a list of standard weapons to choose from, just click expand.&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;Basic Weapon List:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M4a3.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4a3.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M4A3mag.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4A3-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|A reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M4A3 Service Pistol, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4A3 Service Pistol to load the magazine in. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M4A3mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4A3 Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M4A3-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4A3 Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:44magnum.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:44magnum.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M44SL.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M44-MM-SL.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|Deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed loaders, and holds a maximum of 7 bullets. You can duel wield them but your accuracy will be heavily decreased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Click the revolver with an empty hand to open the revolving cylinder, vend a fresh speed loader,  click the revolver with the speed loader in your active hand, click the revolver again with an empty hand to close the revolving cylinder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M44SL.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M44 Speed Loader:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M44-MM-SL.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M44 Marksman Speed Loader:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M39_Variants.gif|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M39_Variants.gif|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M39_Variants.gif|64px]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M39-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|Allows you to have high mobility but lacks raw power and armor penetration. Good for chasing down fleeing enemies. You can duel wield them but your accuracy will be heavily decreased. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M39 Submachine gun, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M39 Submachine Gun to load the magazine in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M39mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M39 Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M39-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M39 Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M41A_Variants.gif|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M41A_Variants.gif|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M41Amag.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M41A-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|A reliable, robust and overall effective standard issue weapon, comes with a 3-round burstfire capability as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades (ask RO for grenades). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M41A Pulse Rifle MK2, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M41A Pulse Rifle MK2 to load the magazine in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M41Amag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M41A Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M41A-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M41A Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M4RA.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4RA.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:M4RAmag.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M4RA-AP-mag.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|An accurate battle rifle meant for fire support. It uses the same ammo as the M41A, but it does not come with burstfire capabilities nor compatible with most underbarrel attachments. It has a few unique attachments to enhance the rifle even further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have just vended the M4RA Battle rifle, swap to your empty hand and vend a fresh magazine. Once vended pick it up and then click on the gun with the magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the magazine has either been auto-ejected or you have [[File:Eject-Magazine.png]] manually ejected it, swap to your other hand and take out a fresh magazine from your ammo belt and click on the M4RA Battle Rifle to load the magazine in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:M4RAmag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4RA Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Average damage. Use on low armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:M4RA-AP-mag.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4RA Armor Piercing Magazine:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Projectile. Armor piercing. Less damage. Use on highly armored targets for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:M37_Variants.gif|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M37A2 Shotgun&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:M37_Variants.gif|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:Slugbox.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:Buckbox.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, though users should still keep in mind that the M37A2 must be pumped after every shot.  You can duel wield them but your accuracy will be heavily decreased.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hold the shotgun shell box with one hand, then swap to your other hand and click the shell box to take out a handful of shells. Drop the shell box and pick up your shotgun and load it with the shells one by one (M37 can hold eight shells plus one in the chamber). &#039;&#039;&#039;Pump the shotgun&#039;&#039;&#039; with Unique Action Button [[File:Use-Unique-Action.png|32px]], you need to pump it after each firing. Using [[Macros]] to bind a hotkey for it is a must to use shotgun effectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Standard_Marine_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:Slugbox.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slug shells:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range.&lt;br /&gt;
&lt;br /&gt;
[[File:Buckbox.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buckshot shells:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. Fires in a 15-degree radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re looking to use the most effective ammo variant as deemed by the community, see the latest replies to this thread:  [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=10052 Buckshot vs Slug: The final debate. ]&lt;br /&gt;
&lt;br /&gt;
*For a list of all available ammo types for this weapon head [[Marine_Equipment#Standard_Marine_Weapons|here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid grey;&lt;br /&gt;
|style=&amp;quot;height:100px; text-align:center;&amp;quot;|[[File:Flamethrower.png|64px]] &amp;lt;big&amp;gt;&#039;&#039;&#039;M240 Incinerator Unit&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:Flamethrower.png|64px]]&lt;br /&gt;
|style=&amp;quot;height:100px; width=400; border-left:solid 2px grey; text-align:center;&amp;quot;|[[File:IncineratorTanks.png]]  &amp;lt;big&amp;gt;&#039;&#039;&#039;High Supply Ammunition:&#039;&#039;&#039;&amp;lt;/big&amp;gt; [[File:IncineratorTanks.png]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:490px; border-left:solid 2px grey; border-right:solid 2px grey; border-top:solid 2px grey; border-bottom:solid 2px grey;|The incinerator is good at incinerating hostiles and clearing unwanted vegetation with a moderate range of 5 tiles. Squad Leaders may hand out the two incinerators that are in their vendor (with 8 fuel tanks in total). Welder fuel is weaker than the original thick sticky napthal fuel that the incinerators start with. More incinerators can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incinerator Units can only be refuelled once a tank is completely out of fuel. Once emptied, pull out the Incinerator Tank[[File:IncineratorTanks.png|32px]]by either unloading the weapon or clicking the incinerator unit with an empty hand, then clicking on a fuel tank, welder pack or welding tank with the tank in your hand. Once refuelled just click on the incinerator unit with the fresh tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attachments for this weapon can be viewed [[Marine_Equipment#Restricted_Weapons| here.]]&lt;br /&gt;
|style=&amp;quot;border-top:solid 2px grey;&amp;quot;|[[File:IncineratorTanks.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ultra-Thick Nepathal fuel that can stick to anyone. Effective in Area Denial situations. Has a chance of burning anyone on contact with the flames on each tic. Holds one hundred (100) units worth of napthal fuel.&lt;br /&gt;
&lt;br /&gt;
[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank (Gel):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds two hundred (200) units worth of gel fuel.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loadouts==&lt;br /&gt;
Your playstyle will be determined by the weapons you carry, the attachments on them and the items you have in your bag. Everyone&#039;s got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don&#039;t like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The RO may hand out two or more [[Marine_Equipment#Weapon_Attachments|attachments]], a [[Marine Equipment#Storage Equipment|webbing]], a [[Marine Equipment#Holsters and Scabbards|holster/scabbard]] and two [[Marine Equipment#Explosives|grenades]]. Some RO&#039;s may hand out more equipment/attachments if they are feeling generous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You should have a secondary weapon in your suit storage, ideally with a Rail Flashlight and Bayonet attached, be it a M41A, M37 or a flamer. The Rail Flashlight has no drawback while vastly improving your light range so it&#039;s always good to take. Additionally a angled grip is a good compliment for a secondary weapon as it reduces the wield delay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust your loadouts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reflect what limitations you faced in the previous rounds. Ran out of ammo? Get a webbing[[File:Webbing.png|32px]] from requisitions, and use a backpack [[File:USCM_infantry_backpack.png|32px]]. Ran out of flares? Use a backpack [[File:USCM_infantry_backpack.png|32px]] and fill it with 7 flare packs.&lt;br /&gt;
&lt;br /&gt;
== In the field ==&lt;br /&gt;
You have superior firepower and can fire across the screen, the limiting factors are lighting, vision, weather, and terrain.&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
To overcome low visibility of the battlefield, you need a rail flashlight and flares. Flares burn out after some time, but all flashlights have a battery life so long that it won&#039;t run out during the operation. Flares are better for general use as they have better storage options. Flashlights are better suited to lighting up defendable areas due to their bulkier nature. Flares and flashlights both still continue to emit light in any weather condition a marine might face. Use them wisely to illuminate the battlefield! &lt;br /&gt;
&lt;br /&gt;
[[File:Shoulder_light_range.png|frame|left|&#039;&#039;Shoulder Lamp Range&#039;&#039;]] [[File:Rail_flashlight_range.png|frame|right|&#039;&#039;Rail Flashlight Range&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory management ===&lt;br /&gt;
&lt;br /&gt;
[[File:What_to_strip.png|thumb|left|&#039;&#039;What to recover from a dead marine&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notable items to recover are:&lt;br /&gt;
* [[Squad Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], B12 armor and M11 helmet.  All useful in their own way.&lt;br /&gt;
* [[Fireteam Leader]]: Laser Designator[[File:Tactical_Binoculars.png|32px]], Motion Detector[[File:Motion_Detector.gif|32px]], Whistle[[File:Whistle.png|32px]], M4 armor and M12 helmet.  Gear similar to the squad leader.&lt;br /&gt;
* [[Combat Technician]]: Building materials[[File:Metal.png|32px]][[File:Plasteel.png|32px]][[File:Sandbag_Empty.png|32px]] and explosives[[File:M20_mine_box.png|32px]][[File:M20_claymore.png|32px]][[File:Incingrenade.png|32px]]. Materials are scarce in the battlefield!&lt;br /&gt;
* [[Hospital Corpsman]]: Roller Bed, Medkits, Autoinjectors, and Stasis bags for the unfortunate facehugged teamates.&lt;br /&gt;
* [[Weapons Specialist]]: Battle Sights[[File:M42scoutsight.png|32px]]as they have full night vision capacity and the M3G4 Helmet due to its face hugger blocking capabilities&lt;br /&gt;
* Recover empty AP magazines[[File:M41A-AP-mag.png|32px]], they can be refilled with AP ammo box[[File:Big_Ammo_Box_AP_M41A.png|32px]] (click the ammo box with the magazine in hand on {{Intent|Help}}  intent).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
Everyone who outranks you has their own tasks to handle, leaving only riflemen free enough to handle supplies. It is faster to push crates than to pull them, but you can both push and pull crates at the same time! Remember &#039;&#039;&#039;&#039;&#039;&amp;quot;Infantry wins battles, logistics win wars&amp;quot;&#039;&#039;.&#039;&#039;&#039;    &lt;br /&gt;
&lt;br /&gt;
==== The flow of supplies ====&lt;br /&gt;
Move supplies (supply crates, ammo bags, etc.) onto the dropship, and transport them to the FOB upon landing at the LZ. Or wait for requisitions to launch them after coordinates have been given to them over the telephone (as comms won&#039;t be up yet during this initial phase).&lt;br /&gt;
&lt;br /&gt;
Remember to also move wounded marines, empty crates, empty Smart gunner power packs onto the dropship whenever possible. When you set off from the FOB, bring some supplies with you, be it an ammo/flare bag, a roller bed/stasis bag.&lt;br /&gt;
&lt;br /&gt;
Enemies typically ambush supply routes, so ensure they are well guarded, lit, and have sufficient cover and space to engage any possible hostiles!&lt;br /&gt;
&lt;br /&gt;
Medical supplies are hard to come by, so use them sparingly and leave the medical work to medics and synthetics unless the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
Lastly! Never throw away your magazines willy-nilly once you&#039;re done with it! Put them back in the pouch where they came from so you can resupply your ammo at the FOB. This may seem obvious now, but the battlefield usually is littered with empty magazines! &lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
To make sense of all the bags lying around, take one item from the bag then drop it on top to signify what the bag contains, alternately you could label them with a labeler. Stockpile the empty bags out of the way to reduce clutter. &lt;br /&gt;
&lt;br /&gt;
When placing down ammo, supplies, and other gear make sure to try and keep them all localized in one area. Shotgun shells and rifle ammo in one part of FOB, and down the line its engineering gear like the power cells  box and the metal bag. This will help make finding things much easier.&lt;br /&gt;
&lt;br /&gt;
