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	<updated>2026-04-13T09:57:22Z</updated>
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	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=25107</id>
		<title>Chief MP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=25107"/>
		<updated>2023-04-02T19:06:48Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: reverting clown image&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 = First Lieutenant&lt;br /&gt;
|superior = [[Marine Law]], Command Staff, High Command&lt;br /&gt;
|unlock = Ten hours as [[Military Police]] 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 likely where you will spend most of your time as CMP. In your office, you can find your locker which has some MP tools and spare gear, paper and a pen, a fax machine, a records console, and a camera console. You will find your office North of the brig, West to the Northern Security Checkpoint. Once inside the brig, at the very southwest, there are the normal cells while in the North-West you will find the perma cells. The central brig is a place when all MP personnel may discuss topics, etc and North of it there is the evidence room, while in the South, there is a small infirmary for quick analysis and wounded treatment ( You will want to call a Doctor to the brig in case something like this happens, to keep the prisoner contained while receiving medical treatment ). In the very North-East of the brig, there is the Execution Chamber where you will spend the last moments of your life in case you are non-MP personnel or someone that does not have access to that area.&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 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 acting Commanding Officer. While you may override their decision, in the interest of fairness you should allow the Commanding Officer to perform the appeal if you were involved in the arrest of the prisoner in question. 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;
If the [[Commanding Officer]] is the accused, you should gather all evidence you can get your hands on, and inform High Command via Fax. If deemed Innocent, the Commanding Officer may be subject to a prevarication charge and may be arrested &#039;&#039;&#039;WITH&#039;&#039;&#039; authorization from High Command.&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=25106</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=25106"/>
		<updated>2023-04-02T19:03:26Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 25087 by Rnager6012 (talk) April fools is over, the mime&amp;#039;s won&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
{{M4A3 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.&lt;br /&gt;
Takes *only* non-high-velocity M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
{{M4RA Consolidated}}&lt;br /&gt;
&amp;lt;!-- `|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM43E1 Anti Materiel Rifle|&#039;&#039;&#039;XM43E1 Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Custom Battle Rifle}}[[File:M4RA Custom.png]]&lt;br /&gt;
[[#M4RA Custom Battle Rifle|&#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 titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.&lt;br /&gt;
This version is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 7 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire and full auto capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine, You must then close the cover to be able to shoot it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very few marines have training in the M56 Smartgun system. Among them are you, the Commanding Officer, and the Corporate Smartgunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IfB4ee5XzqI&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Magazine Box}}[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RAExtended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA AP Magazine Box}}[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Hollow Point Magazine Box}}[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A_Incendiary_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Incendiary Magazine Box}}[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|458 SOCOM Bullets Box}}[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56 Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UPP_Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nagant-Yamasaki Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
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{{MAR-50 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-40 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-30 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
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This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
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These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{R4T Consolidated}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
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{{L42A Description}}&lt;br /&gt;
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{{L42A Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MP27 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BasiraScopedRifle.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Armstrong Rifle}}&lt;br /&gt;
[[#Basira-ArmstrongRifle|&#039;&#039;&#039;Basira-Armstrong Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outer colonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
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It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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Needs to have the bolt opened and closed in-between each shot with &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;.&lt;br /&gt;
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{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
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{{MP5 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{FN FP9000 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MAC-15 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
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{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Sawn-Off Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
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The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{M1911 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
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It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;This variant cannot load the Commanding Officers high impact or armor-piercing high impact magazines.&#039;&#039;&#039;&lt;br /&gt;
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{{Colony Desert Eagle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
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{{KT-42 Automag Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .38 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .38 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mmR rounds and holds bullets per magazine. It comes with a rail scope, sniper barrel and wooden stock attached.&lt;br /&gt;
&lt;br /&gt;
Pushes targets back within three tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ABR40changingstyle.gif|64px]]&lt;br /&gt;
{{Anchor|ABR-40 Hunting Rifle}}&lt;br /&gt;
[[#ABR-40 Hunting Rifle|&#039;&#039;&#039;ABR-40 Hunting Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The civilian version of the L42A battle rifle that is often wielded by Marines. Almost identical and even cross-compatible with L42 magazines, just don&#039;t take the stock off..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ABR-40 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3717_Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|M37-17 Pump Shotgun}}&lt;br /&gt;
[[#M37-17 Pump Shotgun|&#039;&#039;&#039;M37-17 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels out on the rim. You can switch the active internal magazine by toggling burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M37-17 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#XM40 Pulse Rifle|&#039;&#039;&#039;XM40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#XM38 Tactical Shotgun|&#039;&#039;&#039;XM38 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Recharged at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM-VESG-1 Flamer Nozzle--&amp;gt;&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Squad_Medic|Squad Medic&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M272 Pattern Knife Vest}}[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton.Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner. &lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Squad_Smartgunner|&#039;&#039;&#039;USCM Squad Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Laser Designators}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
Gas masks are available in ColMarTech Automated Closets for all marines. It provides a small amount of eyes and mouth protection against melee and explosive damage. With a fairly high degree of defense against biohazards. This does not protect the rest of the head in any way. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Commander of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Heat Absorbent Coif Description}}&lt;br /&gt;
&lt;br /&gt;
Spawns at the &#039;&#039;&#039;Automated Closet&#039;&#039;&#039; as Standard Equipment.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
|Icon = Press_Helmet&lt;br /&gt;
|Title = Press Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = XM12 Pattern Radio Operator Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&amp;lt;br&amp;gt;{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Template:M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-S Light Armor Stats}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-T Light Armor Stats}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armour Description}}&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M35 Armor Stats}}&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-G4 Grenadier Armor Stats}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Body armor used by war correspondents in battles and wars across the universe.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;.&lt;br /&gt;
{{Press Body Armor Stats}}&lt;br /&gt;
|Icon = Press_Body_Armor&lt;br /&gt;
|Title = Press Body Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Wardens.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Warden]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
* Cannot hold items.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; in riot situations. Also found in the Marshall&#039;s Office armory of Solaris Ridge and Prison Station.&lt;br /&gt;
{{Riot Armor Stats}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;.&lt;br /&gt;
{{M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Officer Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman| Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Experimental Personal Armor Stats}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily customized suit of M3 armor. Used by MARSOC operators.&amp;lt;br&amp;gt;{{MARSOC M3 Pattern Armor Stats}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=25087</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=25087"/>
		<updated>2023-03-31T23:31:10Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Military Armor */ Honk Honk!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
{{M4A3 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.&lt;br /&gt;
Takes *only* non-high-velocity M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
{{M4RA Consolidated}}&lt;br /&gt;
&amp;lt;!-- `|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM43E1 Anti Materiel Rifle|&#039;&#039;&#039;XM43E1 Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Custom Battle Rifle}}[[File:M4RA Custom.png]]&lt;br /&gt;
[[#M4RA Custom Battle Rifle|&#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 titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.&lt;br /&gt;
This version is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 7 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire and full auto capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine, You must then close the cover to be able to shoot it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very few marines have training in the M56 Smartgun system. Among them are you, the Commanding Officer, and the Corporate Smartgunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IfB4ee5XzqI&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Magazine Box}}[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RAExtended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA AP Magazine Box}}[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Hollow Point Magazine Box}}[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A_Incendiary_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Incendiary Magazine Box}}[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|458 SOCOM Bullets Box}}[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56 Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
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{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
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{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
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{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
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This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.&lt;br /&gt;
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This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{UPP Minigun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
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The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UPP_Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nagant-Yamasaki Consolidated}}&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
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{{MAR-50 Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-40 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-30 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
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This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
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These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{R4T Consolidated}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
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{{L42A Consolidated}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MP27 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BasiraScopedRifle.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Armstrong Rifle}}&lt;br /&gt;
[[#Basira-ArmstrongRifle|&#039;&#039;&#039;Basira-Armstrong Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outer colonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
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It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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Needs to have the bolt opened and closed in-between each shot with &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;.&lt;br /&gt;
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{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
{{MP5 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{MAC-15 Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sawn-Off Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M1911 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This variant cannot load the Commanding Officers high impact or armor-piercing high impact magazines.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Colony Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{KT-42 Automag Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .38 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .38 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mmR rounds and holds bullets per magazine. It comes with a rail scope, sniper barrel and wooden stock attached.&lt;br /&gt;
&lt;br /&gt;
Pushes targets back within three tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ABR40changingstyle.gif|64px]]&lt;br /&gt;
{{Anchor|ABR-40 Hunting Rifle}}&lt;br /&gt;
[[#ABR-40 Hunting Rifle|&#039;&#039;&#039;ABR-40 Hunting Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The civilian version of the L42A battle rifle that is often wielded by Marines. Almost identical and even cross-compatible with L42 magazines, just don&#039;t take the stock off..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ABR-40 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3717_Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|M37-17 Pump Shotgun}}&lt;br /&gt;
[[#M37-17 Pump Shotgun|&#039;&#039;&#039;M37-17 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels out on the rim. You can switch the active internal magazine by toggling burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M37-17 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#XM40 Pulse Rifle|&#039;&#039;&#039;XM40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#XM38 Tactical Shotgun|&#039;&#039;&#039;XM38 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Recharged at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM-VESG-1 Flamer Nozzle--&amp;gt;&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Squad_Medic|Squad Medic&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M272 Pattern Knife Vest}}[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton.Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner. &lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Squad_Smartgunner|&#039;&#039;&#039;USCM Squad Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Laser Designators}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
Gas masks are available in ColMarTech Automated Closets for all marines. It provides a small amount of eyes and mouth protection against melee and explosive damage. With a fairly high degree of defense against biohazards. This does not protect the rest of the head in any way. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Commander of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Heat Absorbent Coif Description}}&lt;br /&gt;
&lt;br /&gt;
Spawns at the &#039;&#039;&#039;Automated Closet&#039;&#039;&#039; as Standard Equipment.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
|Icon = Press_Helmet&lt;br /&gt;
|Title = Press Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = XM12 Pattern Radio Operator Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&amp;lt;br&amp;gt;{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Template:M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-S Light Armor Stats}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-T Light Armor Stats}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armour Description}}&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M35 Armor Stats}}&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-G4 Grenadier Armor Stats}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Body armor used by war correspondents in battles and wars across the universe.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;.&lt;br /&gt;
{{Press Body Armor Stats}}&lt;br /&gt;
|Icon = Press_Body_Armor&lt;br /&gt;
|Title = Press Body Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Clowns]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern Clown Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Brig Clowns.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Brig Clown]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Brig Clown Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Chief Clowns. Useful for letting your men know who is in charge.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Chief Clown]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief Clown Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily modified suit of M2 Clown Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
* Cannot hold items.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Clowns]]&#039;&#039;&#039; in riot situations. Also found in the Marshall&#039;s Office armory of Solaris Ridge and Prison Station.&lt;br /&gt;
{{Riot Armor Stats}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;.&lt;br /&gt;
{{M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Officer Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman| Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Experimental Personal Armor Stats}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily customized suit of M3 armor. Used by MARSOC operators.&amp;lt;br&amp;gt;{{MARSOC M3 Pattern Armor Stats}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marines&amp;diff=25084</id>
		<title>Marines</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marines&amp;diff=25084"/>
		<updated>2023-03-31T23:20:13Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Clowns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;&amp;quot;These Colonial Marines are some tough hombres, and they&#039;re packing state-of-the-art firepower. Nothing they can&#039;t handle... Right, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
- Burke to Lieutenant Gorman. &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the [[USS Almayer]]. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you’ve signed up for the &#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;, eh? Well, lucky for you, we’re able to give you just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy-dandy guide below, and you’ll be able to know all the dumb sh*t you should’ve known already!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a less serious take on this page (and a how not to play guide), go [[User:Troika|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [[Template:Marines]] for instructions on how to add a new job.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