Additionally, ensure to dispose of or fold up any used up ammo/supply boxes to make space for supplies. Space at the FOB is limited, and a sprawling ammo stockpile is just waiting for a cookoff. Try to make sure used up flares, half eaten MREs, empty un-refillable magazines, and other miscellaneous garbage is chucked underneath the dropship as it lands where it can be crushed and disposed of. &#039;&#039;&#039;Be warned however&#039;&#039;&#039;! Items placed under the dropship when it lands are destroyed permanently! Only do this with items you know have no use in any meaningful capacity.&lt;br /&gt;
&lt;br /&gt;
==== Recover empty crates ====&lt;br /&gt;
Bring crates back to the FOB and load them onto the dropship. You&#039;ll want to load any crates you find as the requisition team can send them down the elevator for extra cash which can be used to purchase additional supplies. Use your radio (;) to tell requisitions there are crates in the hangar, they won&#039;t automatically check it every time you bring them in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First aid ==&lt;br /&gt;
&lt;br /&gt;
==== Medical supplies and where to find them ====&lt;br /&gt;
So begins your foray into basic medical training! Medical supplies are most commonly found in vendors. There are splints and other medical supplies are in limited amounts. NanoMeds [[File:NanoMed.png]] such as those in the dropship or standing powered Weymeds typically hold medical supplies for you to use. As you&#039;ve noticed, these vendors also have a reagent bar which only refills if they&#039;re attached to the ground at specific spots on the ship. Movable vendors like Weymeds need to be attached to these spots to refill the reagent bar and **only** the reagent bar. Single use medical supplies like splints, gauze, ointment, and pill bottles cannot be restocked at these stations. Only autoinjectors, and not their emergency variants. Putting items with incomplete stacks in these vendors puts an &amp;quot;*&amp;quot; next to the stock number.&lt;br /&gt;
&lt;br /&gt;
==== How should I be carrying them? ====&lt;br /&gt;
The best thing you can do is to carry the basic medical supplies given to you by the vendors. Such as the first aid pouches [[File:Aid-pouch.png|32px]]. It is best to carry them somewhere always accessible like in the pouch slots in the pouches they come in or the colored webbings due to their increased space[[File:Brown webbing vest.png|32px]], as you wouldn&#039;t want to bleed out before getting to your gauze deep in your backpack. The helmet can also fit your usual medical supplies, bar the splints of course. &lt;br /&gt;
&lt;br /&gt;
==== Helping others ====&lt;br /&gt;
Before pulling a downed marine back in the front, use point at (shift + middle click) to show your intention of going in or to urge the nearer marines to pull them. As you are pulling the downed marine back, shift + click to check the marine, bandage the bleeding wounds when it&#039;s safe. If the marine is conscious (not &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;seems to be asleep&#039;&#039;&amp;lt;/span&amp;gt;), shake them with {{Intent|Help}} intent to get them up, get them to a medic if he doesn&#039;t get up. If the marine has no pulse, get them to a medic then remove their armor (drag their sprites onto yours to open their equipment window, click ExoSuit: M3 armor) so that medic can immediately revive them (can&#039;t revive with armor on).&lt;br /&gt;
&lt;br /&gt;
* Whenever you have shrapnel injuring you, take out your [[File:knife.png|32px]] from your [[File:Boots.png|32px]] and press the Z key on key on your keyboard to remove the shrapnel from your person. Knife substitutes such as PICTs, screwdrivers, and shards of broken glass also work.&lt;br /&gt;
* Get splints [[File:Splint.png|32px]], you can split the stack by holding it in the active hand then click it with another hand.&lt;br /&gt;
* Keep a roller bed in your bag so you can quickly transport wounded out in an emergency (being overrun/no Medic/no CASevac).&lt;br /&gt;
* Marines whose revive timer ran out (indicated by a skull if you have a medhud on your helmet) , without a head, and chest bursted are unrevivable.&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;
}}&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;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Only take what you need. You&#039;re going to need at least one to two armor piercing magazines in the field for [[Crusher|heavily]] [[Ravager|armored]] [[Queen|enemies]]. For everything else, standard ammo will have to do. Budget cuts are always a pain.&lt;br /&gt;
&lt;br /&gt;
* Stick with your squad at all times, [[Marine Quickstart Guide#Dead|a lone Marine is a dead Marine]]. &lt;br /&gt;
&lt;br /&gt;
* Follow the [[Rank|chain of command]]. If someone tells you jump, you&#039;d better ask how high on the way up.&lt;br /&gt;
&lt;br /&gt;
* Use appropriate titles. Your [[Squad Leader]] is Sergeant, or Squad Leader. He&#039;s not an officer so don&#039;t call him &amp;quot;Sir&amp;quot; and he&#039;s not in the Army so don&#039;t call him &amp;quot;Sarge.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* Be useful. Offer to carry extra engineering, medical, or some specialist/smartgunner supplies. Those guys are already carrying more weight than you&#039;ll ever be able to.&lt;br /&gt;
&lt;br /&gt;
* Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what&#039;s going on. Do you see [[Runner|movement outside the perimeter]]? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a [[Marine Equipment#Explosives|grenade]]? Let your squad leader know. Did your staff sergeant just get his head taken off by [[Staff Officer|incoming artillery]]? Let command know.&lt;br /&gt;
&lt;br /&gt;
* [[Marine Quickstart Guide#Lighting|Stay in the light]]. There ain&#039;t many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you&#039;re stopped for more than a moment.&lt;br /&gt;
&lt;br /&gt;
* Use single fire for long to medium ranges and burst-fire for CQC and close range engagements. By doing this you conserve ammo but can still dish out the pain to incoming hostiles.&lt;br /&gt;
&lt;br /&gt;
* When entering alien infested territory, it&#039;s recommended that you clear the resin nodes as they will automatically clear out the weeds if there is no other resin nodes connected to it. This will allow you to walk at normal pace rather than be slowed down by the weeds and it denies the alien places to build on.&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Mess_Technician&amp;diff=34436</id>
		<title>Mess Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Mess_Technician&amp;diff=34436"/>
		<updated>2024-12-06T09:36:06Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = NULL&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = MessSergeant(True).png&lt;br /&gt;
|jobtitle = Mess Technician&lt;br /&gt;
|difficulty = Medium rare&lt;br /&gt;
|rank = Private [Under 10hrs]  {{!}} Private First Class [10hrs]  {{!}} Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Quartermaster]]&lt;br /&gt;
|duties = Make food for hungry marines and shipside crew.&lt;br /&gt;
|guides = This one. [[Cooking]], [[Drinks]], [https://cm-ss13.com/forums/showthread.php?6432-Luis-s-guide-to-cooking-101 Luis&#039;s guide to cooking]&lt;br /&gt;
|description = You are the Mess Technician!.&lt;br /&gt;
Your job is to service the marines with excellent food, drinks, and entertaining the shipside crew when needed. You have a lot of freedom and it is up to you, to decide what to do with it. Good luck!&lt;br /&gt;
&lt;br /&gt;
As the Mess Technician you answer to the commanding officer. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;IT&#039;S RAW&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― Gordon Ramsay&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mess Technician&#039;&#039;&#039; (MT) is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s service department. Trained in all types of engineering work and directly supervised by the [[Quartermaster]], they are responsible for keeping the crew fed, as well as any marines who might want some food other than a by product of a by product of a by product.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in the kitchen. There&#039;s milk, meat, vegetables, a microwave, all sorts of kitchen equipment you might need for cooking up some delicious fun :^) Your job is a roleplaying one, so you don&#039;t have to worry about any actual obligations. You could try to make the tallest sandwich, or you could try making fortune cookies and giving them to marines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Drinks_rum.png]]Drink Making[[File:Drinks_rum.png]]==&lt;br /&gt;
&lt;br /&gt;
All manner of ways to mix beverages can be found on the page linked [[Drinks | HERE]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Microwave.png]]Cooking[[File:Microwave.png]]==&lt;br /&gt;
&lt;br /&gt;
All manner of ways to cook morsels of food can be found on the page linked [[Cooking | HERE]]!&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
The Company has provided the USS Almayer&#039;s research wing and &#039;&#039;&#039;mess technician&#039;&#039;&#039; with a hydroponics area. Here, you can grow plants. In the south side of the kitchen, there&#039;s a door which to leads to your personal hydroponics area. Here you can grow all sorts of yummy veggies and fruits. Use this produce to make more meals! Yum! Don&#039;t worry about the research aspect of hydroponics in this guide, the tools for that aren&#039;t provided in your area.&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.&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;
==Almayer Projects==&lt;br /&gt;
----&lt;br /&gt;
If you&#039;ve had enough of cooking meals in your little kitchen, and no one is wanting to take them, then you can try different things. For example, you can get a backpack and try spreading fortune cookies all around the Almayer. There are many possibilities. You could try making nuka cola and serving it to a marine with a daring sense of taste. If you can&#039;t think of what to do, 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=2&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|domestic=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?6432-Luis-s-guide-to-cooking-101 Luis&#039;s guide to cooking! Read it!&lt;br /&gt;
&lt;br /&gt;
https://cm-ss13.com/wiki/Cooking The page about cooking on this wiki.&lt;br /&gt;
&lt;br /&gt;
https://cm-ss13.com/wiki/Drinks The page about drinks and cocktails on this wiki&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34435</id>
		<title>Dropship Crew Chief</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34435"/>
		<updated>2024-12-06T09:34:20Z</updated>

		<summary type="html">&lt;p&gt;Riell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = Piloting&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = DropshipCrewChief.png&lt;br /&gt;
|jobtitle = Dropship Crew Chief&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Corporal [Under 10hrs]  / Sergeant [10hrs] / Staff Sergeant [70hrs]&lt;br /&gt;
|superior = Command staff, Pilot Officer&lt;br /&gt;
|unlock = Five hours as any squad role. One hour as any medical role.&lt;br /&gt;
|duties = Assist the pilot officer and pilot the dropship in their absence.&lt;br /&gt;
|guides = [[Pilot Officer]]&lt;br /&gt;
|description = Your job is to assist the pilot officer maintain the ship&#039;s dropship. You have authority only on the dropship, but you are expected to maintain order, as not to disrupt the pilot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ready for tactical resupplying Sir, I&#039;ve got the LZ detectors you asked for--&amp;quot;&#039;&#039; ― SSGT. Alfred Brown&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The &#039;&#039;&#039;Dropship Crew Chief&#039;&#039;&#039;, as the name suggests, Is in charge of the maintenance and order of the dropship and helping the [[Pilot Officer]] or covering for them in their absence by manning the dropship. Use the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) to coordinate with the pilot officers and ask what do they need. Do note that you cannot conduct FMs (Fire Missions). You can only use direct hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparing and Resupplying the Dropships==&lt;br /&gt;
&lt;br /&gt;
When the operation begins, The dropships will most likely need some preparing, If there is a Pilot Officer you should ask them what modules and ammunition they plan on using and print it for them, This can be done via the dropship part fabricator in the workshop, North of the hangar. After the initial preparations the dropships will also likely need more ammunition, You can help by preparing the ordnance they need before they land and putting it near the dropship. The dropship parts and ammunitions costs are as follows:&lt;br /&gt;
&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;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Launch bay&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;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|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;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&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;
|High-Velocity 30mm ammo crate&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|30mm ammo crate&lt;br /&gt;
|150&lt;br /&gt;
|5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|100&lt;br /&gt;
|3 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#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;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Multi-purpose Area Denial Sentry&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen in the table, Every part has a point cost and the points are not infinite! Make sure you are about to order the right parts by confirming with the Pilot officer.&lt;br /&gt;
&lt;br /&gt;
==Medical Assistance in the FOB==&lt;br /&gt;
If you are tired of printing ammunitions you can give medical support in the FOB. You can do it by getting a defibrillator and a M276 pattern lifesaver bag and look around the FOB for any injured marines, Just make sure you get back to the dropship in time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: You may not leave the FOB nor are you a combat role, While at the FOB you should only use your personal firearm for self defense and if the situation escalates you should go back to the dropship.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Maintaining Order in the Dropship==&lt;br /&gt;
Another job of yours is making sure the order is kept inside the dropship, Watch out for any marines harming the dropship or other marines and treat them appropriately, Note your rank is SSGT. and so you outrank all squad roles except the Squad Leader.&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;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=1&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;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34434</id>
		<title>Dropship Crew Chief</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34434"/>
		<updated>2024-12-06T09:32:33Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = Piloting&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = DropshipCrewChief.png&lt;br /&gt;
|jobtitle = Dropship Crew Chief&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Corporal [Under 10hrs] {{!}} Sergeant [10hrs] {{!}} Staff Sergeant [70hrs]&lt;br /&gt;