The &#039;&#039;&#039;Command&#039;&#039;&#039; Department is the &amp;quot;Brains&amp;quot; of the USS Almayer, leading and coordinating the squads and the other support staff of the ship to fight and win against the Aliens. &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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Commander.png|64px|link=Commanding Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = The entire USS Almayer is under your control. Lead your company and complete the mission in a victory for the USCM! &amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:XO.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = 2nd in Command of the Almayer. Execute the orders the Commanding Officer gives you. Fill in for the CO if needed. Manage the Staff Officers at your disposal.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:BridgeOfficer.png|64px|link=Staff Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Staff Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Execute the Executive Officer&#039;s orders. Manage the Overwatch consoles to keep the squads in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SEA.png|64px|link=Senior_Enlisted_Advisor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Senior Enlisted Advisor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Advise and train inexperienced crew members and marines alike. Bark out orders to new privates to get geared.&amp;lt;br&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;  Uniquely for mentors &amp;amp; Staff Apply [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Here]&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Support ==&lt;br /&gt;
The Auxiliary support personnel are tasked with supporting the marines either by providing support through firepower or other means.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Pilot.png|64px|link=Pilot Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Pilot Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Pilot Officers maximum&lt;br /&gt;
| description = Transport troops via the dropship or provide close air support and medevac. Make sure no invaders get onto your assigned Dropship.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines &lt;br /&gt;
| name = [[File:DropshipCrewChief.png|64px|link=Dropship Crew Chief]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Dropship Crew Chief]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 DCCs maximum&lt;br /&gt;
| description = Assist the pilot officer and maintain the ship&#039;s dropship as well as the dropship&#039;s wounded.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;!--| {{Marines --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | name = [[File:Vehicle-Crewman.png|64px|link=Vehicle Crewman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Crewmen maximum&lt;br /&gt;
| description = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&amp;lt;br&amp;gt;&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}} --&amp;gt;&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Intelligence Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Intelligence Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;3 IOs maximum&lt;br /&gt;
| description = Recover intelligence objects from groundside, process, and gain tech points to support the operation by OB warhead, dropship points or requisition supply.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Clown Car==&lt;br /&gt;
The &#039;&#039;&#039;Clown Car&#039;&#039;&#039; is one of the main supports of the command staff, they ensue that the [[Clown Law]] is followed on the ship, they do this by arresting and detaining rogue mimes in the brig of the Almayer. The Clowns also protect the command in the case of a mutiny.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--WarrantOfficer.png --&amp;gt;|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Clown]]&#039;&#039;&#039;&lt;br /&gt;
| description = Command the Clowns. Uphold and Enforce Clown Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--Warden.png --&amp;gt;|64px|link=Warden]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Brig Clown]]&#039;&#039;&#039;&lt;br /&gt;
| description = Guard the brig and assist in processing unruly mimes. Uphold and Enforce Clown Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--MilitaryPolice.png--&amp;gt;|64px|link=Military Police]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Clown]]&#039;&#039;&#039; &lt;br /&gt;
| description = Uphold and Enforce Clown Law. Detain anyone not following Clown Law. Defend the ship from invaders. Keep the crew of the Almayer safe. Protect your doughnut stash.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Marine==&lt;br /&gt;
The &#039;&#039;&#039;Ground Troops&#039;&#039;&#039; of the Colonial Marines are enlisted into the service. They form the main fighting body of the Almayer and are sent planetside to fight all kinds of dangers throughout the Neroid Sector. They are divided between four squads &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bravo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Charlie&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Delta&#039;&#039;&#039;&amp;lt;/span&amp;gt; each squad has a Squad Leader, they also have five support roles to help during the fight planetside: A Specialist with special equipment, a Smartgunner with IFF tracking, a Medic with the equipment and know-how to help injured Marines, the Engineer to build or demolish constructions and lastly the standards, the main fighting body against the aliens, noted for having low intelligence.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SL.png|64px|link=Squad Leader]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039; [[File:Squad_leader_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Leader of one of the four marine squads. Give your squad objectives and follow orders from Command. Keep your squad in one piece.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Squad Radio Telephone Operator]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Radio Telephone Operator]]&#039;&#039;&#039; [[File:RTO_Icon.png]]&amp;lt;br&amp;gt;2 per squad&lt;br /&gt;
| description = Has access to the radio backpack which can be used to communicate with CIC or other phones even without a telecomms tower. Is the second in command of the squad if the SL is down.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Gl_spec.png|64px|link=Squad Specialist]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Specialist]]&#039;&#039;&#039; [[File:Squad_specialist_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has access to heavier more powerful weaponry and equipment to their disposal. Combat professional, lead the squad if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_SG.png|64px|link=Squad Smartgunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039; [[File:Smartgunner_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has the M56 Smartgun at their disposal. Support your Squad with heavy weaponry and give the enemy suppressing fire.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Medic.png|64px|link=Squad Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Medic]]&#039;&#039;&#039; [[File:Squad_medic_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 4 maximum per squad&lt;br /&gt;
| description = 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;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Squad_Engie.png|64px|link=Squad Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Engineer]]&#039;&#039;&#039; [[File:Squad_engineer_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 3 maximum per squad&lt;br /&gt;
| description = Build or remove fortifications. Establish and maintain FOB and Power. Gain access to blocked off areas.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Standard_Marine.png|64px|link=Squad Marine]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Marine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Unlimited&lt;br /&gt;
| description = Follow orders from those above you. Do your job and shoot when you&#039;re needed to shoot. Don&#039;t die in the process.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The &#039;&#039;&#039;Engineering&#039;&#039;&#039; Department is one of the most important roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CE.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee engineering and telecomms. Manage the MTs at your disposal. Keep the ship in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:OrdTech.png|64px|link=Ordnance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Develop experimental explosive ordnance for the marines to use. &amp;lt;!--Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. --&amp;gt; Repair any damage done to the Almayer and its dropships. &amp;lt;!--Help the Vehicle Crewman to repair and retrofit the Tank. --&amp;gt; Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MaintTech.png|64px|link=Maintenance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Maintenance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. Repair any damage done to the Almayer and its dropships. Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medical / Research==&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; department is a very critical for the success of the marines, they heal injured marines when their local squad medic can&#039;t fix them and perform surgeries for particularly bad cases. The researcher is a special role with the job of developing special equipment for the marines. &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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee Medbay, Research, and Chemistry. Manage your medical crew. Advise the Command staff on matters of health and wellness of the marine force.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MD.png|64px|link=Doctor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Doctor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Treat all patients that come into medbay. Transfer injured marines from the hanger to medbay. Perform surgery if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Nurse.png|64px|link=Nurse]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nurse]]&#039;&#039;&#039;&lt;br /&gt;
| description = Aid the doctors and medics in providing aid to the wounded. Produce chemicals&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Sci.png|64px|link=Researcher]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039;&lt;br /&gt;
| description = Conduct research on what is sent to you. Create and analyze new chemicals, tools and objects.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
The &#039;&#039;&#039;Supply&#039;&#039;&#039; Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:RO.png|64px|link=Requisitions Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee the cargo area of the ship. Supply the marines with attachments. Order in supplies on the cargo ship for the marines or Almayer staff.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CargoTech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cargo Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Assist the Requisitions Officer. Move supplies if needs be.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MessSergeant(True).png|64px|link=Mess_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Mess Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Prepare food for the marines and shipside crewmembers.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic==&lt;br /&gt;
The &#039;&#039;&#039;Synthetic&#039;&#039;&#039; role is unique as the player takes control over a non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics, however, are held back by restricting laws and rules that govern their actions.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Synth.png|64px|link=Synthetic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Synthetic]]&#039;&#039;&#039;&lt;br /&gt;
| description =  Assist the crew of the USS Almayer in any and all applicable tasks. Additionally, they can spawn as working Joe synthetics as survivors.&amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-USCM Jobs==&lt;br /&gt;
These roles are not members of the United States Colonial Marines. The Liaison and the Correspondent are the only ones that take part of the Almayer while the Survivor is a colony job and the mercenaries are an Emergency Response Team.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CorpLiason.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039;&lt;br /&gt;
| description = Be the direct line of communication between the Almayer and Weyland-Yutani by sending faxes. Make sure the interests of the Weyland-Yutani are retained.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Combat_Correspondent.png|64px|link=Combat Correspondent]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
| description = Report on the various on goings of the operation to the public&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Survivor.png|64px|link=Survivor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Survivor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Survive the infestation at the colony.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PMC-Standard.png|64px|link=Responders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Responders]]&#039;&#039;&#039;&lt;br /&gt;
| description = Answer the distress call and help the marines... or make their lives worse.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
|  name = [[File:Cultist.png|64px|link=Alien Cultists]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Cultists]]&#039;&#039;&#039;&lt;br /&gt;
| description = Infect marines, serve the hive, praise the Queen!&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Playtime Medals==&lt;br /&gt;
&lt;br /&gt;
As you play more of a specific role you will gain medals that you can simply put on your armor or flex about the twenty space vietnams you have been through. The amount of time needed per medal is as follows:&lt;br /&gt;
&lt;br /&gt;
*Bronze: 10 hours&lt;br /&gt;
*Silver: 25 hours&lt;br /&gt;
*Gold:  70 hours&lt;br /&gt;
*Platinum: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marines&amp;diff=25080</id>
		<title>Marines</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marines&amp;diff=25080"/>
		<updated>2023-03-31T22:57:50Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Military Police */ Honk Honk!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;&amp;quot;These Colonial Marines are some tough hombres, and they&#039;re packing state-of-the-art firepower. Nothing they can&#039;t handle... Right, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
- Burke to Lieutenant Gorman. &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the [[USS Almayer]]. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you’ve signed up for the &#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;, eh? Well, lucky for you, we’re able to give you just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy-dandy guide below, and you’ll be able to know all the dumb sh*t you should’ve known already!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a less serious take on this page (and a how not to play guide), go [[User:Troika|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [[Template:Marines]] for instructions on how to add a new job.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
The &#039;&#039;&#039;Command&#039;&#039;&#039; Department is the &amp;quot;Brains&amp;quot; of the USS Almayer, leading and coordinating the squads and the other support staff of the ship to fight and win against the Aliens. &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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Commander.png|64px|link=Commanding Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = The entire USS Almayer is under your control. Lead your company and complete the mission in a victory for the USCM! &amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:XO.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = 2nd in Command of the Almayer. Execute the orders the Commanding Officer gives you. Fill in for the CO if needed. Manage the Staff Officers at your disposal.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:BridgeOfficer.png|64px|link=Staff Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Staff Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Execute the Executive Officer&#039;s orders. Manage the Overwatch consoles to keep the squads in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SEA.png|64px|link=Senior_Enlisted_Advisor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Senior Enlisted Advisor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Advise and train inexperienced crew members and marines alike. Bark out orders to new privates to get geared.&amp;lt;br&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;  Uniquely for mentors &amp;amp; Staff Apply [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Here]&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Support ==&lt;br /&gt;
The Auxiliary support personnel are tasked with supporting the marines either by providing support through firepower or other means.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Pilot.png|64px|link=Pilot Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Pilot Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Pilot Officers maximum&lt;br /&gt;
| description = Transport troops via the dropship or provide close air support and medevac. Make sure no invaders get onto your assigned Dropship.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines &lt;br /&gt;
| name = [[File:DropshipCrewChief.png|64px|link=Dropship Crew Chief]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Dropship Crew Chief]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 DCCs maximum&lt;br /&gt;
| description = Assist the pilot officer and maintain the ship&#039;s dropship as well as the dropship&#039;s wounded.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;!--| {{Marines --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | name = [[File:Vehicle-Crewman.png|64px|link=Vehicle Crewman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Crewmen maximum&lt;br /&gt;
| description = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&amp;lt;br&amp;gt;&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}} --&amp;gt;&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Intelligence Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Intelligence Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;3 IOs maximum&lt;br /&gt;
| description = Recover intelligence objects from groundside, process, and gain tech points to support the operation by OB warhead, dropship points or requisition supply.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Clowns==&lt;br /&gt;
The &#039;&#039;&#039;Clowns&#039;&#039;&#039; are one of the main supports of the command staff, they ensue that the [[Clown Law]] is followed on the ship, they do this by arresting and detaining rogue marines in the brig of the Almayer. The Clowns also protect the command in the case of a mutiny.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--WarrantOfficer.png --&amp;gt;|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Clown]]&#039;&#039;&#039;&lt;br /&gt;
| description = Command the Clowns. Uphold and Enforce Clown Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--Warden.png --&amp;gt;|64px|link=Warden]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Brig Clown]]&#039;&#039;&#039;&lt;br /&gt;
| description = Guard the brig and assist in processing unruly marines. Uphold and Enforce Clown Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--MilitaryPolice.png--&amp;gt;|64px|link=Military Police]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Clown]]&#039;&#039;&#039; &lt;br /&gt;
| description = Uphold and Enforce Clown Law. Detain anyone not following Clown Law. Defend the ship from invaders. Keep the crew of the Almayer safe. Protect your doughnut stash.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Marine==&lt;br /&gt;
The &#039;&#039;&#039;Ground Troops&#039;&#039;&#039; of the Colonial Marines are enlisted into the service. They form the main fighting body of the Almayer and are sent planetside to fight all kinds of dangers throughout the Neroid Sector. They are divided between four squads &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bravo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Charlie&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Delta&#039;&#039;&#039;&amp;lt;/span&amp;gt; each squad has a Squad Leader, they also have five support roles to help during the fight planetside: A Specialist with special equipment, a Smartgunner with IFF tracking, a Medic with the equipment and know-how to help injured Marines, the Engineer to build or demolish constructions and lastly the standards, the main fighting body against the aliens, noted for having low intelligence.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SL.png|64px|link=Squad Leader]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039; [[File:Squad_leader_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Leader of one of the four marine squads. Give your squad objectives and follow orders from Command. Keep your squad in one piece.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Squad Radio Telephone Operator]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Radio Telephone Operator]]&#039;&#039;&#039; [[File:RTO_Icon.png]]&amp;lt;br&amp;gt;2 per squad&lt;br /&gt;
| description = Has access to the radio backpack which can be used to communicate with CIC or other phones even without a telecomms tower. Is the second in command of the squad if the SL is down.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Gl_spec.png|64px|link=Squad Specialist]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Specialist]]&#039;&#039;&#039; [[File:Squad_specialist_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has access to heavier more powerful weaponry and equipment to their disposal. Combat professional, lead the squad if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_SG.png|64px|link=Squad Smartgunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039; [[File:Smartgunner_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has the M56 Smartgun at their disposal. Support your Squad with heavy weaponry and give the enemy suppressing fire.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Medic.png|64px|link=Squad Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Medic]]&#039;&#039;&#039; [[File:Squad_medic_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 4 maximum per squad&lt;br /&gt;
| description = 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;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Squad_Engie.png|64px|link=Squad Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Engineer]]&#039;&#039;&#039; [[File:Squad_engineer_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 3 maximum per squad&lt;br /&gt;
| description = Build or remove fortifications. Establish and maintain FOB and Power. Gain access to blocked off areas.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Standard_Marine.png|64px|link=Squad Marine]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Marine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Unlimited&lt;br /&gt;
| description = Follow orders from those above you. Do your job and shoot when you&#039;re needed to shoot. Don&#039;t die in the process.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The &#039;&#039;&#039;Engineering&#039;&#039;&#039; Department is one of the most important roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CE.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee engineering and telecomms. Manage the MTs at your disposal. Keep the ship in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:OrdTech.png|64px|link=Ordnance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Develop experimental explosive ordnance for the marines to use. &amp;lt;!--Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. --&amp;gt; Repair any damage done to the Almayer and its dropships. &amp;lt;!--Help the Vehicle Crewman to repair and retrofit the Tank. --&amp;gt; Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MaintTech.png|64px|link=Maintenance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Maintenance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. Repair any damage done to the Almayer and its dropships. Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medical / Research==&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; department is a very critical for the success of the marines, they heal injured marines when their local squad medic can&#039;t fix them and perform surgeries for particularly bad cases. The researcher is a special role with the job of developing special equipment for the marines. &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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee Medbay, Research, and Chemistry. Manage your medical crew. Advise the Command staff on matters of health and wellness of the marine force.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MD.png|64px|link=Doctor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Doctor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Treat all patients that come into medbay. Transfer injured marines from the hanger to medbay. Perform surgery if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Nurse.png|64px|link=Nurse]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nurse]]&#039;&#039;&#039;&lt;br /&gt;
| description = Aid the doctors and medics in providing aid to the wounded. Produce chemicals&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Sci.png|64px|link=Researcher]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039;&lt;br /&gt;
| description = Conduct research on what is sent to you. Create and analyze new chemicals, tools and objects.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
The &#039;&#039;&#039;Supply&#039;&#039;&#039; Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:RO.png|64px|link=Requisitions Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee the cargo area of the ship. Supply the marines with attachments. Order in supplies on the cargo ship for the marines or Almayer staff.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CargoTech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cargo Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Assist the Requisitions Officer. Move supplies if needs be.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MessSergeant(True).png|64px|link=Mess_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Mess Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Prepare food for the marines and shipside crewmembers.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic==&lt;br /&gt;
The &#039;&#039;&#039;Synthetic&#039;&#039;&#039; role is unique as the player takes control over a non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics, however, are held back by restricting laws and rules that govern their actions.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Synth.png|64px|link=Synthetic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Synthetic]]&#039;&#039;&#039;&lt;br /&gt;
| description =  Assist the crew of the USS Almayer in any and all applicable tasks. Additionally, they can spawn as working Joe synthetics as survivors.&amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-USCM Jobs==&lt;br /&gt;
These roles are not members of the United States Colonial Marines. The Liaison and the Correspondent are the only ones that take part of the Almayer while the Survivor is a colony job and the mercenaries are an Emergency Response Team.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CorpLiason.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039;&lt;br /&gt;
| description = Be the direct line of communication between the Almayer and Weyland-Yutani by sending faxes. Make sure the interests of the Weyland-Yutani are retained.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Combat_Correspondent.png|64px|link=Combat Correspondent]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
| description = Report on the various on goings of the operation to the public&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Survivor.png|64px|link=Survivor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Survivor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Survive the infestation at the colony.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PMC-Standard.png|64px|link=Responders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Responders]]&#039;&#039;&#039;&lt;br /&gt;
| description = Answer the distress call and help the marines... or make their lives worse.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
|  name = [[File:Cultist.png|64px|link=Alien Cultists]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Cultists]]&#039;&#039;&#039;&lt;br /&gt;
| description = Infect marines, serve the hive, praise the Queen!&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Playtime Medals==&lt;br /&gt;
&lt;br /&gt;
As you play more of a specific role you will gain medals that you can simply put on your armor or flex about the twenty space vietnams you have been through. The amount of time needed per medal is as follows:&lt;br /&gt;
&lt;br /&gt;
*Bronze: 10 hours&lt;br /&gt;
*Silver: 25 hours&lt;br /&gt;
*Gold:  70 hours&lt;br /&gt;
*Platinum: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=25079</id>
		<title>Vehicle Crewman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=25079"/>
		<updated>2023-03-31T22:29:27Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry, removed unnecessary repeat of powerloader skill,it&amp;#039;ll come back one day&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Vehicle-Crewman.png&lt;br /&gt;
|jobtitle = Vehicle Crewman&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Corporal&lt;br /&gt;
|superior = Command staff&lt;br /&gt;
|unlock = Ten hours as any squad role, five hours as a [[Squad Engineer]]&lt;br /&gt;
|duties = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
|description = Your job is to operate and maintain the ship&#039;s armored vehicles.&amp;lt;br&amp;gt;You are in charge of representing the armored presence amongst the marines during the operation, as well as maintaining and repairing your own vehicles. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Ridge&#039; is a scary tank. Its got stealth, mobility, firepower and point defenses better&#039;n anything we had on the M22. What&#039;s so neat is the way the automatics handle the workload - you&#039;d think you need at least three crew to run all this crap, but in fact you can do it with the same two girls you had in the Jackson. The only problem we had in our battalion was running the panzers in after they were delivered, factory fresh - you need to fire the guns a lot and run all the equipment a number of times before the sensors and weapons settle down and fully integrate.&amp;quot;&#039;&#039; - Capt. Andrea Mae Samona, 2nd Colonial Marine Tank Battalion, &#039;&#039;Colonial Marines Tech Manual&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
After you somehow passed the vehicle operator test you&#039;re now finally going to get to use the vehicles the USCM provides during a military operation, though you&#039;ll have to wait first as the vehicles you have has been left un-maintained in the vehicle bay throughout the Almayer&#039;s voyage. Make sure to either fix the vehicle yourself or to radio in to the resident grease monkeys over in engineering and tell them that you need the vehicle repaired and retrofitted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Insulated_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Protects users against electrical shocks.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modified and refashioned suit of M3 Pattern armour designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This one is a command variant which has access to all channels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welding_kit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Welding Kit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavy-duty, portable welding fluid carrier.&lt;br /&gt;
Holds 600 units of welding fuel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Personal Sidearms&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Sidearms:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M4a3Commander.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M4A3 Custom Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Custom Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M4A3 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick Two&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Drop_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | {{Drop Pouch Description}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Welding Protection&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A head-mounted face cover designed to protect the wearer completely from space-arc eye.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:175px;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&amp;lt;br&amp;gt;Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 32&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 41&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Utilities:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Any role with their engineering skill at level 2 or more such as, you the crewman, Maintenance Technicians, the Chief Engineer, Squad Engineers and the Synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.  &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quickstart==&lt;br /&gt;
*Gear up, anything you need will be in the Equipment Rack in terms of clothing and for your weapon needs at the Weapons Rack, both vendors are in your Vehicle Crewman(VC) Bunks.&lt;br /&gt;
&lt;br /&gt;
*Now it&#039;s time to call your variant of the M577 APC type, make sure to talk about it with your VC Partner and make sure there&#039;s enough Medical or CIC Personnel depending on your variant selection. This can be done with the Vehicle ASRS Console&lt;br /&gt;
&lt;br /&gt;
*When you have the broken M577 APC you want to remove all the destroyed modules, do this with your crowbar, at the same time your VC Partner can weld the hull, it will need to be welded three times then you need to tighten the nuts with a wrench, only one time is needed.&lt;br /&gt;
&lt;br /&gt;
*When the hull is repaired you will be able to install the new replacement modules, vend them via the Vehicle Parts Delivery System, you want to have all the modules vended then installed in the M577 APC, each module takes its own time to install, so give it time.&lt;br /&gt;
&lt;br /&gt;
*When you enter the M577 APC you will find a locker and the Ammunition Loader, with any other things depending on the variant.&lt;br /&gt;
&lt;br /&gt;
*To load the Ammunition Loader simply put ammo in it by clicking it with a magazine on your selected hand, the rest of the ammo can be placed in the locker for later usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now this is the important part, you want to talk with your VC Partner and see what role you will take, Driver or Gunner.&lt;br /&gt;
----&lt;br /&gt;
== Roles ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Driver&amp;quot;&amp;gt;&lt;br /&gt;
=== Driver ===&lt;br /&gt;
As the driver, familiarize yourself with the momentum gain and speed of your vehicle in the Vehicle Bay or Hangar before the drop. Not only is it annoying to overshoot your turn when you are driving groundside, it can be the difference between life or death in a combat situation! Additionally, pull up the webmap of the AO you will be deploying to ahead of time. Nothing is more frustrating than not knowing where you are, so be proactive and figure out the names of where you&#039;re going and what places you might be driving.&lt;br /&gt;
&lt;br /&gt;
*Try not to run over marines. While it doesn&#039;t hurt them or stun them for very long after you&#039;ve driven over them, it can annoy them, and prevents them from shooting at xenoes around you while they are underneath your vehicle. &lt;br /&gt;
&lt;br /&gt;
*Remember that your vehicle blocks xenoes from moving past you and can also push smaller xenoes. If marines are being routed, use this ability to buy time for marines to run and regroup.&lt;br /&gt;
&lt;br /&gt;
*The Driver can also lock the doors, this will prevent anyone without Vehicle access to get in (doesn&#039;t prevent UPP or CLF as they have All Access for some reason) and will slow xenos by entering the vehicle for 3 seconds instead of 0.5 seconds. &lt;br /&gt;
&lt;br /&gt;
*An IMPORTANT note for the driver. As currently, the vehicle momentum code is bugged, so if you&#039;re driving make sure to remember the following: sometimes your vehicle will move one extra tile of whatever direction you&#039;re moving to, you can cancel this by &amp;gt;turning&amp;lt; your vehicle in the last moment&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Driving the Vehicles:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Tank_Movement.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Green highlighted areas are places you can turn the vehicles to. You are able to do so by using either WASD or the arrow keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Forwards_and_Backwards.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The arrows show that the vehicles can only move forward/backwards when facing that direction.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Obstructed_movement.png|500px|Obstructed movement]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Areas highlighted in orange means that the vehicles is not able to move. The object must either be removed or destroyed in order for the tank to rotate. The vehicles can destroy walls/resin structures (up to reinforced walls) by continuously driving into them. Doing this damages the vehicles&#039;s modules so be careful not to over do it. The weapons on some vehicles are an alternative for destroying walls/resin structures, though you will be expending a lot of ammunition to take them down. It&#039;s best to find another route or get the marines to remove it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gunner&amp;quot;&amp;gt;&lt;br /&gt;
=== Gunner ===&lt;br /&gt;
As the gunner, recognize that you have no control over which direction the APC is facing. Anticipate every opportunity your driver gives you to fire at xenoes and take full advantage! Both of your guns are IFF and can fire through marines, so feel free to support them closely. You also control the flare module, which launches flares to illuminate areas. These flares will not harm marines, but they will not pass through them either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember Gunner shortcuts:&lt;br /&gt;
*&#039;&#039;&#039;Mouse Left Click Button&#039;&#039;&#039; will fire your SELECTED GUN&lt;br /&gt;
*&#039;&#039;&#039;Middle Mouse Button&#039;&#039;&#039; will fire your NON-SELECTED GUN &lt;br /&gt;
*&#039;&#039;&#039;CTRL CLICK&#039;&#039;&#039; will fire your support module.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Using the armaments:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Switching the vehicle&#039;s weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | In order to change the weapon you are currently using. You must click on the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; tab and click &#039;&#039;&#039;Cycle Hardpoint Module&#039;&#039;&#039; (you can bind a hotkey for it with [[Macros]]). A menu will open, allowing you to select from Primary, Secondary and Support if you have them installed on the tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Using the weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To be able to fire any of the weapons when selected, you simply &#039;&#039;&#039;left click&#039;&#039;&#039; on a tile to fire the armament selected. To fire the alternative armament, &#039;&#039;&#039;middle click&#039;&#039;&#039; a tile. If you select the support module, you can &#039;&#039;Click&#039;&#039; a tile to activate it. You can also use &#039;&#039;&#039;middle click&#039;&#039;&#039; to fire the primary armament and &#039;&#039;&#039;Ctrl+Click&#039;&#039; to fire the secondary armament while having the support module selected. Do note that this method can only be used while the support module is selected. &#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Do note that the tank&#039;s primary armaments only has a 90 degrees firing arc, which means the tank must constantly rotate in order to fire elsewhere. Secondary and support armaments will have a 180 degrees firing arc. You are also unable to point while in the tank as well as shoot anything directly next to it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Reloading&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Inside the vehicles interior, click on the auto loader, there will be a menu that&#039;ll pop open. Select the armament you want to reload in order to reload it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- not really gonna come back, is it?&lt;br /&gt;
= The Tank=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Tank:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 10px;&amp;quot; | [[File:Tank.png|400px|M34A2 Longstreet light tank]]&amp;lt;br&amp;gt;M34A2 Longstreet Light Tank&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A &#039;&#039;light&#039;&#039; but very modular tank, which may house an array of attachments, allowing it to be an effective, well-rounded armored vehicle. Has a rotating turret that allows the gunner to fire in any direction, though it takes time to turn the turret.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:30%&#039;&#039; style=&amp;quot;width:30%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank Interior.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only Vehicle Crewmen can operate the tank and Marines who&#039;ve used the VC Pamphlets. Although the SEA and synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the Tank has been fully repaired and retrofitted head to the highlighted green square at the sides of the Tank (as seen below) and click on the Tank . Upon clicking the Tank from that position will appear into the interior of the Tank . Make sure to discuss with your tanker companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