|superior = Command staff, Pilot Officer&lt;br /&gt;
|unlock = Five hours as any squad role. One hour as any medical role.&lt;br /&gt;
|duties = Assist the pilot officer and pilot the dropship in their absence.&lt;br /&gt;
|guides = [[Pilot Officer]]&lt;br /&gt;
|description = Your job is to assist the pilot officer maintain the ship&#039;s dropship. You have authority only on the dropship, but you are expected to maintain order, as not to disrupt the pilot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ready for tactical resupplying Sir, I&#039;ve got the LZ detectors you asked for--&amp;quot;&#039;&#039; ― SSGT. Alfred Brown&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The &#039;&#039;&#039;Dropship Crew Chief&#039;&#039;&#039;, as the name suggests, Is in charge of the maintenance and order of the dropship and helping the [[Pilot Officer]] or covering for them in their absence by manning the dropship. Use the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) to coordinate with the pilot officers and ask what do they need. Do note that you cannot conduct FMs (Fire Missions). You can only use direct hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparing and Resupplying the Dropships==&lt;br /&gt;
&lt;br /&gt;
When the operation begins, The dropships will most likely need some preparing, If there is a Pilot Officer you should ask them what modules and ammunition they plan on using and print it for them, This can be done via the dropship part fabricator in the workshop, North of the hangar. After the initial preparations the dropships will also likely need more ammunition, You can help by preparing the ordnance they need before they land and putting it near the dropship. The dropship parts and ammunitions costs are as follows:&lt;br /&gt;
&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;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Launch bay&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;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|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;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&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;
|High-Velocity 30mm ammo crate&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|30mm ammo crate&lt;br /&gt;
|150&lt;br /&gt;
|5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|100&lt;br /&gt;
|3 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#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;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Multi-purpose Area Denial Sentry&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen in the table, Every part has a point cost and the points are not infinite! Make sure you are about to order the right parts by confirming with the Pilot officer.&lt;br /&gt;
&lt;br /&gt;
==Medical Assistance in the FOB==&lt;br /&gt;
If you are tired of printing ammunitions you can give medical support in the FOB. You can do it by getting a defibrillator and a M276 pattern lifesaver bag and look around the FOB for any injured marines, Just make sure you get back to the dropship in time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: You may not leave the FOB nor are you a combat role, While at the FOB you should only use your personal firearm for self defense and if the situation escalates you should go back to the dropship.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Maintaining Order in the Dropship==&lt;br /&gt;
Another job of yours is making sure the order is kept inside the dropship, Watch out for any marines harming the dropship or other marines and treat them appropriately, Note your rank is SSGT. and so you outrank all squad roles except the Squad Leader.&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;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=1&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;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Auxiliary_Support_Officer&amp;diff=34433</id>
		<title>Auxiliary Support Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Auxiliary_Support_Officer&amp;diff=34433"/>
		<updated>2024-12-06T09:31:10Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = ASO.png&lt;br /&gt;
|jobtitle = Auxiliary Support Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = First Lieutenant [Under 70hrs] {{!}} Captain [70hrs]&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Five hours as any squad role. Five hours as requisitions. Five hours as engineering. Five hours as any auxiliary role.&lt;br /&gt;
|duties = Ensure auxiliary departments are running smoothly.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]], [[Intelligence Officer|Intelligence]], [[Pilot Officer|Piloting]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]], [[Staff Officer|Guide to Combat Information Centre]]&lt;br /&gt;
|description= Your job is to oversee the hangar crew, the intel officers, the engineering department, and requisitions department. You have many responsibilities and your subordinates are mostly self-reliant, but sometimes you may be expected to fill in if a department is lacking. Assist where you can and make sure command personnel are confident the auxiliary departments are operating at peak efficiency. You are also third in command of the Almayer and will be expected to run CIC when the Commanding Officer and Executive Officer are unavailable or deployed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= The Auxiliary Support Officer =&lt;br /&gt;
You are the &#039;&#039;&#039;Auxiliary Support officer&#039;&#039;&#039;. Your job as the Auxiliary support officer is to coordinate between the different auxiliary departments to maintain direct and active support of main combat personnel. If there is no Commanding Officer or Executive Officer around, you are next in the chain of command of the Marines. As the Support Officer, you are &#039;&#039;&#039;not&#039;&#039;&#039; allowed to deploy groundside to assist with the FOB construction or defense unless a nuclear device has been deployed.&lt;br /&gt;
&lt;br /&gt;
==Hangar Crew==&lt;br /&gt;
The [[Pilot Officer|Pilot Officers]], and [[Dropship Crew Chief|Dropship Crew Chiefs]] manage the flight of the two dropships in the hangar bays. Depending on who may have woken up, you may be asked to assist them with printing and attaching of dropship parts or asked to fly one of the dropships if nobody else is available to do so, although it is more likely you may be tasked with enabling the autopilot.&lt;br /&gt;
&lt;br /&gt;
==Intel==&lt;br /&gt;
The [[Intelligence Officer|Intelligence Officers]] manage the collection and processing of data. You may be asked by Intel officers to take any crates filled with info to the processing room, be asked to sort through it, or asked to take any alien/marine corpses up to Research for processing by them. Additionally, an overwatch console exists in the intelligence room for your usage - so that you may watch them and ensure they don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The [[Chief Engineer]] and [[Maintenance Technician|Maintenance Technicians]] are in charge of maintaining the ship, including repairs, loading the orbital cannon, setting the anti-air countermeasures, and ensuring the reactors run smoothly and power flows throughout the ship. If there is an Auxiliary Support Officer, Maintenance Technicians and the Chief Engineer may deploy freely. There should always be a member of the Engineering crew or the Auxiliary Support Officer on the Almayer at all times.&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
Requisitions, alongside the [[Quartermaster]] and the [[Cargo Technician|Cargo Technicians]] within it, is in charge of supplying the marines with equipment, ammo, and materials. You may be asked to assist with bringing crates back to the Requisitions bay, or to ensure that needed supply crates are sent if requisitions is overloaded with requests from marines or if nobody has woken up. Additionally, some scrupulous Quartermasters may begin purchasing illegal goods - and it is your job to ensure that whatever happens does not infringe on the ability for marines to run the operation.&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 Commanding Officers order will last longer then 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.&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;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|piloting=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|police=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=2&lt;br /&gt;
|navigation=1&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;
*[https://forum.cm-ss13.com/t/auxiliary-support-officer-guide/8246 Auxiliary Support Officer Guide] by Nate Dross » 25 May 2024&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=34432</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=34432"/>
		<updated>2024-12-06T09:26:28Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = CE.png&lt;br /&gt;
|jobtitle = Chief Engineer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant [Under 70hrs] {{!}} First Lieutenant [70hrs]&lt;br /&gt;
|superior = [[Auxiliary Support Officer]], [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Ten hours as a [[Combat Technician]], [[Maintenance Technician]], or [[Ordnance Technician]].&lt;br /&gt;
|duties = Coordinate engineering. Keep the power on.&lt;br /&gt;
|guides = [[S-52 Fusion Reactor]], [[Guide to Construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = Your job is to maintain the ship&#039;s engine and keep everything running. &amp;lt;br&amp;gt;You oversee [[Maintenance Technician]]s and [[Ordnance Technician]]s and ensure all systems such as the Orbital Cannon are operational.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I want to know why they never come down here.  This is where the work is.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Corporate Chief Engineer Parker, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; (CE) is a commissioned USCM crewmember and head of the [[USS Almayer]]&#039;s engineering department. They are expected primarily to delegate and supervise their department&#039;s [[Maintenance Technician]]s (MTs) and [[Ordnance_Technician]]s (OTs) to overcome any engineering challenges that may present themselves on the vessel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
At the start of the mission, you&#039;ll find yourself in the engineering department at the back of the ship. Report for duty over the engineering (&#039;&#039;&#039;:n&#039;&#039;&#039;) and command (&#039;&#039;&#039;:v&#039;&#039;&#039;) channels and head for your upstairs office to gear up. Then you&#039;ll need to take account of your workforce and start getting some work done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Delegation=&lt;br /&gt;
As the Chief Engineer, you are capable of doing everything your MTs can do - and more - but as an officer, you are expected to delegate the work to your enlisted subordinates.&lt;br /&gt;
&lt;br /&gt;
Most of the time, you will only be able to rely on your Maintenance Technicians to get work done. In an emergency, you might need to rely on the [[Commanding Officer]], [[Executive Officer]], [[Auxiliary Support Officer]], [[Combat Technician]]s, [[Staff Officer]]s, or [[Quartermaster]] - in descending order of skill - to help you out with an engineering task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Power Grid==&lt;br /&gt;
----&lt;br /&gt;
Your engineering department is the home of the backbone of the power grid - the S-52 Fusion Reactors and the SMESes - and so it is &#039;&#039;&#039;your&#039;&#039;&#039; chief responsibility to make sure that the reactors are working, SMES are set, and APCs are charging. Make sure to guide and delegate your OTs through setting up the power grids on both the upper and lower floors, or &#039;&#039;&#039;you&#039;&#039;&#039; will be found at fault for allowing power blackouts to happen.&lt;br /&gt;
&lt;br /&gt;
The Power Grid is now entirely self-sufficient and requires minimal oversight.&lt;br /&gt;
&lt;br /&gt;
==The Hangar==&lt;br /&gt;
----&lt;br /&gt;
The [[Pilot Officer]]s may request help from your department to load and reload their dropships. As your MTs are faster at using the powerloader than the pilots and have less to do, you&#039;ll want to have them mount systems onto the dropship and prepare reloads and new fabricator printouts for when the POs return from a fire mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maintenance Work==&lt;br /&gt;
----&lt;br /&gt;
Broken lights, scuffed floors, trash pileups, and so on are all &#039;&#039;&#039;maintenance work&#039;&#039;&#039;, and hence something you&#039;ll need to delegate. Ensure your MTs are keeping the Almayer clean, organized, and maintained as necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Almayer Projects==&lt;br /&gt;
----&lt;br /&gt;
As the Chief Engineer, you are responsible for making sure all construction and modification work on the ship by your Maintenance Technicians is properly legally authorized and structurally sensible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Planetside Operations==&lt;br /&gt;
----&lt;br /&gt;
Command may find it necessary to send down you or some of your MTs to the FOB to oversee its construction. Make sure to keep in touch with your subordinates and keep them out of unnecessary danger. You might sometimes find it useful to contact the Squad Engineers on your engineering channel, though they will usually be busy with their own squads. You cannot deploy if there is no ASO aboard the Almayer.&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;
|leadership=3&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Maintenance_Technician&amp;diff=34431</id>
		<title>Maintenance Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Maintenance_Technician&amp;diff=34431"/>
		<updated>2024-12-06T09:25:34Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 = MaintTech.png&lt;br /&gt;
|jobtitle = Maintenance Technician&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private [Under 10hrs] {{!}} Private First Class [10hrs] {{!}} Lance Corporal [70hrs]&lt;br /&gt;
|unlock = 1 hour in Squad Roles&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.&lt;br /&gt;
|guides = [[S-52 Fusion Reactor]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = Your job is to maintain the integrity of the ship, including the orbital cannon. &lt;br /&gt;
&amp;lt;br&amp;gt;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;
&lt;br /&gt;
&#039;&#039;&amp;quot;The intakes are clogged.  We overheated and burned out a whole cell... Christ, it&#039;s really breaking loose down here...&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― Corporate Engineer Brett, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Maintenance Technician&#039;&#039;&#039; (MT) 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 responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in 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 Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hacking==&lt;br /&gt;
{{main|Guide to Engineering#Hacking}}&lt;br /&gt;
----&lt;br /&gt;
In emergency situations, or when legally authorized by command, you might find it necessary to &#039;&#039;&#039;hack&#039;&#039;&#039; your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.&lt;br /&gt;
&lt;br /&gt;
&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;