NOTE: The tank is currently admin spawn only and is unavailable through normal play.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank_GetIn.png|350px]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Armoured Personnel Carrier=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Armoured Personnel Carrier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M577_APC.png|300px|M577 Armoured Personnel Carrier]]&amp;lt;br&amp;gt;M577 Armored Personnel Carrier&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A versatile &#039;&#039;Armoured&#039;&#039; Personnel Carrier (APC). Doesn&#039;t have any armour so be careful when sustaining damage. Has 3 variants, Transport, Medical and Command. &#039;&#039;&#039;Only Vehicle Crewmen can operate the APC, although the SEA and Synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Transport variant has 14 passenger seats, 2 support gunner seats and 2 vehicle crewmen seats. It has two modified IFF M56 Firing Port Weapons to provide fire support for marines entering and exiting the vehicle. Also includes a nanomed for restocking basic medical supplies and a fire extinguisher. It also has a rear entrance/exit.&lt;br /&gt;
&lt;br /&gt;
*It can carry 15 troops, 1 Synthetic with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Transport Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Transport Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;M56 FPW:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Firing Port Weapon Information&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
The Firing Port Weapons (FPWs) are upgraded M56&#039;s with IFF, but have only 45 rounds (15 bursts) and a 90 seconds reload. &#039;&#039;&#039;Only useable with hull above 50%&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;FPW Stats&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: 35%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 5&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:M4A3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDICAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Medical variant comes with a body scanner, blood bag dispenser, WY Medical Vendor. It also has 7 passenger seats, 1 seat for any onboard medical personnel and 2 vehicle crewmen seats.&lt;br /&gt;
&lt;br /&gt;
*It can carry 7 troops, 1 medical support personnel with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
In addition to this, it can store up to 8 dead bodies that can be revived.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Medical Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Medical Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Command variant comes with an overwatch console, tactical map, medium ranged sensor tower that has &#039;&#039;&#039;a 45 tile radius&#039;&#039;&#039;, with 8 seats for passengers, 1 seat for a commanding officer and 2 vehicle crewmen.&lt;br /&gt;
&lt;br /&gt;
The sensor tower detects the positions of aliens within a radius of 45 tiles and puts them on the tactical map.&lt;br /&gt;
&lt;br /&gt;
*It can carry 8 troops, 1 commanding officer with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Command Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Command Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Repairing and Replacing:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Broken M577 Armored Personnel Carrier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M577 Armored Personnel Carrier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken APC. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no wheels. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Repairing the vehicle frame&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Repair the frame with a welder 3 times (depending on the damage) and use a wrench &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing Modules from Hardpoints&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Use a Crowbar to uninstall any modules from the their hardpoints. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing/Replacing the Tank&#039;s Turret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To replace the tank&#039;s turret, you&#039;ll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader&#039;s clamp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the APC has been fully repaired and retrofitted head to the highlighted green square at the sides of the APC (as seen below) and click on the APC. Upon clicking the APC from that position will appear into the interior of the APC. Make sure to discuss with your other crewman companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
[[File:APC_GetIn.png]]&lt;br /&gt;
&lt;br /&gt;
= Repairing Modules =&lt;br /&gt;
&lt;br /&gt;
Due to your crafty ingenuity and taking a course at your engineering college where you&#039;ve &#039;&#039;somehow&#039;&#039; learned to drive tanks and APCs, you&#039;re now able to repair your own modules on the go! Assuming it&#039;s not [[Slang|Fucked Up Beyond All Repair]], you&#039;ll be able to repair all modules back to pristine condition! Simply take any damaged modules off of the vehicle, weld it and you&#039;ve repaired the module by a certain percentage. Continue doing so until you&#039;ve fixed it all.&lt;br /&gt;
&lt;br /&gt;
Pull down your goggles or get your welding helmet at crewmen&#039;s quarter (in hangar, south of dropship 2), remember to flip them down before you start to avoid eye damage when welding. Remember to turn off your welder before refilling or the fuel tank will blow up.&lt;br /&gt;
&lt;br /&gt;
=Vehicle Modules [[File:Vehicle_part_Delivery_System.png]]=&lt;br /&gt;
The APC modules below are available from the Vehicle Parts Delivery System after you have selected your APC module using the vehicle ASRS console. Other modules are available only through admin events.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:36%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Damage Multipliers per Armament Type:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Primary:&#039;&#039;&#039;  0.15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary:&#039;&#039;&#039;  0.125&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;APC Starting Kit Selection&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;PARS-159 Boyars Dualcannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots 20mm IFF-compatible rounds.&lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 200 rounds.&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#PARS-159 Boyars dualcannon magazines (x5)|PARS-159 Dualcannon IFF Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;Four spare magazines come with the cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Two spare magazines can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;Bleihagel RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 500 rounds.&lt;br /&gt;
&lt;br /&gt;
Occupies the secondary module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Bleihagel RE-RE700 frontal cannon magazines (x2)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the cannon.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with six flares.&lt;br /&gt;
&lt;br /&gt;
Occupies the support module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the launcher.&lt;br /&gt;
&amp;lt;br&amp;gt; Up to three spare magazines can be loaded into the APC ammunition loader once the launcher is mounted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|Integral to the movement of the APC.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Main Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Main Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_LTB-Cannon.png]]&amp;lt;br&amp;gt;LTB Cannon&lt;br /&gt;
|The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTB_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTB_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LTB Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 4 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Auto-Cannon.png]]&amp;lt;br&amp;gt;AC3-E Autocannon&lt;br /&gt;
|The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Autocannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autocannon Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 40 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Dragon_Flamer.png]]&amp;lt;br&amp;gt;DRG-NF Flamethrower&lt;br /&gt;
|[[File:Primary_Flamer_Unit_effect.png|160px|thumb|]]The DRG-NF Flamethrower is a primary armament for the tank. It spews out extremely hot fire against opponents dumb enough to stand in front of it. Great for clearing out anything stuck inside a building or barbecuing your enemies! Can hold 1 additional fuel tank for the primary weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DRG-NF_Flamethrower_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Drg_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower Canister&#039;&#039;&#039;&lt;br /&gt;
|Contains 100 fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_LTAA-AP-Minigun.png]]&amp;lt;br&amp;gt;LTAA AP Minigun&lt;br /&gt;
|The LTAA AP Minigun fires armor piercing rounds at a high fire rate. Its ability to fire projectiles in rapid succession dominates against any infantry opponent, shredding them apart. Can hold 1 extra magazine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTAA_Minigun_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTAA AP Minigun Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#LTAA AP Minigun Magazines (x3)|LTAA AP Minigun Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 300 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;Boyar&#039;s Dual Flak Cannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots explosive flak rounds. Fires in two round bursts. The flak rounds are similar to the Auto-Cannon on the Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Boyars Dual Flak Cannon Magazines (5)|Boyars Dual Flak Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Secondary Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Secondary Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Secondary Flamer Unit}}[[File:TankModule_Secondary-Flamer-Unit.png]]&amp;lt;br&amp;gt;Secondary Flamer Unit&lt;br /&gt;
|[[File:Secondary_Flamer_Unit_effect.png|160px|thumb|]]A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Flamer_Unit_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LargeIncineratorTank.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Tank Flamer Magazines (x5)|Tank Flamer Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 120 units of fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-TOW-Launcher.png]]&amp;lt;br&amp;gt;TOW Launcher&lt;br /&gt;
|Fires rockets at the enemy.&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOW_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#TOW Launcher Magazines (x4)|TOW Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 5 rockets.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-M56-Cupola.png]]&amp;lt;br&amp;gt;M56 Cupola &lt;br /&gt;
|A heavily modified smartgun made for tanks. Has IFF features.&lt;br /&gt;
&#039;&#039;&#039;Costs:400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56_Cupola_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cupola_Ammo_Box.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#M56 Cupola Magazines (x2)|M56 Cupola Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-Grenade-Launcher.png]]&amp;lt;br&amp;gt;Grenade Launcher&lt;br /&gt;
|A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Armament_Grenade_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank_GL_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Grenade Launcher Magazines (x10)|Tank Grenade Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 10 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Frontal Cannon Magazines (x)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Support&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Support Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Smoke-Launcher.png]]&amp;lt;br&amp;gt;Smoke Launcher&lt;br /&gt;
|Launches smoke forward to obscure vision.&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Smoke Launcher Magazines (x6)|Smoke Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Integrated-Weapons-Sensor-Array.png]]&amp;lt;br&amp;gt;Integrated Weapons Sensor Array&lt;br /&gt;
|Improves the accuracy and fire rate of all onboard weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Overdrive-Enhancer.png]]&amp;lt;br&amp;gt;Overdrive Enhancer&lt;br /&gt;
|Increases the movement speed of the vehicle it&#039;s attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_ArtilleryModule.png]]&amp;lt;br&amp;gt;Artillery Module&lt;br /&gt;
|Enables the gunner to see further. Similar to binoculars in function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armor Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!Default APC&lt;br /&gt;
|The default APC without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default APC Stats}}&lt;br /&gt;
|-&lt;br /&gt;
!Default Longstreet Tank&lt;br /&gt;
|The default Longstreet Tank without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default Tank Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Concussive-Armor.png]]&amp;lt;br&amp;gt;Concussive Armor&lt;br /&gt;
|Protects against all sources of damage by reducing it by 10%. Also protects against damage if you ram into a wall or get rammed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Concussive Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Caustic-Armor.png]]&amp;lt;br&amp;gt;Caustic Armor&lt;br /&gt;
|Protects the tank from chemical weapons and acid attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 800&#039;&#039;&#039;&lt;br /&gt;
{{Caustic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Ballistic-Armor.png]]&amp;lt;br&amp;gt;Ballistic Armor&lt;br /&gt;
|Protects the tank from high penetration weapons and slashing attempts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs:600&#039;&#039;&#039;&lt;br /&gt;
{{Ballistic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Paladin-Armor.png]]&amp;lt;br&amp;gt;Paladin Armor&lt;br /&gt;
|Protects the tank from large explosive projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Paladin Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Snowplow-Armor.png]]&amp;lt;br&amp;gt;Snowplow Armor&lt;br /&gt;
|Provides no armor but the ability to plow through snow tiles to forge supply lines out of the cold wasteland that is Sorokyne. Additionally targets ran over will take additional damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
{{Snowplow Armor Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Treads&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Treads and Wheels:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Treads&lt;br /&gt;
|Integral to the movement of the tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Robus Treads&lt;br /&gt;
|A more reinforced and stronger variant of the tank&#039;s treads. Though with the stronger tracks, it will slow the tank down a bit more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 350&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|The wheels of  the APC. Necessary for it to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Turret&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Turret:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank_Turret.png]]&amp;lt;br&amp;gt;M34A2-A Multipurpose Turret&lt;br /&gt;
|The turret of the tank. Houses the primary and secondary armaments of the the tank. Needs a powerloader in order to lift it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 1000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* If the APC is standing on the rear door of the dropship, It will not be able to launch. Take care of your positioning!&lt;br /&gt;
* You can give a nickname to your vehicle in the Vehicle Tab, make sure to give it a name that is compatible with the RP standards of the server, or you might get in trouble with staff.&lt;br /&gt;
&amp;lt;!-- INSERT MORE TIPS HERE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|leadership=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=25078</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=25078"/>
		<updated>2023-03-31T22:27:40Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 &lt;br /&gt;
|superior = Command Staff&lt;br /&gt;
|unlock = Ten hours as any squad role and Three hours as [[Squad Radio Telephone Operator|Squad RTO]].&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;|A highly protective set of armour reserved for squad leaders in the USCM.&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:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. Does not obscure vision. It provides a small amount of eyes and mouth protection against melee and explosive damage. With a fairly high degree of defense against biohazards. This does not protect the rest of the head in any way.&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 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;
&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 &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|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 three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Squad Engineer]] 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:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&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;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16628 Regular/Operation squad management thingies] by Kesserline&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16154 Leadership phenomenon : Squad Cohesion] by Kesserline&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16264 Some Psychology and Management as a SL] by Kesserline&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16424 Tactics on the field : some tips] by Kesserline&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?1805-Rigga-s-SL-guide-Part-2-Electric-Boogaloo: Rigga&#039;s SL guide: Part 2 Electric Boogaloo] By Swagbag&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=25077</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=25077"/>
		<updated>2023-03-31T22:26:14Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Skill Sets: updated skill tables to include fireman carry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synth_IMP_vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3A1 Synthetic Utility Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A suit vest purpose-made for synthetics and based off of the M3 pattern armors, complete with a shoulder-mounted flashlight and a suit storage slot. Provides no protection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are fire resistant. Now no longer limited to MP personnel!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions. Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
&lt;br /&gt;
*To recharge the backpack, go up to an apc while wearing the backpack and click on the apc in grab intent.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
!Charge Cost&lt;br /&gt;
|-&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|[[File:Protective Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Protective Form&#039;&#039;&#039;&lt;br /&gt;
|Reduces brute and burn damage taken by 80%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will be unable to attack whilst this ability is active.&#039;&#039;&#039;&lt;br /&gt;
|width=100| 50 Charge&lt;br /&gt;
 |-&lt;br /&gt;
 |width=100|[[File:Immobile Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Immobile Form&#039;&#039;&#039;&lt;br /&gt;
| Immobilses you so that you won&#039;t be pushed about.&lt;br /&gt;
|width=100| 20 Charge&lt;br /&gt;
|-&lt;br /&gt;
 |width=100|[[File:Repair Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Repair Form&#039;&#039;&#039;&lt;br /&gt;
| Repairs a moderate amount of sustained damage.&lt;br /&gt;
|width=100| 100 Charge &lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical_Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}} (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Experimental_vendor.png|64px]] Experimental Vendor [[File:Experimental_vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation, via inserting the token from your equipment rack.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Experimental Tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Tool:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Autocompressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autocompressor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A device that gives regular compression to the victim&#039;s ribcage, used in case of urgent heart issues. Click a person with it to place it on them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Backpack_Firefighting_Watertank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Backpack Firefighting Watertank&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A refrigerated and pressurised backpack tank with an extinguisher nozzle, intended to fight fires and plug hull breaches. Can swap between extinguisher, metal foam launcher and a smaller scale metal foamer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding 5px;&amp;quot; |[[File:B5_Breaching_Hammer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;B5 Breaching Hammer&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls, but looks way too heavy for a human to use. Fits on the back slot like a fire-axe.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_defib.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This particular defibrillator has halved charge capacity compared to the standard emergency defibrillator, but can fit in your pocket. Has 10 charges.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_Nailgun.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Nailgun Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Cannot fire nails offensively due to a lack of a gas seal around the nail, meaning it cannot build up the pressure to fire.  Comes with three magazines - one loaded, and two spare.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Crew_monitor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crew Monitor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A tool used to get coordinates to deployed personnel. It was invented after it was found out 3/4 command officers couldn&#039;t read numbers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_meson_googles.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Meson Googles&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An improved but experimental version of the standard issue meson goggles, due to increased complexity these can only be worn by synthetics. Allows for full night vision and viewing of the surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Portadialysis.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Dialysis Machine&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A man-portable dialysis machine, with a small internal battery that can be recharged. Filters out all foreign compounds from the bloodstream of whoever it&#039;s attached to, but also typically ends up removing some blood as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Telebaton.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Telescopic Baton&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A compact yet rebalanced personal defense weapon. Can be concealed when folded.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]Colony Synthetic Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=1&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]Shipside Synthetic Skillset[[File:Synth.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warden&amp;diff=25076</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warden&amp;diff=25076"/>