==Maintaining the Dropships==&lt;br /&gt;
----&lt;br /&gt;
As a Maintenance 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;
&amp;lt;!-- ==Maintaining the Vehicles==&lt;br /&gt;
----&lt;br /&gt;
As a maintenance technician you&#039;ll be able to repair and replace vehicle modules when needed. If the Vehicle Crewmen are currently unavailable to repair them, you&#039;ll be there to help.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Repairing and Replacing:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Broken M577 Armoured Personnel Carrier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M577 Armoured Personnel Carrier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken APC. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no wheels. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Repairing the vehicle frame&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Repair the frame with a welder 3 times (depending on the damage) and use a wrench &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing Modules from Hardpoints&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Use a Crowbar to uninstall any modules from the their hardpoints. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing/Replacing the Tank&#039;s Turret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To replace the tank&#039;s turret, you&#039;ll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader&#039;s clamp. &lt;br /&gt;
|} --&amp;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;
| &#039;&#039;&#039;Heavy Explosive:&#039;&#039;&#039; 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;
| &#039;&#039;&#039;Incendiary:&#039;&#039;&#039; Releases a fiery payload over the targetted area. Extremely large radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| &#039;&#039;&#039;Cluster:&#039;&#039;&#039; Releases a cluster of explosives over the targetted area. To suppress any enemies advancing.&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;
==FOB duty==&lt;br /&gt;
----&lt;br /&gt;
Command may find it necessary to send a few MTs 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;
&lt;br /&gt;
==Hey Wait, This Is Grunt Work==&lt;br /&gt;
----&lt;br /&gt;
Replacing lights, cleaning up stains, picking up trash, looking through the disposals room for anything valuable tossed away, and all types of crap work all falls under the realm of maintenance, and hence is &#039;&#039;&#039;your&#039;&#039;&#039; job. Pick up that mop and get sweeping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Almayer Projects==&lt;br /&gt;
----&lt;br /&gt;
If you&#039;ve had enough of picking up other people&#039;s trash, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something bigger and more 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;
|domestic=1&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;
&#039;&#039;There are no current guides or discussions for Maintenance Technicians at the moment. Why don&#039;t you make one?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=34430</id>
		<title>Ordnance Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=34430"/>
		<updated>2024-12-06T09:24:13Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&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 and phoron can be used to make 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 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 Trifluoride]] || 0 || 0 || 1.6 || -0.08 || -0.8 || 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-chloride]] || 0 || 0 || 0.1 || 0 || 0 || Purple &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#potassiumhydroxide|Potassium-hydroxide]] || 0.5 || 0 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#salt|Sodium-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 Fuel]] || 0.12 || -0.1 || 0.1 || -0.08 || 0.7 || Orange &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>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=34429</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=34429"/>
		<updated>2024-12-06T09:22:39Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = CargoTech.png&lt;br /&gt;
|jobtitle = Cargo Technician&lt;br /&gt;
|difficulty = Easy &lt;br /&gt;
|rank = Private [Under 10hrs] {{!}} Private First Class [10hrs] {{!}} Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Quartermaster]], [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Starting role.&lt;br /&gt;
|duties = Hand out supplies. Order, pack, and move supplies in crates. Recover supplies from elsewhere.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]]&lt;br /&gt;
|description = Your job is to dispense supplies to the marines, including weapon attachments.&amp;lt;br&amp;gt;Stay in your department when possible to ensure the marines have full access to the supplies they may require.&amp;lt;br&amp;gt;Listen to the radio in case someone requests a supply drop via the overwatch system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ordinance loading, weapons strip and drop-ship prep details will have seven hours...&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― LT Gorman, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo Technician (Cargo Tech, CT)&#039;&#039;&#039; is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s requisitions (req, cargo) department. They are expected &#039;&#039;&#039;to assist their supervising [[Requisitions Officer|Quartermaster]] in distributing supplies to the marines as the mission demands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cargo Tech Overview =&lt;br /&gt;
As a Cargo Tech, you begin the mission in the requisitions bay near the center of the ship. Reach out over the requisitions radio (&#039;&#039;&#039;:u&#039;&#039;&#039;) to report to your department, composed of a fellow CT and the &#039;&#039;&#039;Quartermaster (QM)&#039;&#039;&#039;, whose orders you must carry out. Generally, your duties will be given by the Quartermaster, and fall into three main categories:&lt;br /&gt;
&lt;br /&gt;
* Handing out supplies at the requisitions lines, such as attachments, equipment, and munitions.&lt;br /&gt;
* Ordering, packing, and moving supply crates from the requisitions elevator to the dropships or launch pads.&lt;br /&gt;
* Recovering supplies elsewhere, such as on dropships returning from the planet/station, given out by the other departments, or on marine casualties.&lt;br /&gt;
&lt;br /&gt;
You will often end up running small errands on the side, whether on the Quartermaster&#039;s initiative or your own. You could even be sent to the FOB by Command to make sure supplies are being organized, used up, and returned properly.&lt;br /&gt;
&lt;br /&gt;
= Preparations =&lt;br /&gt;
[[File:CargoCrateArea.png|thumb|600px|One of the requisitions storage rooms.]]&lt;br /&gt;
The beginning of the mission is usually a some what busy of a time for requisitions as some marines start to line up for attachments while the Quartermaster runs around with their hair on fire hauling crates out of the ASRS. Though the marines have their own squad requisition bays, some few stragglers may wander to the requisition lines. You should spend the first few minutes of the mission introducing yourself to your coworkers and helping set up the bay for the future. There are two recommended preparations at the beginning of the round:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Moving crates and supplies to the main bay to help pack for the operation.&lt;br /&gt;
* Equipping yourself with storage rigs, belts, and pouches for transporting supplies on your person.&lt;br /&gt;
&lt;br /&gt;
= Manning the Requisitions Lines =&lt;br /&gt;
&lt;br /&gt;
Requisitions has two lines for handing out supplies to marines before they drop. Most requests from marines at the lines will usually include weapons attachments from the vendor next to your seat, but often you will also be asked to hand out other equipment, such as pouches, holsters, explosives, weapons, special ammunition, etc. You might even be asked to order a crate. Though you will see a lot less marines lining up for their equipment as they have their own squad requisitions, you none the less can provide the supplies necessary for those who ask for them. &#039;&#039;&#039;Ctrl F to search works inside vendor windows.&#039;&#039;&#039; this will speed up your ability to serve the marines in line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Quartermaster&#039;s policy will guide whether you approve or deny these requests. For example, they might state that marines with blue hair can have only an even number of attachments, or that incendiary magazines will only be handed out to marines who bring a fire extinguisher. Feel free to ask your Quartermaster for clarification or an exception to the policy if an unusual request presents itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are fully within your rights to deny anyone service for any reason&#039;&#039;&#039;, especially if they are being rude or disruptive to your efforts. While the Quartermaster or Command can overturn your decision, they will usually side with you if your reason for denial was legitimate. Do remember that you are trying to help the mission succeed by keeping the marines supplied. It wouldn&#039;t make sense to let one person hoard all the AP ammo, leaving nothing for anyone else, nor would it make sense to refuse to hand out attachments just because you can, letting heaps of them rot inside the vendor unused.&lt;br /&gt;
&lt;br /&gt;
= Push and Pull Routine =&lt;br /&gt;
&lt;br /&gt;
The Automated Supply and Retrieval System provides free crates of various munitions, arms and equipment every time you request the supply elevator to be called up. These can range from ammunition boxes, weapons, equipment and other sorts of supplies the marines may or may not need. Periodically, the ASRS will allocate supplies to the supply elevator, depending on the amount of active marines, and you can check what it sends on the Supply Console. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What the ASRS provides is random each time, but it will nowadays almost only provide ammunition, though of widely varying types, from pistol ammo all the way to mortar shells. If you do not call the supply elevator for some time, the ASRS will stockpile equipment onto the supply elevator with a maximum of twenty (20) crates on board it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Supply Console allows you to spend money to order specific crates from the storage hold of the Almayer and then deliver them to the requisitions bay using an automated elevator system. You will generally want to leave ordering crates to the Quartermaster, as it&#039;s easy to spend too much cash on relatively useless crates when marines are in need of other supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the crates arrive from the elevator, you will want to unpack their contents onto the floor, and/or restock their contents into the attachments or other vendors. The empty crates will then either go back onto the elevator for a few hundred dollars back, or sit around waiting to be loaded and sent off via the supply drop zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Command or your Quartermaster will usually chime in over the requisitions channel asking for you to prepare a specific crate for a specific squad. The request might look similar to &amp;quot;Prepare a crate with M44 holsters, suppressors, and AP M39 ammo for Charlie squad.&amp;quot; When you receive these instructions, you will want to try and load a crate with the desired goods as fast as possible and place it onto that squad&#039;s launch tube pad, located in the center of requisitions. Often, crates can be destined for a dropship instead, in which case you&#039;ll have to drag it all the way there and make sure it&#039;s loaded on.&lt;br /&gt;
&lt;br /&gt;
* Use a Hand Labeler [[File:Hand_labeler.png]] to label the ammo/food/materials bags (need to be full) before sending down.&lt;br /&gt;
&lt;br /&gt;
= Recovering Supplies =&lt;br /&gt;
As requisitions staff, &#039;&#039;&#039;you&#039;&#039;&#039; are the one responsible for recovering supplies from around the ship. That doesn&#039;t mean you have permission to break into secure areas &amp;quot;in the name of requisitions&amp;quot;! Instead, you may find yourself ordered to do the following:&lt;br /&gt;
&lt;br /&gt;
* Retrieve supplies from the various departments when you have permission. For example, you might take some pill bottles and medkits from the medbay, or spare weapons from the cryogenics oversight console.&lt;br /&gt;
* Strip unrevivable marines of their gear. You might need to ask the doctors to let you into the morgue for this.&lt;br /&gt;
* Pick up supplies inbound on the dropship, including the supplies that colonists coming up aren&#039;t allowed to keep, such as weaponry and ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Field Promotion =&lt;br /&gt;
If the Quartermaster dies, goes MIA, or never shows up, one of the cargo techs will need to take charge of requisitions instead. If you are selected as the new leader of your primitive tribe, simply refer to the [[Requisitions Officer|Quartermaster]] wiki page for further information on running the department.&lt;br /&gt;
&lt;br /&gt;
At minimum, try to hand out some attachments and prepare some crates for supply drops.&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;
|construction=1&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;
= Further Reading =&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/requisitions-guide/1257 Requisitions Guide!]&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=34428</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=34428"/>
		<updated>2024-12-06T09:21:07Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adding hour requirements for ranks to bring it in line with the Corporate Liaison page. Its not critical information but information some people ask about all the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = RO.png&lt;br /&gt;
|jobtitle = Quartermaster&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Staff Sergeant [Under 10hrs] {{!}} Gunnery Sergeant [10hrs] {{!}} Master Sergeant [70hrs]&lt;br /&gt;
|superior = [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Ten hours as a [[Cargo Technician]].&lt;br /&gt;
|duties = Equip and supply the marines with everything they need for the operation.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]]&lt;br /&gt;
|description = Your job is to dispense supplies to the marines, including weapon attachments.&amp;lt;br&amp;gt;&lt;br /&gt;
Your cargo techs can help you out, but you have final say in your department. Make sure they&#039;re not goofing off.&amp;lt;br&amp;gt;&lt;br /&gt;
While you may request paperwork for supplies, do not go out of your way to screw with marines, unless you want to get deposed.&amp;lt;br&amp;gt;&lt;br /&gt;
A happy ship is a well-functioning ship.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an [[Marine Equipment#M41A Mk1 Pulse Rifle|M41A Pulse Rifle]]. Ten millimeter, with over-and-under thirty millimeter [[Marine Equipment#Underslung Grenade Launcher|pump action grenade launcher]].&#039;&#039;&amp;quot; ―Cpl. Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
As the &#039;&#039;&#039;Quartermaster&#039;&#039;&#039;, your task is &#039;&#039;&#039;to run the Almayer&#039;s Cargo Bay&#039;&#039;&#039;. You&#039;ll be issuing attachments to [[Marines]], ordering crates full of [[Marine Equipment|weapons, ammo, and supplies]], and coordinating supply lines. You have direct authority over the &#039;&#039;&#039;[[Cargo Technician|Cargo Technicians]]&#039;&#039;&#039; who help take pressure off you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Preparing the Cargo Area =&lt;br /&gt;
The first ten to twenty minutes of the round will be among your most hectic. You&#039;ll have a few moments of reprieve at the start of the shift until all the Marines come rushing down to get attachments. Fortunately, most Marines will be polite and wait in line, but you&#039;ll need to remain steadfast. The Military Police will frequently make their presence known.&lt;br /&gt;
&lt;br /&gt;
[[File:Elevator.gif|right]]&lt;br /&gt;
Before the Marines come rushing down, you should quickly sort out the Cargo area. Here&#039;s a list of what could be accomplished before the Marines start to show up. Remember to delegate tasks to Cargo Technicians:&lt;br /&gt;
* Take the clipboard and QM stamp for your pockets.&lt;br /&gt;
* Move the most requested items to be easily accessible to the cargo techs handing them out. These include, but are not limited to, grenade boxes, webbings, rifle AP ammo magazines, flechette ammo boxes, and machetes. You can dispense them, drop them on the ground, and use a crate to move them faster.&lt;br /&gt;
* Order a few crates for whichever squad ends up with FOB duty. It tends to mean metal and plasteel, sandbags too if you aren&#039;t deploying on a space station. Additionally, a large rifle AP Mag box for the marines to resupply at if you can afford it.&lt;br /&gt;
* Turn on each squad comms and ask them directly if they are in need of anything. Several specs benefit from extra ammo and some engineers from building materials or claymores.&lt;br /&gt;
* Empty and prepare the crates in the cargo back room to either serve as containers for the future drops or as extra money for the elevator.&lt;br /&gt;
* Fill the auto-lathe with metal and glass.&lt;br /&gt;
&lt;br /&gt;
= The Caterpillar P-5000 Work Loader: A Weapon To Surpass Metal Gear =&lt;br /&gt;
&lt;br /&gt;
The Caterpillar P-5000 Work Loader (Or simply, Power Loader) can carry up to two cargo objects in its clamps. It includes Dropship parts, Fuel Tanks, and Crates. The exoskeleton allows a user to transport crates around cargo, and to the hanger bay, faster than dragging it, depending on their skill, of course.&lt;br /&gt;
&lt;br /&gt;
= Early Round Rush (AKA Attachment Hell) =&lt;br /&gt;
Within a few minutes, the first Marines will be lining up for attachments. Here are a few ground rules:&lt;br /&gt;
* Be nice and professional, but you&#039;re within your right to refuse service to any Marine for whatever reason. Keep in mind that all &#039;&#039;&#039;[[Rank#Combat_and_Operations|command officers]]&#039;&#039;&#039; can override your orders. Don&#039;t take shit from a grumpy Marine, but do try and issue attachments whenever possible.&lt;br /&gt;
* As fads come and go, marines may start requesting more of certain kinds of attachments over others. Try to impose logical limits to ensure proper distribution without hampering the effectiveness of the intended load-outs. Don&#039;t be shy to ask the marines what combo they are doing. You may even learn from it, or end up offering valuable advice.&lt;br /&gt;
* Typically you should issue up to two armor-piercing magazines (they can refill them if you send ammo boxes), and around three grenades (which is how much a HEDP pack holds), per marine upon request. Do not take this as a hard rule, however.&lt;br /&gt;
* Take orders for the ASRS console but remember that you don&#039;t have infinite money. You will dry pretty fast if you accept every Heavy Pulse Rifle request, for example. Welcome to scarcity.&lt;br /&gt;
&lt;br /&gt;
= Interwar Period: Supply Drops, Restocking, and Miscellaneous Orders =&lt;br /&gt;
&lt;br /&gt;
You made it through the initial rush. Now what? Here are some tips and the primary functions of the requisition office:&lt;br /&gt;
* Remember to stamp all supply manifests and place them on the elevator for extra money.&lt;br /&gt;
* Label crates and equipment you wish to serve for a specific purpose or to reach a specified target, such as a particular squad that ordered it.&lt;br /&gt;
* Use the Power Loader to collect up to two nearby spare crates for sending back on the elevator. There are some crates around the Almayer, and the marines may scavenge more from the AO, sending them up through the dropships.&lt;br /&gt;
* Fill and label backpacks with food (from the squad canteens), flares, and ammo for future drops.&lt;br /&gt;
* Dispense rifles and shotguns and add appropriate attachments to them, leaving them on display. It both shows what you have available and allows you to recommend useful combinations.&lt;br /&gt;
* Use cardboard to make ammo boxes, then fill them from squad preps. Get a CT to fill the boxes if you are busy.&lt;br /&gt;
* Turn on squad comms to know what is going on in the AO and better foresee their needs. Knowing the position of each squad may allow you to send a single package for more than one.&lt;br /&gt;
* Things may go rather quiet for Requisitions during some operations, especially for Cargo Techs who have much fewer radio channels. Consider asking permission from the commanding officer to hand out a Command Headset to the CTs if they prove themselves helpful, willing and unlikely to abuse it.&lt;br /&gt;
&lt;br /&gt;
== Organize Drops ==&lt;br /&gt;
Supplies can be dropped directly to the Marines. Here is the process:&lt;br /&gt;
# The Squad Leader communicates to the Staff Officer and Quartermaster about a supply drop.&lt;br /&gt;
# The Squad Leader uses the tactical binoculars to find the coordinates on the planet in an outdoor area.&lt;br /&gt;
# The QM puts a metal crate (not a coffin or body bag, etc.) on the appropriate drop pad west of the supply elevator (Alpha, Bravo, Charlie, Delta).&lt;br /&gt;
# The QM communicates to the SO that the drop is on the pad. Ensure that the crate is CLOSED for the contents of the crate to stay in it.&lt;br /&gt;
# The SO pushes the button to drop the crate to the surface.&lt;br /&gt;
# The QM has an &amp;quot;E&amp;quot; pad, which works similarly to other launching pads, but the QM needs to introduce the coordinates himself. This is quite useful for when Command is busy and not listening to your requests to launch a specific squad pad, or if you want to send more than 1 crate to a squad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the time Squad Leaders will ask for specific items. Irrespective, listed below here are good examples of what might go in a supply drop crate even if a Squad Leaders requests a particular item:&lt;br /&gt;
&lt;br /&gt;
* M41A Standard/AP Ammo Box.&lt;br /&gt;
* Bags full of M41A Magazines, M39 SMG Magazines or Shotgun Boxes&lt;br /&gt;
* Bags full of light sources like flashlights and flares&lt;br /&gt;
* MREs or bags full of food. Avoid sending tofu unless you are punishing the squad.&lt;br /&gt;
* Several stacks of Metal, Plasteel and/or Sandbags&lt;br /&gt;
* Anything special you&#039;ve ordered or been requested like claymores, grenades, special ammo or gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try and always have at least one supply crate ready to go. At the very least, make sure there&#039;s an empty crate prepared to throw stuff into it.&lt;br /&gt;
&lt;br /&gt;
== Gather Supplies from the Almayer ==&lt;br /&gt;
The majority of the supplies you&#039;ll be preparing and sending are already on board the Almayer. Most of what the Requisitions office does is gather supplies from vendors; put them in backpacks, crates, body bags, or cardboard boxes; and drag them to the dropships for the Marines to take down and use. &#039;&#039;&#039;Always use the labeler to mark boxes, backpacks, bags, etc. with items inside.&#039;&#039;&#039; Here are common sources for supplies: &lt;br /&gt;
&lt;br /&gt;
* The vendors in cargo.&lt;br /&gt;
* The vendors in the canteens.&lt;br /&gt;
* The vendors in the prep rooms (you&#039;ll need to ask someone for access as you lack it).&lt;br /&gt;
* The flare crates south of Delta/Charlie bunks in maints&lt;br /&gt;
* Large FOB tent in Alpha/Bravo bunks&lt;br /&gt;
* Requisitions tent in the storage room in req&lt;br /&gt;
* Anything you can deconstruct and salvage for scraps (you&#039;ll require either the CE, or aCO&#039;s permission or stealth).&lt;br /&gt;
* Anything you can chuck into the auto-lathe to turn into metal (weapons and useless attachments are prime targets).&lt;br /&gt;
&lt;br /&gt;
A prudent QM can build up a stockpile of cargo money by avoiding unnecessary, wasteful orders. It may help to have a decent pool of money on hand for when you need a particular crate or to binge purchase a lot of supplies. But don&#039;t take this as a hard rule, as often hoarding money will mean failing to deliver vital supplies. Find a proper balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Order Crates ==&lt;br /&gt;
Metal and Plasteel will be amongst the most popular items requested. Metal starts off relatively cheap, but it tends to end up matching the plasteel cost in a medium-to-long operation, due to price scaling if you are supplying as much as you requested. One way to lessen this effect is to mix a few sandbags, much less requested, into every order. Especially at the first moments of the operation, when most squads have a little breathing time to fill them in, or to those on FOB duty.&lt;br /&gt;
&lt;br /&gt;
Sometimes a munition crate for the mortar will be ordered. The weapon and 2 shells of each type are already in the requisitions area, just north of the ASRS. However, these shells will not be enough for sustained firing, and more will need to be ordered. Mortar shell crates can also be brought up the ASRS for free randomly. Prepare for some money to be drained should they request more.&lt;br /&gt;
&lt;br /&gt;
Besides the engineers, your most demanding customers, you&#039;ll be the only source of extra ammo for the specialists. Expect to get requests from them even at the very start of the operation, especially from scouts, snipers, and demolitionists. Due to the high efficiency of their weapons, this is the right kind of request to prioritize.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Another rival for cash consumption is the vehicle crew (when they exist) , an expensive investment with the potential of yielding very lethal results. A tank or APC that has run out of ammo will have a hard time being useful. The vehicle crew has access to requisitions! Better keep them fed and satisfied, lest they make a ruckus. Make sure their vehicle is secure and able to be repaired before dropping a few thousand dollars to buy ammunition, because there are no refunds and it&#039;s not uncommon for vehicle crewmen to ask for something before they&#039;ve made it somewhere safe, then subsequently lose their vehicle.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The marines will often request food, basic standard ammo, flares, and even sometimes medications. In general, you won&#039;t want to waste money on these, as you can get them for free on the Almayer.&lt;br /&gt;
&lt;br /&gt;
== What Are The Best Crates? ==&lt;br /&gt;
The best crates are normally up to the given situation at hand. Here are the commonly ordered crates depending on which person needs:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;&lt;br /&gt;
* [[Requisitions#Claymore mines crate (x8)|Claymore mines crate (x8)]]&lt;br /&gt;
* [[Requisitions#M402 Mortar Ammo Crate|M402 Mortar Ammo Crate]]&lt;br /&gt;
* [[Requisitions#Empty sandbags crate (x50)|Empty sandbags crate (x50)]]&lt;br /&gt;
* [[Requisitions#Metal sheets (x50)|Metal sheets (x50)]]&lt;br /&gt;
* [[Requisitions#Plasteel sheets (x30)|Plasteel sheets (x30)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Specialists&#039;&#039;&#039;&lt;br /&gt;
* Respective ammo for their specialized weapon (Ie. [[Requisitions#M42A sniper incendiary magazines crate (x6)|sniper incendiary magazines]] for the M42A Scoped Rifle, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Marines:&#039;&#039;&#039;&lt;br /&gt;
* [[Requisitions#Magazine Box (10 x M41A Ap Mags)|Magazine Box (10 x M41A Ap Mags)]]&lt;br /&gt;
* [[Requisitions#Large M41A ammo box crate (x400 rounds)|Large M41A ammo box crate (x400 rounds)]]&lt;br /&gt;
* [[Requisitions#M40 HEDP high explosive grenade box crate (x25)|M40 HEDP high explosive grenade box crate (x25)]] (Check if you have already ran out of grenade boxes from your vendor first, as you start with many and this is expensive)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&#039;&#039;&#039;Vehicle Crewmen&#039;&#039;&#039;&lt;br /&gt;
* Ideally, you should order the ammunition for the weapons the vehicle crewmen have vended from their vendors. One crate of each should be sufficient until they&#039;ve acquired better hardware. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are too many other crates that may be useful to be listed appropriately. You&#039;ll have to judge on a case-by-case basis. &lt;br /&gt;
&lt;br /&gt;
A list of all available crates can be found [[Requisitions#Supply_Crates|here]].&lt;br /&gt;
&lt;br /&gt;
== Recovering Items ==&lt;br /&gt;
Use the command channel to ask the Squad Leaders to recover useful items. For example, Marines should return all empty metal crates. Other items from the colony/station might also prove useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Do Your Paperwork! ==&lt;br /&gt;
There are two essential types of paperwork in Requisitions. First, any supply requests will generate a paper request. Stamp this APProVED or DENIED and, regardless, snap it to the clipboard. Second, all crates arriving with the elevator will come with a paper supply manifest. This manifest should be stamped APProVED and placed on the elevator. These stamped manifests may have to go inside an empty crate. Requisitions will receive more money for following proper paperwork procedure.&lt;br /&gt;
&lt;br /&gt;
= Hail Cargonia! Defending Cargo =&lt;br /&gt;
So the operation was a bust and Aliens are on their way up to the Almayer?  If you&#039;ve been doing well throughout the round, you&#039;ll be in a unique position. Cargo has access to a wide range of items and may be a very tough nut to crack.&lt;br /&gt;
&lt;br /&gt;
There are generally two ways forward when it comes to defending the Almayer. You can either try to fortify Cargo on your own, or bug out and seek the safety of a larger group of Marines. Here are possibilities for impeding the Aliens from coming straight up at your doorstep:&lt;br /&gt;
* At the very least, weld the doors allowing exit from Cargo.&lt;br /&gt;
* Weld all vents so that the Aliens cannot crawl in behind you&lt;br /&gt;
* Build a sentry or tell the engineers to build a machinegun emplacement near the doors to protect it.&lt;br /&gt;
* Ask an engineer to build obstacles in front of the exits from Cargo and the hallways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== We&#039;re bugging out, now! ==&lt;br /&gt;
If the command staff has called for an evacuation, your plans should emphasize moving critical supplies to the escape hallways or the designated holdout area command has given (usually either briefing, CIC, or the tank bay). Quickly order supplies such as a lot of metal, plasteel, ammo boxes, perhaps a sentry if you have money to spare. Help set up a lengthy defense to cover the escape hallway and connecting corridors.&lt;br /&gt;