		<updated>2023-03-31T22:24:45Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Skillset */ updated skill table to include fireman carry, for some reason warden has lower carry skills than the rest of the MP department&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 = &amp;lt;!--Warden.png --&amp;gt; ClownPlaceholder.png&lt;br /&gt;
|jobtitle = Military Warden&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant &lt;br /&gt;
|superior = Command Officers, [[Chief MP]] and [[Marine Law]]&lt;br /&gt;
|unlock = Five 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. &#039;&#039;&#039;You are not allowed to deploy groundside&#039;&#039;&#039; you are the Warden, just like the [[Chief MP]] you should never be groundside; if caught you can suffer punishments. &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 the Captain says, 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). &lt;br /&gt;
*Granting Executions with the XO or CO&#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;
Here you will spend most of your time dealing with Prisoner Processing, and watching over them from the Cellblock. This is your kingdom, become familiar with it. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CMP&#039;s Office&amp;quot; is located to the North of the brig, just near the hallway shutters. There is a fax machine if needed, as well as a record console and camera console. You shouldn&#039;t be spending much time here.&lt;br /&gt;
&lt;br /&gt;
The brig itself contains several different areas. To the North West is the shutter control. Their is two &amp;quot;Control Points&amp;quot; just adjacent to one another. In-between both is the actual brig access to the East. &lt;br /&gt;
&lt;br /&gt;
The largest room itself is the &amp;quot;Staff Room&amp;quot;, not much is done here besides eating or observation of inmates. &lt;br /&gt;
&lt;br /&gt;
Just to the north is the &amp;quot;Execution Room&amp;quot;, it has an observation theatre just west of it. In this room two forms of executions are allowed: Lethal Injection if the CMO is available, and Firing Squad, which is the most common form. &lt;br /&gt;
&lt;br /&gt;
Just West of the Staff Room is the &amp;quot;Armory&amp;quot;, this is not the biggest however. A far larger Armory lies just south of the Brig, on the Port side. &lt;br /&gt;
&lt;br /&gt;
The Southern portion of the Brig is the &amp;quot;Common Room&amp;quot;, here prisoners can find ways to entertain themselves and mingle amongst either. &#039;&#039;&#039;Remember&#039;&#039;&#039; this is a right for prisoners to have access. &lt;br /&gt;
&lt;br /&gt;
Connected to the Common Room to the West is the actual &amp;quot;Holding Cells/Cell Block&amp;quot;. Here is where the prisoners are stripped down into appropriate clothing and booked for their crimes. &lt;br /&gt;
&lt;br /&gt;
Westward of the Cell Block is the &amp;quot;First Aid Station&amp;quot;, instead of dragging Injured prisoners to medbay; get a Doctor to assist them here. &#039;&#039;&#039;Remember&#039;&#039;&#039; their timer is paused every time they are out of the cell. &lt;br /&gt;
&lt;br /&gt;
North of the First Aid Station is the &amp;quot;Interrogation Room&amp;quot;, as the name implies you question suspects of whatever crime was committed. &lt;br /&gt;
&lt;br /&gt;
Just North of the Interrogation Room is the &amp;quot;Evidence Storage&amp;quot;, here you store any evidence used in a crime or for a pending investigation. You have secure lockers if needed. &lt;br /&gt;
&lt;br /&gt;
Now the central area around all of this is the &amp;quot;Processing Center&amp;quot;. Here you will take prisoners ID&#039;s and use the [https://cm-ss13.com/wiki/Military_Police#Jurisdictional_Automated_System Jurisdictional Automated System] to book criminals into the slammer. Next to this device is a Records Console and Filing Cabinet to hold Personnel Records. &lt;br /&gt;
&lt;br /&gt;
North of the Processing Center is the &amp;quot;Permanent Confinement Cells&amp;quot;. These are specifically designed for Inmates who have performed a Capital Crime and or waiting for an Execution. &lt;br /&gt;
&lt;br /&gt;
Lastly, West of the Permanent Confinement area is the Brig &amp;quot;Cryosleep Bay&amp;quot;. Here SSD prisoners or Officer may be secured away for a goodnights sleep. &#039;&#039;&#039;Always&#039;&#039;&#039; secure items off prisoners before putting them in the Cryo bay.&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 cuffs 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 the 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. Once said is done open up the back room access and observe the behavior until their time is up. &lt;br /&gt;
&lt;br /&gt;
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. &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 Common Room.&lt;br /&gt;
# Restrain the person to their room 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=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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25075</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25075"/>
		<updated>2023-03-31T22:23:09Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Your Skillset: updated skill table to include fireman carry, also got rid of the extra skillset title it had for some reason&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 = &amp;lt;!-- MilitaryPolice.png --&amp;gt;ClownPlaceholder.png&lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = Command Officers, [[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 upper medbay. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the aCO 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 upper medbay.&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;
* Upper research&lt;br /&gt;
* Morgue&lt;br /&gt;
* Research containment&lt;br /&gt;
* Chemistry Laboratory LVL1&lt;br /&gt;
* Medical lockers&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 Policeman, 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;
As per [[Marine Law]] 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, and if they do not complete the NJP, you may add 10 minutes to the sentence. NJPs may only be as long as the punishment would be, and no longer.&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 aCO 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 marshalls are not from the Marshal provost office and do not receive immunity. Ahelp when unsure!&lt;br /&gt;
* Survivors cannot keep their weapons while on the ship if at a green 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 combat, 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;
* At this time REQ or Command positions are not assignable by MP&#039;s.&lt;br /&gt;
&lt;br /&gt;
=Your Workspace=&lt;br /&gt;
The Brig is located West (fore) of Briefing and can be accessed through the numerous 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;
The Brig is likely where you will spend a lot of time as MP. The Chief MP&#039;s office is in the north checkpoint and contains a fax machine, records console, and a camera console plus the CMP&#039;s bunks.&lt;br /&gt;
&lt;br /&gt;
To the south (or port) of the office is the brig itself. It contains the brig cells with timers, you can also find the general work area there, which includes some vendors, the Evidence room, some general gear, and the forensic computer. The infirmary where prisoners can be treated is located next to the general work area. The holding cells, the execution room, and the isolation cells or as its also known; perma. It is located in the main part of the brig.&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 his/her life ended and in the corner of the room: a blindfold, pack of cigarettes and a lighter. In the bottom right corner, there is a locker. The locker itself can only be opened by the CMO/CO. Inside the locker lies the lethal injection in both syringe and autoinjector forms. The lethal injection procedure is made up by an overdose of QuickClot. For the procedure of Execution, please see [[Marine_Law#Executions|Marine Law - Executions]].&lt;br /&gt;
&lt;br /&gt;
The Perma section has two lockers for the prisoner&#039;s gear and is equipped with the standard radio headset, prisoner orange jumpsuit, and orange boots. The perma cells vary a bit between each other but have a few things in common like flash&#039;s Mounted in the cells and blast shield doors that can be brought down. Next to the Isolation cells in perma is where you find some straightjackets and muzzles for bad-tempered prisoners.&lt;br /&gt;
=== Armory and Security Lockers===&lt;br /&gt;
&lt;br /&gt;
The Armory and Security lockers, located in the south checkpoint contains six lockers in the armory and the security lockers outside. The lockers in the armory are bulletproof and only open on Red Alert, but can be opened manually by the CMP or the XO/CO.&lt;br /&gt;
&lt;br /&gt;
[[File:Ss13_MP_armory.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidearm Lockers:&#039;&#039;&#039;&lt;br /&gt;
* M4A3 Service Pistol&#039;s&lt;br /&gt;
* M4A3 Magazines.&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;
* M37A2 Shotguns&lt;br /&gt;
* Shotgun Bean Bag Shells&lt;br /&gt;
* M5 Riot Armor and Helmet&lt;br /&gt;
* Riot Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun Lockers:&#039;&#039;&#039;&lt;br /&gt;
* Mk221 Tactical Shotguns&lt;br /&gt;
* Box of Shotgun Slug Shells&lt;br /&gt;
* Box of Shotgun Buckshot Shells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Lockers&#039;&#039;&#039;&lt;br /&gt;
* A spare uniform set with a headset and armor&lt;br /&gt;
* Flashlight&lt;br /&gt;
* SecHud&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Taser&lt;br /&gt;
* Stun Baton&lt;br /&gt;
* Flash&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Medium General Pouch&lt;br /&gt;
* Security Backpack&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 fulfill your duties.&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 Commanding Officer from their position, it may also be used to inform High Command 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 general brig area, at security checkpoints, and the 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 (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. 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. &#039;&#039;&#039;Note: Removing your ID does not log you out. It is imperative you don&#039;t leave a computer logged in especially in high traffic areas such as the CIC Entrance. The logs will show as if you made the changes.&#039;&#039;&#039;&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 one 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: Stun baton, Flash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pepper spray refiller:&#039;&#039;&#039; Located in the brig armory and locker room, can be used to refill pepper spray.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUDGlasses:&#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 &amp;lt;br /&amp;gt; [[File:Wanted.png]] Arrest - Examine them to find out why they are wanted.&amp;lt;br /&amp;gt; [[File:Incarcerated.png]] Incarcerated - 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;
&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 hat typically worn by the field-officers of the USCM. Only available to MP&#039;s. This one has a unique red color to designate MP personnel.&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 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 try to pick up a Stun Baton gets stunned.&lt;br /&gt;
* Stun Batons can be charged 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. Pepperspray can only be blocked if you have something covering both eyes and mouth like a Gas Mask or wearing both Surgeon Mask plus Glasses.&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_Variants.gif]]&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|64px]]&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;Shotgun storage locker&#039;&#039;&#039;, comes pre-loaded with shotgun slugs.&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;| A face-covering mask that can be connected to an air supply. Filters harmful (Tear) gases from the air.&lt;br /&gt;
&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:M37_Variants.gif|64px]]&lt;br /&gt;
[[Marine Equipment#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump-Shotgun (For bean bags)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Users should still keep in mind that the M37A2 must be pumped after every shot.&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;
&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;
&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;
[[File:Annotation 2020-07-08 230053 (2).png|400px]]&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, and Additional Crimes. &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;
&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=25074</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=25074"/>
		<updated>2023-03-31T22:21:33Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 = Requisitions Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = First Lieutenant&lt;br /&gt;
|superior = [[Commanding 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;Requisitions Officer&#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 RO 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 Requisitions Officer 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 RO 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 RO 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 RO has an &amp;quot;E&amp;quot; pad, which works similarly to other launching pads, but the RO 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;
* 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 RO 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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=25073</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_Engineer&amp;diff=25073"/>
		<updated>2023-03-31T22:21:03Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 = First Lieutenant&lt;br /&gt;
|superior = [[Commanding Officer]]&lt;br /&gt;
|unlock = Ten hours as a [[Maintenance Technician]] and 1 hour as [[Military Police]].&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;&lt;br /&gt;
If you have no idea how to set up the engine, or it&#039;s your first time, mentorhelp so that a mentor can assist you.&amp;lt;br&amp;gt;&lt;br /&gt;
You are also next in the chain of command, should the bridge crew fall in the line of duty.&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) to overcome any engineering challenges that may present themselves on the vessel. They are also the third in command of the ship.&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;:e&#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]], [[Squad Engineer]]s, [[Staff Officer]]s, or [[Requisitions Officer]] - 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 unnnecessary 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.&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;
}}&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 and Sources=&lt;br /&gt;
----&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=8203 How to repair tcomms from alien damage]&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=25072</id>
		<title>Chief MP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=25072"/>
		<updated>2023-03-31T22:20:38Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 = &amp;lt;!--WarrantOfficer.png --&amp;gt;ClownPlaceholder.png&lt;br /&gt;
|jobtitle = Chief MP&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = First Lieutenant&lt;br /&gt;
|superior = [[Marine Law]], Command Staff, High Command&lt;br /&gt;
|unlock = Ten hours as [[Military Police]] 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 likely where you will spend most of your time as CMP. In your office, you can find your locker which has some MP tools and spare gear, paper and a pen, a fax machine, a records console, and a camera console. You will find your office North of the brig, West to the Northern Security Checkpoint. Once inside the brig, at the very southwest, there are the normal cells while in the North-West you will find the perma cells. The central brig is a place when all MP personnel may discuss topics, etc and North of it there is the evidence room, while in the South, there is a small infirmary for quick analysis and wounded treatment ( You will want to call a Doctor to the brig in case something like this happens, to keep the prisoner contained while receiving medical treatment ). In the very North-East of the brig, there is the Execution Chamber where you will spend the last moments of your life in case you are non-MP personnel or someone that does not have access to that area.&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 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 acting Commanding Officer. While you may override their decision, in the interest of fairness you should allow the Commanding Officer to perform the appeal if you were involved in the arrest of the prisoner in question. 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;
If the [[Commanding Officer]] is the accused, you should gather all evidence you can get your hands on, and inform High Command via Fax. If deemed Innocent, the Commanding Officer may be subject to a prevarication charge and may be arrested &#039;&#039;&#039;WITH&#039;&#039;&#039; authorization from High Command.&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=25071</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=25071"/>
		<updated>2023-03-31T22:20:16Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 = First Lieutenant&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 are a civilian, and are not subject to follow military chain of command, but you do work for the USCM.&amp;lt;br&amp;gt;&lt;br /&gt;
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 [[Squad Medic|Combat Medics]], 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 centre 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 Alamyer 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 can get 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 secure the FOB to ensure safety of your subordinates at the LZ. All your medical staff, while part of the USCMC as Second Lieutenants, 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.&lt;br /&gt;
&amp;lt;br&amp;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 and Researchers&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&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 the sea 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-Yunati 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 Retrival. 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;
* 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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Senior_Enlisted_Advisor&amp;diff=25070</id>
		<title>Senior Enlisted Advisor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Senior_Enlisted_Advisor&amp;diff=25070"/>
		<updated>2023-03-31T22:19:49Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 = SEA.png&lt;br /&gt;
|jobtitle = Senior Enlisted Advisor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Gunnery Sergeant / First Sergeant / Sergeant Major&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Fifteen hours as any squad role, ten hours as any engineering, police and medical roles. Five hours as command roles. [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Mentor Application].&lt;br /&gt;
|duties = Advise the crew, act as a morale figurehead, teach newbies.&lt;br /&gt;
|guides = [[Leadership]], [[Marine Law]], [[Standard Operating Procedure]], [[Guide to Engineering]], [[Guide to construction]], [[Guide to Medicine]], [[Requisitions]]&lt;br /&gt;
|description = Your primary job is to act as an in-game mentor for new marine players, while also providing advice to command and the crew, with matters regarding [[Marine Law]] and [[Standard Operating Procedure]].&lt;br /&gt;
}}&lt;br /&gt;
= Overview =&lt;br /&gt;