&lt;br /&gt;
The general goal of an evacuation defense is NOT to defend the cargo bay but to merely hold the Aliens back for as long as possible. The goal is to force the Aliens to attack through heavily fortified areas. With luck, the rest of the crew will do an excellent job of killing the aliens.&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;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=1&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;
&lt;br /&gt;
[http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=8799 Cargo tips, and what YOU can do to help cargo out]&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7551 Lacy Scraps Super Duper Guide to Requisitions] (Outdated)&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:Snake_Eaters&amp;diff=34300</id>
		<title>PVE:Snake Eaters</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Snake_Eaters&amp;diff=34300"/>
		<updated>2024-11-13T05:49:08Z</updated>

		<summary type="html">&lt;p&gt;Riell: /* First Squad, &amp;quot;Snake Eaters&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WiP}}&lt;br /&gt;
&lt;br /&gt;
=== First Squad, &amp;quot;Snake Eaters&amp;quot; ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=800|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PVE_RECON_SL.png|64px|link=PVE:Squad Leader]]&amp;lt;br&amp;gt;[[Squad Leader|&#039;&#039;&#039;Squad Leader&#039;&#039;&#039;]] [[File:Squad_leader_icon.png|16px]]&lt;br /&gt;
| description = You&#039;re in control of a squad of United States Colonial Marines Force Recon. You&#039;ve been sent on a special mission by command. You&#039;re on your own out there. Make sure everyone comes home, dead or alive.&lt;br /&gt;
| difficulty = Hard}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PVE_RECON_ASL.png|64px|link=PVE:Squad Leader]]&amp;lt;br&amp;gt;[[Squad Leader|&#039;&#039;&#039;Assistant Squad Leader&#039;&#039;&#039;]] [[File:Squad_leader_icon.png|16px]]&lt;br /&gt;
| description = You&#039;re the assistant to the Squad Leader. Stay on his ass and keep the squad together. &lt;br /&gt;
| difficulty = Hard}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PVE_RECON_Medic.png|64px|link=PVE:Hospital Corpsman]]&amp;lt;br&amp;gt;[[Hospital Corpsman|&#039;&#039;&#039;Squad Medic&#039;&#039;&#039;]] [[File:Squad_medic_icon.png|16px]]&lt;br /&gt;
| description = The sergeants might be the guys who keep everyone together, but your job is to LITERALLY keep everyone together. If someone goes down, they&#039;re out for good. Keep your head down; there might not be anyone else to pick up the slack if you go down. &lt;br /&gt;
| difficulty = Hard}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PVE_RECON_RTO.png|64px|link=PVE:Squad RTO]]&amp;lt;br&amp;gt;[[Fireteam Leader|&#039;&#039;&#039;Squad RTO&#039;&#039;&#039;]] [[File:RTO_Icon.png|16px]]&lt;br /&gt;
| description = You support a squad of FORECON as their Telephone Radio Operator. It&#039;s your job to ensure they get the proper support they need and make it home breathing and in one piece.&lt;br /&gt;
| difficulty = Medium}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PVE_RECON_SG.png|64px|link=PVE:Smartgunner]]&amp;lt;br&amp;gt;[[Smartgunner|&#039;&#039;&#039;Squad Smartgunner&#039;&#039;&#039;]] [[File:Smartgunner_icon.png|16px]]&lt;br /&gt;
| description = Fire support is your middle name. Wielding the M56A2 smartgun, you&#039;re either the pointman or rear guard of the whole platoon, capable of laying down immense and devastating fire against your enemies. The M56A2 won&#039;t fire if it detects that it will hit an enemy if fired; get your ass to the front.  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Show &#039;em what a &amp;lt;b&amp;gt;real tough hombre&amp;lt;/b&amp;gt; looks like.&lt;br /&gt;
| difficulty = Easy}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PVE_RECON_Marine.png|64px|link=PVE:Rifleman]]&amp;lt;br&amp;gt;[[Rifleman]] &lt;br /&gt;
| description = You&#039;re the rank and file grunt of your squad, but that doesn&#039;t mean you aren&#039;t capable. Your duty is to follow orders and make sure the job gets done, whether that means you have to take up the job as your squad&#039;s combat technician, incinerator, pointman with a shotgun, or just a plain old rifleman. You always get the job done.&lt;br /&gt;
| difficulty = Easy}}&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:Starter_Guide&amp;diff=34238</id>
		<title>PVE:Starter Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Starter_Guide&amp;diff=34238"/>
		<updated>2024-11-07T09:43:41Z</updated>

		<summary type="html">&lt;p&gt;Riell: Removed the SG section regarding no belts. Belts have been returned and the gods gave us SG ammo boxes as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide provides a basic overview of CM-SS13: PVE. [https://discord.gg/v6P6wns5dN Join the Discord.] &lt;br /&gt;
&lt;br /&gt;
[[File:Golden_Arrow.png|700px]]&lt;br /&gt;
&lt;br /&gt;
== Everyone==&lt;br /&gt;
Ammo and weapons are in the armory, and your basic gear can be found in the prep room. M41A MK1 ammo is located in the crates in the prep room and must be crowbar’d open.&lt;br /&gt;
&lt;br /&gt;
Everyone has engineering | construction | fireman carry skills.&lt;br /&gt;
&lt;br /&gt;
Welders do not need welder goggles.&lt;br /&gt;
&lt;br /&gt;
Basic marine gloves are insulated&lt;br /&gt;
&lt;br /&gt;
Sentries are far stronger.&lt;br /&gt;
&lt;br /&gt;
YOU DO NOT HAVE REVIVES&lt;br /&gt;
&lt;br /&gt;
DEFIBS DO NOT EXIST&lt;br /&gt;
&lt;br /&gt;
Instead, you actually die at -200 rather than -100 HP. Be careful!&lt;br /&gt;
&lt;br /&gt;
==Platoon Commander==&lt;br /&gt;
Shortly after mission start, expect either a fax or phone call in your office denoting your platoon’s objectives for the mission. Make a plan to complete the objectives, conduct brief with *at least* the sergeants of the platoon, have the platoon deploy. You should be mostly handling overwatch and guiding the squad via squad messages. This will be a more relaxed role but you do have high responsibilities as the person who knows where everyone needs to be going. Remember to relay orders through the proper chain of command. Many times the game master will be communicating directly with you.&lt;br /&gt;
&lt;br /&gt;
==Platoon Sergeant ==&lt;br /&gt;
&lt;br /&gt;
Wake up, get geared with the boys and make sure everyone gets what they need and haul it to brief. You are the hands of the platoon commander. Keep people together and follow orders best you can. You will be deploying and are the highest authority on the ground.&lt;br /&gt;
&lt;br /&gt;
==Squad Sergeant==&lt;br /&gt;
&lt;br /&gt;
As you wake up you will be assigned leadership of one of the squads (fireteams in normal CM). You will have two riflemen and a smartgunner. Make sure you keep these people close and all of your marines are taken care of. Follow orders best you can. You are crucial for cohesion of the overall group.&lt;br /&gt;
&lt;br /&gt;
== Smartgunner==&lt;br /&gt;
&lt;br /&gt;
You will wake up and be assigned a squad (fireteam in normal CM). Make sure to listen to your sergeants. Your smartgun is located in a special locker in the prep room. &lt;br /&gt;
&lt;br /&gt;
While you still have regular IFF, you will not be able to fire if someone with IFF is in your firing line. It’s essentially baby-proofing for friendly fire. As an offset, you have been significantly buffed. You have a special belt for your sidearm and limited drums along with a box of loose rounds in the armory.&lt;br /&gt;
&lt;br /&gt;
==Rifleman==&lt;br /&gt;
&lt;br /&gt;
You are the backbone of the squad. You will find most of the gear you need prep room and your weapons in the armory just beyond prep. Listen to your sergeants.&lt;br /&gt;
&lt;br /&gt;
==Platoon Corpsman== &lt;br /&gt;
&lt;br /&gt;
You will have to gear up with the rest of the grunts from the prep room for the time being, but you’ll have a special vendor in the Medbay that will contain special chem mixes for your mission.  Keep in mind, you do not have a defib. You must keep people from bleeding out all the way. You also have a new chem: Concentrated Adrenaline. This chemical will pull people out of critical conditions to move and keep fighting but will do oxy and heart damage. Good luck!&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=USCM&amp;diff=33364</id>
		<title>USCM</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=USCM&amp;diff=33364"/>
		<updated>2024-09-24T16:36:16Z</updated>

		<summary type="html">&lt;p&gt;Riell: /* Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= United States Colonial Marines =&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black; border-style: hidden;  height: 200px;  width: 200px; margin: 0px 0px 0px 10px; float:right;&amp;quot;&lt;br /&gt;
|[[File:USCM13.png|right|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
The USCM is divided into three overarching branches, called the Marine Space Forces: Sol, overseeing the core colonies and earth, the largest of the three; Eridani, operating among the Chinese and American colonised arms; Herculis, going through the Anglo-Japanese arms and the outer fringes. Each branch operates independently, but all are responsible for protecting American space territory and working together in that goal. There is also a fourth group, the Reserves, which is stationed mostly on earth and serves to reinforce the other branches. They have not seen any active use yet, but who knows what the future holds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marine Space Force, Herculis, Chinook 91 GSO station is a military space station in geosynchronous orbit around the colony world Georgia 525 (70 Ophiuchi A V), and is the headquarters for the Herculis branch of the USCM. Under its control are the 4th Colonial Marine Division, 4th Colonial Marine Brigade, 4th Aerospace Wing, and 1st Colonial Support Group of the USCM. Chinook 91 reports directly to O&#039;Neill station in Earth-Lunar space. The O&#039;Neill station is the main communication base between the three branches. Supervising orders from the homeworld, controlling the First Fleet and rare joint operations. It is an extremely vital station and well guarded by the First Fleet in all its might. Tithonis Mountain on Bernice 378 is another large garrison of USCM troops, such as the 1st Colonial Support Group, and there are more minor garrisons along the Anglo-Japanese arm. The 2nd Company of the 2nd Battalion of the 4th Brigade, the Falling Falcons, and the USS Almayer are stationed in Herculis. &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Fleet insignias were made by Naut.&#039;&#039;&amp;lt;/small&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; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;|&lt;br /&gt;
|- &lt;br /&gt;
!{{Anchor|Factions}} &amp;lt;center&amp;gt;1st Fleet [[File:first-fleet.png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Sol, O’Niell Station, L-4 Earth-Lunar system, often regarded as ‘Sol’s Fist’. The &#039;&#039;&#039;First Fleet&#039;&#039;&#039; is the oldest space fleet beneath the Aerospace Force. Officially commissioned during the early establishment of the first Mars Colonies, the First Fleet is celebrated as the old guard among the Space Force serving in some of its most vital and early anti-piracy campaigns. They are known for being awarded the highest budget due to its priority over the homeworld.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;2nd Fleet&lt;br /&gt;
[[File:second-fleet.png|204x204px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Eridani, Happy Days, Helene 215(82 Eridani11), with the expansion beyond the Sol System. The &#039;&#039;&#039;Second Fleet&#039;&#039;&#039; serves as the forefront for what is known as the inner-colonies. The Fleet gained notorious fame for its actions during Operation Canton and is regarded as the most experienced of the Fleets. This reputation is arrived from coming out the least harmed in Operation Canton, but some rumours have circulated that they utilized the Third Fleet as a shield in order to sweep in for the easy glory.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;3rd Fleet [[File:third-fleet (1).png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Herculis, Chinook 91 GSO station. The &#039;&#039;&#039;Third Fleet&#039;&#039;&#039; is primarily tasked with the defense of the outer-most colonies and the suppression of the Colonial Liberation Front agitations. A majority of the fleet suffers from retrofitted vessels and outdated weaponry due to major damage taken during a surprise attack in Operation Canton, and reluctance of additional funding due to the unimportance of the outer-colonies compared to that of Sol.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Almayer ===&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black; border-style: hidden;  height: 200px;  width: 200px; margin: 0px 15px 0px 0px; float:left;&amp;quot;&lt;br /&gt;
|[[File:Usssulaco.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
The &#039;&#039;&#039;USS Almayer&#039;&#039;&#039;, an Arikara-class patrol transport, was christened in 2171 but designed in the 2150s during an increased need for patrol craft in deep space. The first Arikara-class patrol transports were constructed in the 2160s, and the USS Almayer was the 4th ship in the class produced. The USS Almayer was constructed in the Heinlein Memorial Shipyards located above the Earth’s Moon for low gravity workstations. The main advantages of the Arikara patrol transport over other forms of transports and combat ships, is its small footprint and rapid response time. However, the marines that serve aboard these patrol transports are either a mixture of veterans from different Marine divisions or freshly graduated boot camp marines. These forces are subject to long voyages in outer territories where most luxuries do not exist, while lacking proper supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The USS Almayer underwent a Block 78A retrofit in 2178, which replaced many of the sensors and maintenance areas. Along with that, due to rising tensions between Weyland-Yutani and various outer rim colonies. The need arose to include a Corporate Representative onboard, or so goes the official reports. The sum for this service was never officially disclosed, but the USS Almayer was equipped with an office for a Company Representative and sent to patrol corporate outer-rim colonies. &#039;&#039;&#039;For more information on the USS Almayer head [http://cm-ss13.com/wiki/USS_Almayer here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The USCM was created following the passing of The National Security Act of 2101. The act authorizing the formal formation of four combat divisions and four aerospace wings, plus the support services organic to these formations. Its task was primarily assigned to the defense of the growing colonial frontiers of the United States government. The frontier had grown during the Great Space Race, involving the three major powers of Sol, all attempting to spread their grasp across the stars. The marines would serve as a defensive and reactionary force rather than an offensive one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until after the Sol Campaign, that the American military and government made use of the USCM as an offensive might, using it to wrest control of the colonial frontier through force. Their Mars and Sol colonial assets shaken due to UPP proxy funding, and an ignited civil unrest that led to a full sized conflict costing thousands in Sol. This led to a belief for the UA that a similar fate would befall the American colonies which were farther from the reach of the standard army. The belief quickly led to the rapid mobilization and armament of the USCM, along with the adaption of unrestricted military doctrine on civilian colonies. The result caused the ignition of Operation Canton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Operation Canton became the USCM&#039;s first offensive deployment, tasked with retaking the colony of Canton whose colonial government was overthrown in a social coup supported by the Union Of Progressive People in 2165. The number of marines peaked at 240,000 active combat Marines and over a dozen combat warships, resulting in one of the largest conflicts fought between two major super-powers in decades. Eventually both sides withdrew after the usage of nuclear weaponry, devastating the colonial population and leaving scars that would echo and become rallying calls for future colonies against falling under the banner of either power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current day, the number of active combat marines have dropped to 165,000, with a further 50,000 in reserve stretched across the three sectors of Sol, Eridani, and Herculis. The USCM finds itself locked in a war on insurgency mainly in Herculis with everyday seeing another colony on the frontiers go dark due to an unseen enemy, or another colony declaring itself independent and aligning itself with the loose conglomerate known as the Colonial Liberation Front. As a result of the growing concerns during the Cold War against the UPP, most military funding has been directed inwards to Sol and the inner colonies of Eridani, leaving much of the USCM forces and warships in Herculis either outdated or retrofitted. The situation only continues to grow worse with new enemies appearing daily and insufficient funding and manpower to meet the threat head-on.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
Regarded as one of the largest wars humanity has seen since the Great Wars of the early 21st century. The Sol War was the first major interstellar war fought between the colonial government of Mars, secretly backed by the UPP, against the UA and 3WE forces. The aim was to overthrow their administrative grasp on the massive colony. The total casualties still remain unaccounted for to this day, but body estimates fall into the high millions and also thousands of naval vessels were lost, while trying to take control of space above and secure vital naval ports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most casualties are accredited to failure in adapting more modern military doctrine when dealing with multi-planetary conflict. The first wave of reinforcements that was sent to put down the Mars Rebellion, resulted in the loss of over 300,000 soldiers in the first week due to poor coordination. This was due to the failure to disable planetary anti-warship batteries, and fighting against an enemy on their homeland and home space. As a result, Mars forces were able to mobilise defences across the colonies, turning what was anticipated to be a quick war into a long gruelling conflict stretching over four long years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The War eventually came to a close with the capital of both UA and 3WE colonies&#039; captured and colonial government leaders subdued. However, the scars would remain, even to the modern day. Leading to major humanitarian issues, children of dead families caught in the conflict, and a still recovering economy. Mars was permitted to create its own self-defence force, in order to present them a sign of friendship, however it remains severely underfunded with a limit of how many naval vessels and soldiers it may keep in its rosters.&lt;br /&gt;
&lt;br /&gt;
==== Slaughter of Xibou ====&lt;br /&gt;
The Slaughter of Xibou was a disasterous campaign for USCM and has even been accredited as the spark that ignited CLF. The mission plan was to take down a local colonial freedom fighter. The freedom fighter had managed to convince the planet of Xibou to declare independence, and this action forced the hand of USCM to make an example. The end result was countless dead colonists, which were by far largely innocent. The USCM had to go through several political coverups and not much of this affair is publicly known. Details shrouded in mysteries and information buried deep in archives. The precise reason as to why it ended in such a tragedy is unknown.&lt;br /&gt;
&lt;br /&gt;
====Operation Canton ====&lt;br /&gt;
Operation Canton was the first major conflict that USCM was deployed into, since the Sol Campaign pressured congress to bolster their funding and recruitment. The colony world of Canton suffered from a socialist-led coup, resulting in overthrowing the UA-supported government and the installment of a pro-UPP regime. American Government and USCM High Command, already haboring a deep distrust in the colonies, wasted no effort in mobilizing and deploying a massive task-force. The task-force being solely dedicated with retaking the colony by force. The UPP also not desiring to lose the opportunity to get their hands on a rich colonial world deployed their own task-force, resulting in the first major engagement between the two super-powers since the start of the Cold-War.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Operation was extremely bloody, most notably for the civilians caught in the crossfire. The USCM had already gained a sour reputation among colonial worlds due to rumored massacring of civilians. There was also a deep dislike for the colonies by veteran officers who had served in the Sol Campaign. They foresaw Canton as the second Sol Campaign and therefore permitted marines off the record to fight unrestricted, regardless of civilian life caught on the battlefield, in order to prevent such a disaster from occuring in American history a second time. Some historians argue these cruel stances by High Command as a result of nervousness and desire to protect more American lives, however others saw it as a sole desire to uphold American hegemony through an iron fist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The end of the conflict was the usage of nuclear weapons and withdrawal of both of the UPP And USCM forces after years of battle. The conflict failed to see a winning side with most of the colony now in ruins and referred to as &#039;unusable&#039;. After the full withdrawal, a humanitarian relief force was assembled and said to have been sent to aid those left in the aftermath. However, little money actually went to the relief force. In the end after the media had blown over the incident and forgotten it. The relief force was eventually disbanded and the planet left on its own. The disaster quickly became the first rallying call for a rise to action with the belief of &#039;Fend for ourselves&#039; mentality.&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
==== Standard ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:USCM_Standard_Marine.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|A Private is the youngest and newest enlisted soldier to the USCM. They typically vary in age but at most have basic training in firearms from boot-camp. Each is assigned to a marine squad within a Platoon and answers directly to their Squad Leader who is expected to guide them in the field of battle.&lt;br /&gt;
|-. &lt;br /&gt;
![[File:USCM_Standard_Marine.png]]&amp;lt;br&amp;gt;Private First Class| PFC.&lt;br /&gt;
|A Private First Class are usually marines who&#039;ve either been in the Colonial Marine Corps long enough or earned enough combat patrols and assignments to be promoted from Privates. More experiences than fresh boot camp marines, they are the bread and butter of the marine corps. Each is assigned to a marine squad within a Platoon and answers directly to their Squad Leader who is expected to lead them in the field of battle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:USCM_Medic.png]][[File:USCM_Squad_Engie.png]][[File:USCM_SG.png]][[File:Gl_spec.png]]&amp;lt;br&amp;gt;Lance Corporal | LCpl.&lt;br /&gt;
|A Lance Corporal is the third rank in any marine squad. Mostly, they consist of PFCs who have proven their worth and have been recognized for surviving their first battle by listening to orders or by sheer luck. Some Lance Corporals also opt for additional training which is provided to them upon promotion, allowing for them to serve as Hospital Corpsman, Combat Technicians, Smartgunners or Weapon Specialists.&lt;br /&gt;
|-&lt;br /&gt;
![[File:IntelOfficer.png]]&amp;lt;br&amp;gt;Corporal | Cpl.&lt;br /&gt;
|A Corporal is often the senior private of any marine squad. They are survivors of various battles and may at some point have even taken command of their own squad due to its more senior leadership being wounded or killed in combat. They are designated the Fireteam leaders meant to aid the squad leader in coordinating the other marines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SL.png]]&amp;lt;br&amp;gt;Sergeant | Sgt.&lt;br /&gt;
|A Sergeant is a NCO that has proved not only his combat capability but also his leadership abilities in the field of battle. These are hard-line soldiers who have survived and contributed to countless battles and USCM successes. They are the veterans and the lowest ranking NCOs in charge of the squads assigned to them. Due to their superior combat and leadership abilities they are put in direct communication with the commanding officers of the operation and often make personal calls in the field when faced with difficult situations. One would not expect to get into a fight with a Sergeant and walk out unharmed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Military Police ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:MilitaryPolice.png]]&amp;lt;br&amp;gt;Sergeant  | SGT.&lt;br /&gt;
|The lowest of ranks in the Military Police Force. Military Police Sergeants are tasked with the maintaining of the Uniform Code of Military Justice onboard any USCM vessel or military base they are assigned to. They are often deployed as companies and fall beneath a Lieutenant Commander. They are trained in the art of policing and are prepared to ensure the law is followed at any cost.&lt;br /&gt;
|-!&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;FirstLieutenant | 1stLt.&lt;br /&gt;
|Senior Officers in the Military Police Force and commonly referred to as the Chief of Military Police, the CMPs are regarded as veterans who are trusted with command of a Military Police unit onboard USCM vessels and bases. They are responsible for reporting to the Provost Marshal should an issue arise with their assigned Commanding Officer or if a major law crisis occurs. No lawbreaker can avoid their watchful eyes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;Provost Marshal  | PM.&lt;br /&gt;
|The Provost Marshal is the highest authority any member of the Military Policing Force can achieve in their career. They are regarded as the judge, jury, and executioner and are responsible for ensuring that the Uniform Code of Military Justice is obeyed throughout the Colonial Marine Divisions they are assigned to. Their power is unmatched and with only a signature they hold the authority to have any Commanding Officer be put under court-martial and have their military rank and authority stripped.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Officers ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:Pilot.png]]&amp;lt;br&amp;gt; Second Lieutenant | 2LT.&lt;br /&gt;
| A Second Lieutenant is the lowest rank in the officer-corps and is primarily composed of Officer Academy graduates who are trying to earn their role and recognition in the USCM. Second Lieutenants are generally more specialized in certain tasks, such as data collection, or piloting the dropships used by the USCM on their Air to Ground deployments.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BridgeOfficer.png]]&amp;lt;br&amp;gt; First Lieutenant | 1Lt.&lt;br /&gt;
| A First Lieutenant is the second lowest rank in the officer-corps. An 2Lt who has served with the USCM for even a few years can find themselves a promotion to this rank. These are officers who are trying to earn their role and recognition in the USCM. Their primary hope is to one day Captain a vessel of their own but until then their time is spent on Overwatch or maintaining the ship&#039;s systems.&lt;br /&gt;
|-&lt;br /&gt;
![[File:XO.png]]&amp;lt;br&amp;gt; Captain| CPT.&lt;br /&gt;
| A Captain is the second in command of any vessel they serve on, as Executive Officers they are expected to help coordinate the ship and if the Major has a problem they are unable to deal with  is incapacitated, the Executive Officer steps in to solve it and fill in as Acting Commanding Officer until the Major is back to good health.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Commander.png]]&amp;lt;br&amp;gt;Major | Maj.&lt;br /&gt;
| A Major is a position given to officers who have proven their worth and abilities to be trusted as Commanding Officers of vessels of their own. They serve as the sword and shield of the Fleets. The vessel they command falls in line with a division beneath a battle-group.&lt;br /&gt;
|-&lt;br /&gt;
![[File:commodore.png]]&amp;lt;br&amp;gt;Lieutenant Colonel | Lt.Col.&lt;br /&gt;
| A Lieutenant Colonel is a senior position for Major&#039;s who are awaiting their transition to Colonel and have proven their dedication as an officer both to their vessel and to the Rear Admiral they serve beneath. They serve as model examples of a Major and often advisors to Officers below them. Due to their seniority and trust by the Generals of the Marine Corps, the Lieutenant Colonel are placed in charge of marine divisions within the battle-group and are expected to carry out the missions and orders given to them by the Brass.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rearadmiral.png]]&amp;lt;br&amp;gt;Colonel | Col.&lt;br /&gt;
| A Colonel is the first step into earning the stars in the officer-corps and answers directly to the Brigadier Generals. They are the highest ranking authority in charge while away from Headquarters in the field and are chosen based on their quality leadership and strategic minds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:viceadmiral.png]]&amp;lt;br&amp;gt;Brigadier General | BGen.&lt;br /&gt;
| A Brigadier General serves directly below the Major General and is the first step into the brass. They are expected to carry out tasks given to them by the Lieutenant Generals in the sector and make tactical decisions that result in the greatest benefit to the USCM.&lt;br /&gt;
|-&lt;br /&gt;
![[File:admiral.PNG]]&amp;lt;br&amp;gt;Major General| MajGen.&lt;br /&gt;
| A Major General is the fourth highest ranking position a USCM Officer can achieve. There are three at a time in the USCM and are each stationed in the primary headquarters of the sector they are in charge of. They are tasked with coordinating and organizing one of the three Marine Space Forces designated to them and are responsible for all military matters pertaining to their designated fleet&#039;s sector and are expected to report to the Lieutenant General.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;Lieutenant General | LtGen.&lt;br /&gt;