&#039;&#039;&#039;Senior Enlisted Advisors (SEA)&#039;&#039;&#039; are the senior most ranked enlisted aboard the ship. An SEA&#039;s primary objective is to offer in game mentoring to any crew member aboard the ship that may need help with matters especially concerning [[Marine Law]], or [[Standard Operating Procedure]] however, you can help any other personnel that is new/inexperienced in a specific department, provided that you are confident in the operations in the department yourself. Additionally, it is their job to assist and teach new recruits the basics of how to work their legs and hands, how to fire a weapon, how to put on their clothes and how to take the dropship down to their early graves. With extensive access as well as an office directly connected to cryogenics, you have the ability to show others how to work the tools aboard the ship in order to help them understand what they must do within the capabilities of their role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: SEAs can only be played by In-Game mentors and moderator+. You can apply for mentor by accessing this link [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Mentor Application].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the SEA you are not a part of the chain of command, and are not above officers in authority. You have the ability to tell enlisted to get into shape where it may be necessary but overall you should be playing as a support character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A good SEA will:&#039;&#039;&#039;&lt;br /&gt;
* Take new players through the basics.&lt;br /&gt;
* Be a figurehead for the enlisted ranks.&lt;br /&gt;
* Follow both Marine Law and Standard Operating Procedure by the book.&lt;br /&gt;
* Advise command and other departments alike.&lt;br /&gt;
* Try to ensure every department is running smoothly.&lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
The SEA&#039;s office is where you will be able to oversee cryogenics and spot new people waking up. While you aren&#039;t required to sit here the whole round, it&#039;s a good idea to check back every once in a while to make sure any jarheads aren&#039;t left unattended.&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=0&amp;gt; &lt;br /&gt;
File:SEA_Area.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Quickstart Guide =&lt;br /&gt;
&lt;br /&gt;
== Training New Recruits ==&lt;br /&gt;
The most important job for an SEA is to train the new boots fresh out of cryogenics. Some may be unable to walk, use their hands, or even speak. The easiest way to identify fresh marines are by checking their rank. New marines that have just started playing (less than 9 hours of playtime) will be ranked E1 &amp;quot;Private&amp;quot;. It&#039;s important you do what you can to get their attention and inform them of any controls and actions they may not know about. Once they have the basics down you should take them through prep and teach them how to fire a weapon. Additionally, you may teach them how to treat their own wounds, reload, use a boot knife, go through requisitions, and deploy.&lt;br /&gt;
&lt;br /&gt;
== Advising the Crew ==&lt;br /&gt;
If you end up with some downtime where there aren&#039;t and new crew to train, you can go ahead and check out the other departments to see how well they are functioning. Always be on the lookout for people that may need help with their department, and try to teach old dogs new tricks wherever possible. This is also a good opportunity to rustle some feathers and tell the enlisted to shape up and follow regulation. As you are the SEA, you live and breathe regulations by the book. It is your life&#039;s work.&lt;br /&gt;
&lt;br /&gt;
== Morale on the Field ==&lt;br /&gt;
Finally, as the SEA you have the ability to deploy and bark out morale-boosting insults like the old man (or woman) you are. You have a good set of leadership and defensive skills that allow you to move around the base of operations on the field in order to provide support. Just as you would on the ship, this is also a great opportunity to tell marines to police their moustaches and put their armour on. You have every right to be on the FOB to act as a figurehead morale booster, however, the line is drawn at seeking combat and leading charges because that&#039;s not what the point of the role is. Do not leave the FOB, you are not a combat role and should the situation on the surface become dangerous, you are to return to the USS Almayer.&lt;br /&gt;
&#039;&#039;&#039;You cannot be ordered to deploy against your will, barring to aid construction efforts of the FOB when teaching new engineers. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
= Equipment =&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] ColMarTech SEA Equipment Rack [[File:Surplus_Vendor.png|64px]]===&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;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:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officer Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A dress uniform typically worn marines of the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Combat_gloves.png|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. It reads: &#039;knit by Marine Widows Association&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Command_headset.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Issued only to senior command staff. Channels are as follows: :v - marine command, :p - military police, :a - alpha squad, :b - bravo squad, :c - charlie squad, :d - delta squad, :e - engineering, :m - medbay, :u - requisitions, :j - JTAC,  :t - tactics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fancy_satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A very fancy satchel made of fine leather. It&#039;s got a lock on it.&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 for combat scenarios or combat situations. All combat, all the time.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belt&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:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
&lt;br /&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_lifesaver_bag.png|64px]]&lt;br /&gt;
&lt;br /&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 medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
&lt;br /&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 Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&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;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:autoinjector-pouch.png|64px]]&lt;br /&gt;
&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 squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|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;&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. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:largemag-pouch.png|64px]]&lt;br /&gt;
&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:medkit-pouch.png|64px]]&lt;br /&gt;
&lt;br /&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. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|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 M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|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 hold 6 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat 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;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:M3-VL Pattern Vest Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-VL Pattern Vest Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&lt;br /&gt;
{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3_Pattern_Personal_Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bulletproof_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulletproof Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|-&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: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:brown_webbing_vest.png|64px]]&lt;br /&gt;
&lt;br /&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. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&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;&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. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&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. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
|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;&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;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Headwear&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:drillhat.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drill Hat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A formal hat worn by drill sergeants. Police that moustache.&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;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;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=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=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;br /&gt;
&lt;br /&gt;
= Additional Rules =&lt;br /&gt;
*The SEA should not show how to make chemical grenades or tell a doctor how to mix special chemicals. You can offer verbal support for basic doctor things IE: making in-character references to a surgery manual and sending them the wiki in (LOOC) If officers need help learning overwatch or OB, make sure the aCO/CO is aware, and remember you are still an Enlisted person, so we expect you to roleplay when dealing with Officers. You don&#039;t go all Gunnery Sergeant Hartman/FMJ on an officer.&lt;br /&gt;
&lt;br /&gt;
*You cannot be deputized to perform policing, only in an emergency with no MPs on the server should you detain a marine. Call for MPs if you see someone breaking marine law&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
https://docs.google.com/presentation/d/1VCacxf_B2SES3nXBacncOJdCrOsVgWubcNRIc4gVOjo/edit - Made by Jonathon Granger&lt;br /&gt;
https://cm-ss13.com/forums/showthread.php?10559-On-Boot-training - Made by RNGPriest&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=25069</id>
		<title>Staff Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=25069"/>
		<updated>2023-03-31T22:19:05Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 = BridgeOfficer.png&lt;br /&gt;
|jobtitle = Staff Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = One hour as a [[Squad Leader]], One hour as any military police role fifteen hours as any human role.&lt;br /&gt;
|duties = Provide overwatch, assist the Commanding Officer.&lt;br /&gt;
|guides = [[Marine Law]]&lt;br /&gt;
|description = Your job is to monitor the marines, man the CIC, and listen to your superior officers.&lt;br /&gt;
You are in charge of logistics and the overwatch system. You are also in line to take command after the executive officer.&lt;br /&gt;
}}&lt;br /&gt;
= Overview =&lt;br /&gt;
&#039;&#039;&#039;Staff Officers (SO)&#039;&#039;&#039; are sixth in command after the &#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039; &#039;&#039;&#039;(CE)&#039;&#039;&#039;, &#039;&#039;&#039;[[Requisitions_Officer|Requisitions Officer]]&#039;&#039;&#039; &#039;&#039;&#039;(RO)&#039;&#039;&#039; and &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; &#039;&#039;&#039;(CMP)&#039;&#039;&#039;. Despite being the 6th in line for Command, generally when there is no &#039;&#039;&#039;[[Commanding Officer|CO]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Executive Officer|XO]]&#039;&#039;&#039;, the role of Acting Commanding Officer will pass down to you since other department heads are too busy in their own department. A SO&#039;s primary objective is to support the marine squads using the &#039;&#039;&#039;Overwatch Consoles&#039;&#039;&#039; and to communicate with the crew of the ship so that key information can be relayed to all personnel, an example for this would be relaying to the doctors that there are injured about to land on the Almayer aboard the Normandy. Overwatch allows for you and the other command personnel to oversee squad operations from the safety of the &#039;&#039;&#039;Combat Information Centre (CIC)&#039;&#039;&#039;. Overwatch is a potent tool in the hands of a competent (or even semi-competent) officer, but a poor one can lead their squad to disaster in a hurry. If you like knowing what&#039;s going on all over the map, the SO role is for you.  Make sure you know the maps well before taking on the SO role - or learn on the job.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A good SO will:&#039;&#039;&#039;&lt;br /&gt;
* Know the map. &lt;br /&gt;
* Talk to his or her squad.&lt;br /&gt;
* Communicate and coordinate with command staff as well as the ship&#039;s crew.&lt;br /&gt;
* Build a good rapport with their [[Squad Leader]].&#039;&#039;&lt;br /&gt;
*Try to coordinate with other Staff Officers to send them Help/ask for Manpower, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: As a staff Officer you are rather flexible when it comes to orders, so that being said, you may order your squad to perform certain duties without asking the Commanding Officer for permission, but you will be held responsible for your actions in case things go for the worse.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Staff Officer Area ==&lt;br /&gt;
The staff officer area is where you will spend most of your round coordinating with the other command staff and the boots on the ground. Note that there are three other areas in CIC where a staff officer can set up for the round, all of which have the same layout and are in close proximity to the Commanding Officer&#039;s central desk so that relaying orders can be done through local chat.&lt;br /&gt;
* If CIC&#039;s power is out, all the electronic equipment will be unusable so make sure the engine is taken care of by an OT or a Squad Engineer if there isn&#039;t an OT.&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=0&amp;gt; &lt;br /&gt;
File:Staff_Officer_Area.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; width=120|Object:&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; width=100 |Highlighted Colour:&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Security_Camera_Console.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Security Camera Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Orange&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The security camera console allows the user to cycle through the security cameras located around the map, useful for locating escaped prisoners or aliens.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Overwatch_Console.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overwatch &amp;lt;br&amp;gt; Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | White&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;The overwatch console allows the user to:&#039;&#039;&#039;&lt;br /&gt;
* Choose which squad to overwatch for. &lt;br /&gt;
* Send messages to your designated squad.&lt;br /&gt;
* Set up and alter the primary and secondary objectives.&lt;br /&gt;
* Fire and adjust an orbital strike.&lt;br /&gt;
* Fire supply crates to their designated position.&lt;br /&gt;
* Monitor the lifesigns of all squad members.&lt;br /&gt;
* Promote a squad member in the field to squad leader.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Wall_Intercomms.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wall Intercomms&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Red&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The wall intercomms unit allows the user to send out messages over the general radio.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:CMP_II.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tech Control Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Light Blue&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Tech Control Console controls who is currently in command of purchasing and unlock Techwebs. (TECHWEBS ARE CURRENTLY REMOVED)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Overwatch Console =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; |Overwatch Console Menu:&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; |How to Use it:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|[[File:OW_Assigning_yourself_as_operator.png|200px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Click on the dotted line to sign in. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:OW_Selecting_your_squad.png|left|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Click on the dotted line to open the squad selection window, then pick a squad to overwatch. You should discuss with your fellow staff officers first to decide who overwatch&#039;s which squad, or ask to be assigned a squad by the executive officer/commanding officer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:OW_Console_Window.png|1500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;The Main Interface:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
&#039;&#039;&#039;Operator:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Named Operator&#039;&#039;&#039; - By clicking on the current operator you can switch places with them to take over that squad as their Overwatch.&lt;br /&gt;
* &#039;&#039;&#039;Stop Overwatch&#039;&#039;&#039; - By clicking this you resign yourself as that squads operator and effectively log out of the console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Message Squad&#039;&#039;&#039; - Sends out a squad wide message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Leader:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Squad Leader&#039;s Name&#039;&#039;&#039; - Lets you view what they see through their helmets inbuilt camera.&lt;br /&gt;
* &#039;&#039;&#039;MSG&#039;&#039;&#039; - Directly messages the squad leader.&lt;br /&gt;
* &#039;&#039;&#039;Change Squad Leader&#039;&#039;&#039; - Allows you to change the Squad Leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Check&#039;&#039;&#039; - Allows you to check the current objective.&lt;br /&gt;
* &#039;&#039;&#039;Set&#039;&#039;&#039; - Allows you to set a objective for the squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dealing with marines:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Report a marine for insubordination&#039;&#039;&#039; - Brings up a menu with a list of the marines in that squad, after clicking on the desired marine name they will be marked for insubordination and as such making them wanted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Transfer a marine to another squad&#039;&#039;&#039; - Brings up a menu with a list of the marines in that squad, after clicking on the desired marine name you are able to choose which squad to move them to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orbital Control:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supply Drop Control&#039;&#039;&#039; - Allows you to fire any supply crates that have been loaded by the requisitions staff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment Control&#039;&#039;&#039; - Allows you to fire USS Almayer&#039;s Orbital Cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Monitoring:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Squad Monitor&#039;&#039;&#039; - Brings up a separate window housing each squad member&#039;s name, fire team, role, vital signs, location and distance to the squad leader. Click the names to access their helmet cameras.&amp;lt;/small&amp;gt;&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Communication =&lt;br /&gt;
The most important job for a SO is to communicate! Over-talking is vastly better than under-talking. The CO should give orders to the SOs (:v channel), who then relay these orders to the Squad Leaders (SL) and squads. The SLs should communicate everything to the SOs, who then relay this information to the CO.  It&#039;s important that squads coordinate with one another.  If the CO isn&#039;t forming an overall plan, try to talk to your other officers to get something working. SOs and SLs work closely together as a team, so it&#039;s important to form a good relationship. It&#039;s just as important to talk to the individual marines using the headset and make sure they&#039;re getting what they need to be effective. Remember that you&#039;re going to have some combat veterans and some rookies right out of boot camp. You can help the [[Squad Marine|boots]] along via radio. A helpful SO might also relay important information or ask questions of medical staff (:m), requisitions (:u), the military police (:p), or engineering (:e).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tactical Map=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; width=150|Object:&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Map_table.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Table&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By examining the Map table (Shift Click or right click &amp;quot;examine&amp;quot;) a tactical minimap will appear of the Outpost/Colony/Prison which will update in real time the locations of squads,  and other USCM personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The tactical map can also be accessed from the [[File:Communications_console.png]] &#039;&#039;&#039;Communications Console&#039;&#039;&#039; and the [[File:Overwatch_Console.png|50px]] &#039;&#039;&#039;Overwatch Consoles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Map:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&amp;lt;center&amp;gt;[[File:Tactical_Map.gif]]&amp;lt;/center&amp;gt;&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Map Key:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Alpha_Squad_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Alpha Squad Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of a squad member from Alpha.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Bravo_Squad_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Bravo Squad Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of a squad member from Bravo.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Charlie_Squad_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Charlie Squad Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of a squad member from Charlie.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Delta_Squad_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Delta Squad Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of a squad member from Delta.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Vehicle_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Vehicle Map Signature&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of an occupied vehicle.&lt;br /&gt;