| The Lieutenant General is the third highest ranking officer in the USCM. They are tasked with overseeing all three sectors and fleets of the USCM and are responsible for coordinating defensive and offensive measures against any movement that would be perceived as a threat to the United States. They report directly to the General.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;General | Gen..&lt;br /&gt;
| The General is the second highest ranking officer in the USCM. They report directly to the Commandant of the Marine Corps.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;Commandant of the Marine Corps| CMC.&lt;br /&gt;
| The Commandant of the Marine Corps is the highest ranking officer in the USCM. They are a member of the Joint Chiefs of Staff and advise the President of the United States on matters relating to military action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| The Union of Progressive People and the United Americas have been locked in a Cold War for decades. Since the end of the Great Space Race and military conflicts such as the Core Conflicts and the Tientsin Campaign, movement and amassing of military forces along borders has not been uncommon. Various skirmishes between the two are common, but undisclosed to the public, as the result could escalate into a full-scale nuclear war.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| The Colonial Liberation Front are the USCM&#039;s primary enemy in the Neroid Sector. Their ideology opposing the Americas&#039; Government which they believe have long since abandoned the colonies. As a result, they wage a fierce guerrilla war on the Marine forces. Although under-equipped and undermanned compared to their marine enemy, they have made up for such lacking with strategic hit-and-run tactics which have proved devastating in the war of attrition with the under-manned USCM forces in the sector.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:WY_Patch.png|64px]] Weyland-Yutani&lt;br /&gt;
| The USCM purchases equipment from Weyland Yutani in great numbers and is very close allies with its founding country the Three World Empire. However, suspicions continue to be raised surrounding the disappearance of USCM vessels and colonies on the far frontiers and traces have continued to lead to Weyland-Yutani itself, straining relations intensely.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] 3WE&lt;br /&gt;
| The Three World Empire maintains a firm but uncertain alliance with the USCM and its UA government since the early rise of the UPP and colonization of the stars. Both powers have competed for colonial expansion, such as on Mars where the planet was split between the two major powers. The end of earlier conflicts marked the first major rift between the two as both attempted to redraw the territorial lines creating fierce tension between the two superpowers. The USCM only grows more wary due to the 3WE having close ties to WY whom the military is suspicious of, creating an even greater rift between and aiding in the crumbling of relations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:M2_Pattern_Personal_Armor_Stats&amp;diff=32992</id>
		<title>Template:M2 Pattern Personal Armor Stats</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:M2_Pattern_Personal_Armor_Stats&amp;diff=32992"/>
		<updated>2024-08-09T15:38:17Z</updated>

		<summary type="html">&lt;p&gt;Riell: Adjustment to bullet armor for MP&amp;#039;s as per PR #6838.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FILL IN YOUR STATS BELOW --&amp;gt;&lt;br /&gt;
Armor Melee = 25&lt;br /&gt;
&lt;br /&gt;
Armor Bullet = 20&lt;br /&gt;
&lt;br /&gt;
Armor Bomb = 20&lt;br /&gt;
&lt;br /&gt;
Armor Internal Damage = 15&lt;br /&gt;
&lt;br /&gt;
Armor Bio = 15&lt;br /&gt;
&lt;br /&gt;
Armor Slowdown = 0.35&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:M2_Pattern_Officer_Armor_Stats&amp;diff=32991</id>
		<title>Template:M2 Pattern Officer Armor Stats</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:M2_Pattern_Officer_Armor_Stats&amp;diff=32991"/>
		<updated>2024-08-09T15:31:39Z</updated>

		<summary type="html">&lt;p&gt;Riell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FILL IN YOUR STATS BELOW --&amp;gt;&lt;br /&gt;
Armor Melee = 25&lt;br /&gt;
&lt;br /&gt;
Armor Bullet = 20&lt;br /&gt;
&lt;br /&gt;
Armor Bomb = 20&lt;br /&gt;
&lt;br /&gt;
Armor Internal Damage = 15&lt;br /&gt;
&lt;br /&gt;
Armor Bio = 15&lt;br /&gt;
&lt;br /&gt;
Armor Slowdown = 0.35&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Auxiliary_Support_Officer&amp;diff=32990</id>
		<title>Auxiliary Support Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Auxiliary_Support_Officer&amp;diff=32990"/>
		<updated>2024-08-09T06:58:13Z</updated>

		<summary type="html">&lt;p&gt;Riell: Rank variation correction, ASO no longer has a 2ndLt rank for sub 10hr players per both code and testing.&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 = ASO.png&lt;br /&gt;
|jobtitle = Auxiliary Support Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = First Lieutenant / Captain&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Five hours as any squad role. Five hours as requisitions. Five hours as engineering. Five hours as any auxiliary role.&lt;br /&gt;
|duties = Ensure auxiliary departments are running smoothly.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]], [[Intelligence Officer|Intelligence]], [[Pilot Officer|Piloting]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]], [[Staff Officer|Guide to Combat Information Centre]]&lt;br /&gt;
|description= Your job is to oversee the hangar crew, the intel officers, the engineering department, and requisitions department. You have many responsibilities and your subordinates are mostly self-reliant, but sometimes you may be expected to fill in if a department is lacking. Assist where you can and make sure command personnel are confident the auxiliary departments are operating at peak efficiency. You are also third in command of the Almayer and will be expected to run CIC when the Commanding Officer and Executive Officer are unavailable or deployed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= The Auxiliary Support Officer =&lt;br /&gt;
You are the &#039;&#039;&#039;Auxiliary Support officer&#039;&#039;&#039;. Your job as the Auxiliary support officer is to coordinate between the different auxiliary departments to maintain direct and active support of main combat personnel. If there is no Commanding Officer or Executive Officer around, you are next in the chain of command of the Marines. As the Support Officer, you are &#039;&#039;&#039;not&#039;&#039;&#039; allowed to deploy groundside to assist with the FOB construction or defense unless a nuclear device has been deployed.&lt;br /&gt;
&lt;br /&gt;
==Hangar Crew==&lt;br /&gt;
The [[Pilot Officer|Pilot Officers]], and [[Dropship Crew Chief|Dropship Crew Chiefs]] manage the flight of the two dropships in the hangar bays. Depending on who may have woken up, you may be asked to assist them with printing and attaching of dropship parts or asked to fly one of the dropships if nobody else is available to do so, although it is more likely you may be tasked with enabling the autopilot.&lt;br /&gt;
&lt;br /&gt;
==Intel==&lt;br /&gt;
The [[Intelligence Officer|Intelligence Officers]] manage the collection and processing of data. You may be asked by Intel officers to take any crates filled with info to the processing room, be asked to sort through it, or asked to take any alien/marine corpses up to Research for processing by them. Additionally, an overwatch console exists in the intelligence room for your usage - so that you may watch them and ensure they don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The [[Chief Engineer]] and [[Maintenance Technician|Maintenance Technicians]] are in charge of maintaining the ship, including repairs, loading the orbital cannon, setting the anti-air countermeasures, and ensuring the reactors run smoothly and power flows throughout the ship. If there is an Auxiliary Support Officer, Maintenance Technicians and the Chief Engineer may deploy freely. There should always be a member of the Engineering crew or the Auxiliary Support Officer on the Almayer at all times.&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
Requisitions, alongside the [[Quartermaster]] and the [[Cargo Technician|Cargo Technicians]] within it, is in charge of supplying the marines with equipment, ammo, and materials. You may be asked to assist with bringing crates back to the Requisitions bay, or to ensure that needed supply crates are sent if requisitions is overloaded with requests from marines or if nobody has woken up. Additionally, some scrupulous Quartermasters may begin purchasing illegal goods - and it is your job to ensure that whatever happens does not infringe on the ability for marines to run the operation.&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 Commanding Officers order will last longer then 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.&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;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|piloting=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|police=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=2&lt;br /&gt;
}}&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
=Guides=&lt;br /&gt;
*[https://forum.cm-ss13.com/t/auxiliary-support-officer-guide/8246 Auxiliary Support Officer Guide] by Nate Dross » 25 May 2024&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=32989</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=32989"/>
		<updated>2024-08-09T06:37:52Z</updated>

		<summary type="html">&lt;p&gt;Riell: Rank variation for CE.&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 = CE.png&lt;br /&gt;
|jobtitle = Chief Engineer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant / First Lieutenant&lt;br /&gt;
|superior = [[Auxiliary Support Officer]], [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Ten hours as a [[Combat Technician]], [[Maintenance Technician]], or [[Ordnance Technician]].&lt;br /&gt;
|duties = Coordinate engineering. Keep the power on.&lt;br /&gt;
|guides = [[S-52 Fusion Reactor]], [[Guide to Construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = Your job is to maintain the ship&#039;s engine and keep everything running. &amp;lt;br&amp;gt;You oversee [[Maintenance Technician]]s and [[Ordnance Technician]]s and ensure all systems such as the Orbital Cannon are operational.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I want to know why they never come down here.  This is where the work is.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Corporate Chief Engineer Parker, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; (CE) is a commissioned USCM crewmember and head of the [[USS Almayer]]&#039;s engineering department. They are expected primarily to delegate and supervise their department&#039;s [[Maintenance Technician]]s (MTs) and [[Ordnance_Technician]]s (OTs) to overcome any engineering challenges that may present themselves on the vessel.&lt;br /&gt;
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=Introduction=&lt;br /&gt;
At the start of the mission, you&#039;ll find yourself in the engineering department at the back of the ship. Report for duty over the engineering (&#039;&#039;&#039;:n&#039;&#039;&#039;) and command (&#039;&#039;&#039;:v&#039;&#039;&#039;) channels and head for your upstairs office to gear up. Then you&#039;ll need to take account of your workforce and start getting some work done.&lt;br /&gt;
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=Delegation=&lt;br /&gt;
As the Chief Engineer, you are capable of doing everything your MTs can do - and more - but as an officer, you are expected to delegate the work to your enlisted subordinates.&lt;br /&gt;
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Most of the time, you will only be able to rely on your Maintenance Technicians to get work done. In an emergency, you might need to rely on the [[Commanding Officer]], [[Executive Officer]], [[Auxiliary Support Officer]], [[Combat Technician]]s, [[Staff Officer]]s, or [[Quartermaster]] - in descending order of skill - to help you out with an engineering task.&lt;br /&gt;
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==The Power Grid==&lt;br /&gt;
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Your engineering department is the home of the backbone of the power grid - the S-52 Fusion Reactors and the SMESes - and so it is &#039;&#039;&#039;your&#039;&#039;&#039; chief responsibility to make sure that the reactors are working, SMES are set, and APCs are charging. Make sure to guide and delegate your OTs through setting up the power grids on both the upper and lower floors, or &#039;&#039;&#039;you&#039;&#039;&#039; will be found at fault for allowing power blackouts to happen.&lt;br /&gt;
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The Power Grid is now entirely self-sufficient and requires minimal oversight.&lt;br /&gt;
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==The Hangar==&lt;br /&gt;
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The [[Pilot Officer]]s may request help from your department to load and reload their dropships. As your MTs are faster at using the powerloader than the pilots and have less to do, you&#039;ll want to have them mount systems onto the dropship and prepare reloads and new fabricator printouts for when the POs return from a fire mission.&lt;br /&gt;
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==Maintenance Work==&lt;br /&gt;
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Broken lights, scuffed floors, trash pileups, and so on are all &#039;&#039;&#039;maintenance work&#039;&#039;&#039;, and hence something you&#039;ll need to delegate. Ensure your MTs are keeping the Almayer clean, organized, and maintained as necessary.&lt;br /&gt;
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==Almayer Projects==&lt;br /&gt;
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As the Chief Engineer, you are responsible for making sure all construction and modification work on the ship by your Maintenance Technicians is properly legally authorized and structurally sensible.&lt;br /&gt;
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==Planetside Operations==&lt;br /&gt;
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Command may find it necessary to send down you or some of your MTs to the FOB to oversee its construction. Make sure to keep in touch with your subordinates and keep them out of unnecessary danger. You might sometimes find it useful to contact the Squad Engineers on your engineering channel, though they will usually be busy with their own squads. You cannot deploy if there is no ASO aboard the Almayer.&lt;br /&gt;
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=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;
|leadership=3&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
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To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Riell</name></author>
	</entry>
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