 |- &lt;br /&gt;
 |[[File:Non-Squad_USCM_Personnel_Map_Signature.png]]&lt;br /&gt;
&#039;&#039;&#039;Non-Squad USCM Personnel Map Signature +&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Assigned Overwatch Squad Members&#039;&#039;&#039;&lt;br /&gt;
 |Depicts the location of Non-Squad USCM personnel. If you are using the overwatch console it will show every other squad but your assigned one as this signature.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Quickstart Guide =&lt;br /&gt;
== Change Your Headset! ==&lt;br /&gt;
Once you&#039;ve picked a squad to Overwatch, it&#039;s very important to make sure your command headset is &#039;&#039;&#039;turned on to your squad&#039;s channel&#039;&#039;&#039;. To do so, hold the headset in one of your hands and under &#039;&#039;&#039;Object &amp;gt; Activate Held Object&#039;&#039;&#039;, you will open the frequency tuner for your headset. Your command headset can listen to any squad &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Alpha (:a) &#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bravo (:b)&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Charlie (:c)&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Delta (:d)&#039;&#039;&#039;&amp;lt;/span&amp;gt; - or every squad at once. It starts off disengaged from these channels, so you have to do it yourself. Just click on it (or &#039;&#039;&#039;Z&#039;&#039;&#039;) to engage/disengage the channels you want to hear and how much information you can handle.&lt;br /&gt;
&lt;br /&gt;
== Messaging the Squad ==&lt;br /&gt;
You can send a &#039;&#039;&#039;direct message&#039;&#039;&#039; to all squad members via the [Message Squad] button. This circumvents your normal radios and shows up as a much more obvious message. Use it if you really need to get the point across. You can also send an SL a message similar to the squad-wide message, but it&#039;s sent only to them. This is good for getting their attention.&lt;br /&gt;
&lt;br /&gt;
This method is specially useful when comms are not up and you need to relay orders to your squad.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
[[File:Objective.png|thumb]]&#039;&#039;&#039;Objectives&#039;&#039;&#039; are another important aspect of the Overwatch console. The Primary and Secondary Objectives will show up on any squad member&#039;s Status pane (the top panes, like IC and OOC buttons). It&#039;s good to ensure your squad is staying cohesive. Bear in mind a good knowledge of the ground map is essential for giving objectives. Saying &amp;quot;gather up in Engineering&amp;quot; is not as good as saying &amp;quot;gather up in Engineering, southwest of the main complex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Supply Drop and Orbital Bombardment ==&lt;br /&gt;
Squad Leaders begin the game with a pair of Tactical Binoculars, other than relaying a laser point for CAS, it can also be used to find out the coordinates for mortar, supply drop and orbital bombardment.&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 (you) &lt;br /&gt;
# Staff Officer (you) 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 (you) 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 or any JTAC operators, uses the Tactical Binoculars to find out the coordinates for bombardment and relay it to the Staff Officer (you) &lt;br /&gt;
# Staff Officer (you) input the coordinates&lt;br /&gt;
# Staff Officer (you) fires upon the JTAC operator&#039;s request&lt;br /&gt;
* Orbital bombardments can penetrate up to underground and resin (but not deep underground or thick resin) ceilings (examine the floor tile to see the ceiling type).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible&amp;quot; style=&amp;quot;width:55%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Orbital Warheads:&#039;&#039;&#039;&lt;br /&gt;
!Orbital Warhead:&lt;br /&gt;
!Description:&lt;br /&gt;
!Radius:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HE_Orbital_Warhead.png]]&lt;br /&gt;
&#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
| Causes a devastating explosion in a large radius upon impact with it&#039;s designated target.&lt;br /&gt;
|18 tiles&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incendiary_Orbital_Warhead.png]]&lt;br /&gt;
&#039;&#039;&#039;Incendiary&#039;&#039;&#039;&lt;br /&gt;
| Releases a fiery payload over the targeted area.&lt;br /&gt;
| 18 tiles&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
&#039;&#039;&#039;Cluster&#039;&#039;&#039;&lt;br /&gt;
| Releases a cluster of explosives over the targeted area for 30 seconds, firing 6 bombs each second. To suppress any enemies advancing as well as pulverising and terrorising anything within range .&lt;br /&gt;
| 12 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When triggered, the Almayer will fire its heavy cannon (one of the two) after a short delay and target roughly the position of the co-ordinates. It&#039;s very dangerous within the radius of the coordinates, depending on the munition in the cannon. It is advised to see the ground situation via helmet camera in case of danger close fire missions. The Orbital Cannon will then need to be reloaded by the maintenance technicians or ordanance technicians.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Deploying to the Area of Operations ==&lt;br /&gt;
&lt;br /&gt;
In case you are deploying to the AO, you shouldn&#039;t be acting like a PFC++ with a fancy tactical shotgun and unga to the front like a delta. You are there to support marines, by giving them orders, using your order boosts to give them more endurance/aim or holding instances, and inform command  regarding appropriate courses of action since you have direct eyes on the AO.&lt;br /&gt;
&lt;br /&gt;
Remember the importance of your role so leave the killing part for other marines while you lead them.&lt;br /&gt;
&lt;br /&gt;
= List of Combat Information Center Electronics =&lt;br /&gt;
== Commanding Officer&#039;s/XO&#039;s Area ==&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=0&amp;gt; &lt;br /&gt;
File:CIC_consoles.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; width=120|Object:&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; width=100 |Highlighted Color And Number:&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; border: 2px solid black;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Dropship_console.png]]&lt;br /&gt;
&#039;&#039;&#039;Dropship Consoles&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | White - 1&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows remote launching of either of the two Dropships. Left is the Normandy console and Right is the Alamo console.&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:Communications_console.png]]&lt;br /&gt;
&#039;&#039;&#039;Groundside Operations Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Yellow - 2&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows you to make a groundside announcement and view the tactical map. Additionally can activate echo squad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Groundside_operation_console_ui.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Communications_console.png]]&lt;br /&gt;
&#039;&#039;&#039;Almayer Control Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Pink - 3&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;As a Staff Officer you have limited access to this console&#039;&#039;&#039;, however feel free to ask your superior to use it to call in an ERT or to make a shipwide announcement. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Almayer_control_console_ui.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Security_Cameras.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Cameras Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Cyan - 4&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Useful to check the ship for uninvited guests and escaped prisoners. Additionally you can check each departments areas for SSD personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:CIC_lockdowns.png]]&lt;br /&gt;
&#039;&#039;&#039;CIC Lockdown Buttons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Red - 5&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From Top To Bottom the buttons are:&lt;br /&gt;
*CIC Lockdown&lt;br /&gt;
*Hangar Lockdown&lt;br /&gt;
*Armory Lockdown&lt;br /&gt;
&#039;&#039;&#039;As a Staff Officer you don&#039;t have access to use these buttons.&#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:Telephone.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;CIC Telephone&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Orange - 6&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows you to call and take calls from members of the crew across the ship and planetside.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Crew Monitoring Console.png]]&lt;br /&gt;
&#039;&#039;&#039; Crew Monitoring Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Green - 7&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Crew monitoring console. Used to view the health and location of certain crewmembers planetside and shipside.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical consoles ==&lt;br /&gt;
[[File:CIC_medical_consoles.png|300px]]&lt;br /&gt;
* Crew Monitoring Console. Checks the status of any member of the crew.&lt;br /&gt;
* Medical Records. Access marines&#039; medical records, little actual use.&lt;br /&gt;
&lt;br /&gt;
== Security Level Alerts ==&lt;br /&gt;
* [[File:Keycard_Authentication_Device.png]] Keycard Authentication Device - Allows changing the Security Level to Red. Allowing shipwide evacuation and self-destruct.&lt;br /&gt;
[[File:Keycard_Authentication_Device_interface.png|350px]]&lt;br /&gt;
&lt;br /&gt;
== Identification consoles ==&lt;br /&gt;
[[File:Id_consloses.png|thumb]] Sometimes you will need to change the ID&#039;s of certain people, to do so you use the following terminals to complete this task:&lt;br /&gt;
* &#039;&#039;&#039;Squad Distribution Computer&#039;&#039;&#039;. You can use this to change someone&#039;s squad. For this to happen, you have to use &amp;quot;Grab&amp;quot; intent on the person you want to change the squad and click on the console. After that, you will be able to change his/her squad as long as the ID is input in the console.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identification Computer&#039;&#039;&#039;. It is the Terminal for programming company employee&#039;s ID card access.&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;How to use Identification Computer&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
[[File:Identification_computer_interface.png]]&lt;br /&gt;
# Take a spare ID and click the Identification Computer with the card in hand&lt;br /&gt;
# Take your ID and do the same&lt;br /&gt;
# Type the colonist&#039;s name in the Register Name field and click Rename&lt;br /&gt;
# Assign the role Colonist under Assignment&lt;br /&gt;
# Click the two IDs on top to eject the IDs&lt;br /&gt;
|}&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 Officer&#039;s order will last longer than a squad leads. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the orders 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;
= 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;
|leadership=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=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;
&lt;br /&gt;
= Guides =&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=2972 How To Overwatch] by Abbysynth » 30 Jul 2015&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=13130 Rhi&#039;s Guide to SO] by Rhicora » 30 May 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?p=184826#p184826 The SO life.]&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5020-Guide-to-the-Staff-Officer-Your-Eyes-in-the-Sky Guide to the Staff Officer: Your Eyes in the Sky] by naut » 21 March 2020&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Executive_Officer&amp;diff=25068</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Executive_Officer&amp;diff=25068"/>
		<updated>2023-03-31T22:18:08Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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 = XO.png&lt;br /&gt;
|jobtitle = Executive Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Captain&lt;br /&gt;
|superior = [[Commanding Officer]]&lt;br /&gt;
|unlock = 5 hours as [[Staff Officer]], 3 hours as any military police role.&lt;br /&gt;
|duties = Obey and support the Commanding Officer. Help run the operation.&lt;br /&gt;
|guides = [[Marine Law]]&lt;br /&gt;
|description = You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer.&amp;lt;br&amp;gt;You may need to fill in for other duties if areas are understaffed, and you are given access to do so.&amp;lt;br&amp;gt;Good luck, Commander !&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Boy&#039;s definitely got a corncob up his ass&#039;&#039;.&amp;quot;&lt;br /&gt;
―Private Frost, regarding Lieutenant Gorman, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Executive Officer =&lt;br /&gt;
&lt;br /&gt;
You are the &#039;&#039;&#039;Executive Officer&#039;&#039;&#039; (A.K.A The X.O.) the second in command of the [[Marines]]. You have been tasked with the &#039;&#039;&#039;same objective as the [[Commanding Officer]]&#039;&#039;&#039;, you&#039;re both there &#039;&#039;&#039;to command the marines&#039;&#039;&#039;. If there is no Commanding Officer alive or available you are next in line to be in command of the marines &#039;&#039;&#039;to brief them on the mission and command them&#039;&#039;&#039;. You can go down to the FOB if there is one setup to further command the marines BUT the Commanding Officer must stay onboard the [[USS Almayer|Almayer]]. The Commanding Officer is to stay on the Almayer until you have returned to the ship and vice versa for the Commanding Officer.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are on the Almayer and &#039;&#039;&#039;Code Red&#039;&#039;&#039; has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/CMP.  &#039;&#039;The only exception to this is when you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set. I.e. The Almayer has been boarded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same principles as the Commanding Officer and are under his/her command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overwatch==&lt;br /&gt;
The XO is second in command and as such you&#039;ll be telling the [[Staff Officer|Staff Officers]] what to order the marines in the case that a Commanding Officer isn&#039;t present. You may also need to man an overwatch console so that all the squads have someone to relay their intel about the enemy to, besides their [[Squad Leader]]. A good overwatch will stay in contact with their squad and ask for regular updates on how the squad is doing, if they require any supplies and they&#039;ll make sure the two dropships are planetside for if any injured are required to be evaced, this may require that you tell the Pilot to launch early depending on which dropship the [[Pilot Officer]] is using.&lt;br /&gt;
===Supply Beacons and Orbital Beacons===&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drop and Orbital Bombardment]].&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
As the XO you&#039;ll want to make sure a stream of supplies is reaching the marines while the CO is ordering the SO&#039;s and squads about, if there is no CO, you&#039;ll be ordering the SO&#039;s and squads as well as shouting at requisitions for supplies. You&#039;ll want to keep reminding requisitions of which supplies are needed, normally it&#039;ll be &amp;quot;We need ammo and materials for defences.&amp;quot;  Usually it&#039;s good to specify what ammo so that the [[Cargo Technician]]s can prioritise which ammo to get first in a rush, for example: &amp;quot;Requisitions, we need 10mm, 9mm, Buckshot and materials for defences.&amp;quot; That example is just for general supplies, if you wanted to specify to which squad it goes to you&#039;d just insert the squad name and if it&#039;s going by supply drop, a dropship or a squad member is picking it up from requisitions. You&#039;ll want to always be in touch with the squads making sure that they have enough supplies, if they&#039;ve run out of supply beacons ask requisitions to order more or if you&#039;re in a rush ask a CT to load it onto the relevant dropship.&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
While you&#039;re ordering the marines about, delegating orders to the SO&#039;s and shouting at requisitions it&#039;s good  to inform medical that injured are being brought up on dropships so they can prepare for the injured in the hangar, it makes the transition from the Dropship to medical smoother and a lot faster than the [[Doctor|Doctors]] being surprised they just gained 10 injured out of nowhere. Usually this job is done by the pilot, however if you can&#039;t rely on your pilot to do this, keep in contact with the squads and tell medical yourself.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
If the squad you assigned to FOB duty doesn&#039;t have any [[Squad Engineer|engineers]], don&#039;t waste time telling them to make a cardboard box fort, send down some [[Maintenance Technician|Maintenance Technicians]] to get the job done right and then once they&#039;ve done their job extract them back to the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Communications Console==&lt;br /&gt;
The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random [[Responders|Emergency Response Team]] that might save the day or ruin it depending on who answers your plea&#039;s for help.&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;
=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;
&lt;br /&gt;
=Your 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=3&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=1&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=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;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=17828 Executive Officer: Unleash your Inner General] by Thesoldier&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=25067</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=25067"/>
		<updated>2023-03-31T22:16:03Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Your Skillset */ updated skill table to include fireman carry&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://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 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;
=Your Mission=&lt;br /&gt;
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.&lt;br /&gt;
&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;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, 2 Squad &#039;&#039;&#039;[[Squad Radio Telephone Operator| Radio Telephone Operators]]&#039;&#039;&#039; and numerous &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#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; class=&amp;quot;mw-collapsible&amp;quot;&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;
|colspan=&amp;quot;1&amp;quot;|&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;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;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;
}}&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25066</id>
		<title>User:Rnager6012</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25066"/>
		<updated>2023-03-31T22:10:16Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Colonial Liberation Front Roles=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#505963;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#505963;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:CLF_Standard.png]]&amp;lt;br&amp;gt;Colonial Liberation Front Standard&lt;br /&gt;
|A CLF Militia soldier with varying degrees of equipment. Spawning in with a random selection of weaponry and equipment, what the CLF standard lacks in equipment they make up for in spirit, and numbers. Armed with either knives or assault rifles, what ever they have, they have to use it.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Medic.png]]&amp;lt;br&amp;gt; Colonial Liberation Front Medic&lt;br /&gt;
|Poorly equipped CLF Militia medics compared to their USCM counter parts yet capable enough to do their job. The CLF Medic&#039;s job is to keep the enthusiastic CLF members alive that tiny bit longer. Usually armed with a pistol of sorts and if they&#039;re lucky, an SMG to dispatch any would be foes from harming your comrades.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Engineer.png]]&amp;lt;br&amp;gt; Colonial Liberation Front Engineer&lt;br /&gt;
|While lacking in the high-tech equipment so common with their USCM counterparts, that doesn&#039;t mean they are outclassed. The CLF Engineer has all the materials they need to create defenses for their comrades. As well as breaching charges and C4 to breach or destroy any hostile fortifications. Usually armed with some kind of SMG to put down anyone who tries to stop them.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Leader.png]]&amp;lt;br&amp;gt;Colonial Liberation Front Leader&lt;br /&gt;
|The CLF Militia team leader is tasked with ensuring their assault force can execute the goals of the CLF. Though the rest of the gang may have a mismatch of equipment, the CLF Militia team leader has the most &amp;quot;standard issued&amp;quot; equipment produced by the CLF. The full set of a colonial militia hauberk and a fancy beret to let your troops know who&#039;s in charge. Armed with any sort of fire arm and some C4 to punch holes into anything that stands in your way.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|cqc=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=3&lt;br /&gt;
|construction=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | JTAC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering || width=&amp;quot;20%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;40%&amp;quot; | Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Colonial_Liberation_Front&amp;diff=25065</id>
		<title>The Colonial Liberation Front</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Colonial_Liberation_Front&amp;diff=25065"/>
		<updated>2023-03-31T21:53:11Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Colonial Liberation Front Roles */ Added dropbox skill tables to every role. Added CLF engineers to the section, since they can also spawn in random CLF ERTs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #505963&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CLF_Leader.png&lt;br /&gt;
|jobtitle = The Colonial Liberation Front&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = CLF Leader&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|guides = This one.&lt;br /&gt;
|duties = Repel the USCM.&lt;br /&gt;
|description = With the Neroid sector existing in relative isolation from United America oversight for the last five years, many colonists have considered themselves free from governmental rule.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The year is now 2182.&amp;lt;br&amp;gt;The arrival of the USCM Battalion, the Falling Falcons, and their flagship, the USS Almayer, have reaffirmed that the United Americas considers Neroid part of their holdings.&amp;lt;br&amp;gt;It is up to you and your fellow colonists to make them realize their trespasses. This sector is no longer theirs.&lt;br /&gt;
&lt;br /&gt;
}} {{Tocright}}&lt;br /&gt;
To some, the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; (Also known as &#039;&#039;&#039;Free Colonist&#039;&#039;&#039;) are the militia to keep the peace, to others they&#039;re rebels who oppose the USCM in the Neroid Sector. As a member of the CLF you fight for freedom against the United Americas, who foolishly believe that your homes belong to them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As a CLF fighter you can expect a more guerrilla style of gameplay. &lt;br /&gt;
&lt;br /&gt;
You start with [[Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment|non-standard weapons]] of varying usefulness, meaning you may have to make do with a sub-standard weapon to begin with, you also start with less good equipment overall.&lt;br /&gt;
&lt;br /&gt;
Your one advantage is numbers, as the CLF can have up to eight or even more members spawn during an assault whereas most other response teams only spawn four to six members. Use speed and aggressiveness to assault the Colonial Marine forces before they realize what is going on. Consider taking civilian hostages to delay the American counterattack.&lt;br /&gt;
&lt;br /&gt;
Your ultimate objective is to force out the Colonial Marine forces from your sector, depending on the circumstances you may be able to achieve this without killing the Marine forces.&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
The Colonial Liberation Front or Free Colonist (approx. one-hundred and fifty-thousand fighters, active) were formed due to massive dislike towards the [https://cm-ss13.com/wiki/Lore_Home#United_States_Colonial_Marines|United Americas] government and the [[Marines|USCM forces]], and the perceived lack of the USCM in being able to protect the frontier from pirates and other threats, and for a time the frontier felt a degree of safety and security due to the lack of any USCM presence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 2181, the situation changed as the United Americas moved the USCM Battalion, the &#039;Dust Raiders&#039;, and their flagship the USS Alistoun, to the sector. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There was a decent amount of death and hardship, even when the Dust Raiders were in the Neroid Sector, and as such the CLF feel the USCM can&#039;t protect them. In this regard some could call them a militia that protects their neighbouring colonies, however they also want to fight for their freedom, so they&#039;re a rebel group in that regard. Previously there was an armed insurgency against the Dust Raiders, including a suicide attack by a Cargo Freighter called the USCSS Corrinus that collided with the USS Alistoun killing a handful of Dust Raider marines along with rupturing the cyro-storage section and damaging the engines, most likely by a more radical element according to sources at the time. As a direct result of these events, the Dust Raiders used bombardments and other aggressive methods to try and quell the insurgency and restore order, however this led to a high civilian casualty rate.&lt;br /&gt;
&lt;br /&gt;
Eventually by the end of 2181, the Dust Raiders, with their flagship the USS Alistoun, withdrew from the sector, with many colonists considering themselves free from governmental rule. &lt;br /&gt;
----&lt;br /&gt;
One year later, in 2182, the arrival of the USCM Battalion, the &#039;Falling Falcons&#039;, and their flagship, the [[USS Almayer]], have reaffirmed that the United Americas considers Neroid part of their holdings. &lt;br /&gt;
&lt;br /&gt;
It is up to the CLF to make them realize that they are trespassers, that the sector is no longer theirs.&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
Repel the USCM Falling Falcons Battalion from Neroid Sector at all costs to protect our independence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Colonial Liberation Front Roles=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#505963;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#505963;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:CLF_Standard.png]]&amp;lt;br&amp;gt;Colonial Liberation Front Standard&lt;br /&gt;
|A CLF Militia soldier with varying degrees of equipment. Spawning in with a random selection of weaponry and equipment, what the CLF standard lacks in equipment they make up for in spirit, and numbers. Armed with either knives or assault rifles, what ever they have, they have to use it.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Medic.png]]&amp;lt;br&amp;gt; Colonial Liberation Front Medic&lt;br /&gt;
|Poorly equipped CLF Militia medics compared to their USCM counter parts yet capable enough to do their job. The CLF Medic&#039;s job is to keep the enthusiastic CLF members alive that tiny bit longer. Usually armed with a pistol of sorts and if they&#039;re lucky, an SMG to dispatch any would be foes from harming your comrades.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Engineer.png]]&amp;lt;br&amp;gt; Colonial Liberation Front Engineer&lt;br /&gt;
|While lacking in the high-tech equipment so common with their USCM counterparts, that doesn&#039;t mean they are outclassed. The CLF Engineer has all the materials they need to create defenses for their comrades. As well as breaching charges and C4 to breach or destroy any hostile fortifications. Usually armed with some kind of SMG to put down anyone who tries to stop them.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Leader.png]]&amp;lt;br&amp;gt;Colonial Liberation Front Leader&lt;br /&gt;
|The CLF Militia team leader is tasked with ensuring their assault force can execute the goals of the CLF. Though the rest of the gang may have a mismatch of equipment, the CLF Militia team leader has the most &amp;quot;standard issued&amp;quot; equipment produced by the CLF. The full set of a colonial militia hauberk and a fancy beret to let your troops know who&#039;s in charge. Armed with any sort of fire arm and some C4 to punch holes into anything that stands in your way.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|cqc=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=3&lt;br /&gt;
|construction=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
[https://cm-ss13.com/viewtopic.php?f=64&amp;amp;t=16691#p188224 CLF do not negotiate with marines]&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:CLF_Engineer.png&amp;diff=25064</id>
		<title>File:CLF Engineer.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:CLF_Engineer.png&amp;diff=25064"/>
		<updated>2023-03-31T21:35:34Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=UPP&amp;diff=25063</id>
		<title>UPP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=UPP&amp;diff=25063"/>
		<updated>2023-03-31T20:45:23Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Officers */ added dropbox skill tables for UPP officers with in-game roles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:UPP_Patch.png|200px]]&lt;br /&gt;
= Union of Progressive Peoples =&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black;  height: 300px;  width: 300px; margin: 15px; float:right;&amp;quot;&lt;br /&gt;
|[[File:upp-portait2.png]]&lt;br /&gt;
|}&lt;br /&gt;
A wide-reaching and powerful socialist authoritarian state. The UPP acts as the political and ideological rival of the United States and the UA. Though they have a relatively large presence on Earth (particularly in the Eastern sphere), the UPP is also largely active in colonizing the frontier. While the United Americas have never engaged the UPP in an official war, hostilities broke out between a USCM Task Force and a UPP Expeditionary Force during Operation Canton in mid 2165. The engagement ended in a ceasefire. The reason was fears that the conflict would spread to the more densely populated Sol System. The incident greatly enraged many senior officials in the UPP, who viewed the battle of Canton as an attempt by the United States to annex UPP sovereign territory. &#039;&#039;“Such an insult (referring to Canton) can only be repaid in American blood. Mark my words, this will happen”&#039;&#039;, Kolonel Ganbaatar of the UPP Armed Forces was quoted saying in May 2168.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Union of Progressive Peoples was formed from major nations such as Russia, China, and India. It formed after failures for democracy to carry the large poverty-struck people, which often suffered from famine and disease due to overpopulation. The idea of communism promised equality, the abolition of society&#039;s ranking structure in terms of wealth income, and for all men and women underneath its banner to be equal. The Communist nation quickly became both the UA an RESS&#039;s rival in world affairs. It managed to stand on equal footing in their attempt to dominate as the world power and ideology. Various minor skirmishes and close calls with nuclear arsenals set the tense stage for the Cold War, which would last up until even the modern day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike UA and RESS, the UPP was very late to the space race and failed to colonize any major worlds such as Titan and Mars. As a result the Communist nation was forced to settle with moons of the Sol System. It also extended outwards towards the frontiers, away from the more habitable and resource-rich planets, which its rivals were able to monopolize and capitalize on. They did not have the luxury of finding worlds, which the nation could properly colonize. They instead searched for worlds in-between, the scraps. UPP did not colonize the surface, but rather opted for establishing colonies underneath the surface of the planets. However, as a result of overpopulation, crowding became a major issue due to living underground rather than above. It was not uncommon for there to be civil unrest or food riots, but most quickly fell to the Communist Party&#039;s might before it could become a major international issue. The Communist Party was extremely good at convincing the population that their struggles were temporary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until the Sol Campaign, the UPP saw its first opportunity against its rivals and a chance to gain strategic holdings in Sol. It happened on Mars, with a outbreak of war between the colonial world and its overlord governments. The First Fleet of the Communist Navy was quickly rallied beneath a black flag, and engaged in both piracy and supply runs. These activities were to the benefit of the Mars&#039; government and it was credited as the reason for the early success of Mars in the war.  It also caused heavy casualties on the side of the allied UA and RESS. There was a rumour of UPP Commando involvement in ground battles and training of the militia, but no sources have ever been confirmed or declassified. The conflict eventually ended with UA/RESS victory, however it was only a pyrrhic victory, due to the massive amount of warships and lives lost. This far outweighing, what was expected to be, a speedy put-down of a minor rebellion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw massive success in the Sol Campaign, with both of its rivals heavily wounded and in economic recovery. This sprouted the idea of espionage and fanning flames of rebellion, in places where its rival militaries could not reach quickly. Eventually it became the covert doctrine of the nation&#039;s military strategies. Canton was their next operation, with the overthrowing of the colonial government in a coup d&#039;état, aligning the Canton world with the UPP. However, the communist military did not expect a fierce war, that would drag out for decades, by the now heavily funded USCM. The two militaries were engaged in conflict for nearly five years for the planet, resulting in the planet&#039;s devastation and heavy losses to both sides. The end result saw the usage of nuclear weaponry and the withdrawal of both sides. The UPP began to re-evaluate its strategies, as they did not anticipate a rival force being able to respond as quickly, as the USCM did, so far from Sol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2182, instead of involving themselves directly, like with the disaster at Canton, where they underestimated the fighting patriotic spirit of the USCM. The UPP has instead opted for a similar strategy employed during the Sol Campaign. The nation has begun covertly selling weaponry and training militias, doing this under the banner of the Colonial Liberation Front in the Neroid Sector. The communists are using a gas giant designated MV-35, located in the Anglo-Japanese Arm of the Neroid sector. It is currently under the command of Colonel Ganbaatar and garrisoned by the Smoldering Sons (six hundred able-bodied soldiers, strong). They are sitting on standby and awaiting for USCM to retreat from the sector, as it becomes clear they grow weaker by the day. So when the time comes the UPP will spring forth and claim the rich, habitable planets, in the name of the Union Of Progressive Peoples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
The outbreak of the Sol Campaign played a major role in the creation of new foreign and military doctrine. It directed how the nation would combat the allied powers of UA and RESS during the Cold War. Long before the declaration of rebellion against their colonial overlords. The Mars Government wasted no time in secretly aligning itself with the UPP, to begin the stockpiling of weaponry and military training. It was all preparation for what would become the first major inter-planetary war within Sol. The UPP also aided in the arming of Mars merchant vessels, which would play a major role in the early days of the conflict and inflict severe losses on the allied powers of UA and RESS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP never issued a &#039;formal&#039; declaration of war, but permitted many of its forces in secrecy to fight beneath the banners of Mars, as &#039;hired mercenaries&#039; or &#039;unknown forces&#039;. They often adorned face masks and removed the patches that represented them as communist soldiers. Even their fleets rose black flags and engaged in open piracy and tactical strikes, doing heavy damage to the vital supply lines of the UA and RESS. This created a  devastating attrition, that would cost the allied powers hundreds if not millions of vessels and manpower. As the war dragged on, the UPP&#039;s involvement became well known, however neither side desired to see the carnage to come to Earth. They opted to remain silent and ignored the blatant involvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw success on a great scale during the Sol Campaign, but they did not walk out unscathed. In the end, their attempt for Mars to get independence succeed, but the attempt to take the wealthy colony beneath their iron curtain failed. Hundreds of vessels and millions of lives were lost. The losses were unable to be formally recognized, due to the UPP&#039;s status in the conflict as &#039;uninvolved&#039;, leaving many grieving silently. The UPP realized after the war, that they could not match the armies of the allied powers. This led to a strategy of encouraging uprisings and silent warfare where the allied forces couldn&#039;t reach.&lt;br /&gt;
&lt;br /&gt;
====New Sevastopol Hunger Strike====&lt;br /&gt;
Soon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fleets ==&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}} 1st Fleet&lt;br /&gt;
| Stationed in Sol, the First Fleet of the UPP Navy is the oldest and most funded. This is due to the importance of Sol and the constant agitation in the Cold War against the UA and RESS, which the UPP stands strongly against. The history of the First Fleet stretches all the way back to the very first colonies established in Sol, on the moons of major planets, as opposed to on major worlds. Mars and similar major worlds were at time already fully claimed by the UA or the RESS. The Fleet saw its first major military operations during the Sol Campaign, the vessels beneath the fleet raised the black flag and raided UA and RESS. They hit their supply-lines as pirate vessels, loosely organized in hit-and-run tactics, to hamper the allied powers of UA and RESS from responding to the Mars Crisis effectively. The Fleet now serves as the guard of the UPP&#039;s capital and is constantly reinforced in order to match its rivals.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 2nd Fleet&lt;br /&gt;
| Stationed along the Herculis UPP-UA border, the Second Fleet saw its creation during the early phases of the Sol Campaign. The First Fleet engaged in piracy activities against UPP&#039;s rivals, meanwhile the Second Fleet filled the role of a defensive fleet, that oversaw the protection of UPP assets and space. Following the end of the Sol Campaign, the Second Fleet would become the primary space force of the inner colonies of the communist territory.  The Fleet was involved with its first actual combat in Operation Canton, where it deployed a task-force in a joint operation with the Third Fleet. The goal was to meet the UA&#039;s military forces head on, the first time this was happening since the start of the Cold War.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 3rd Fleet&lt;br /&gt;
| Stationed in the Frontiers of the UPP&#039;s outer-colonies, the Third Fleet was formed following the expansive colonization of the frontiers. There was also a need, for a defensive force to oversee and protect colonization vessels from piracy and smugglers. Part of it saw extensive combat in Operation Canton in a joint task-force with the Second Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 4th Fleet&lt;br /&gt;
| Stationed along the RESS-UPP arm of the colonization front, the Fourth Fleet was created after the outer-colonization of the frontiers and served as the youngest of the naval forces in the UPP. Its primary task has been challenging RESS naval forces and ensuring they do not make a grab for any communist space. As the youngest Fleet it is also the most poorly funded and ill-equipped. Primarily manned by young recruits and inexperienced officers, though you will not have UPP admit that.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Response Team==&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
Your squad has been dispatched to take control of the USS Almayer by breaching in to their Command Information Center and eliminating all personnel on board the ship. By default, you will talk in your native language. If you need to speak in English, include &#039;&#039;&#039;&amp;quot;:0&amp;quot;&#039;&#039;&#039; (For speaking over comms in English use, &#039;&#039;&#039;&amp;quot;:h.0&amp;quot;&#039;&#039;&#039;) when typing your messages or response. In addition to such you may call for reinforcements from their communications console when you have secured the CIC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Glory to the UPP. And good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
&lt;br /&gt;
Do not expect to climb these ranks without a serious dedication to the cause.&lt;br /&gt;
&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:UPP_Standard.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|Enlisted or conscripted into the armed forces, these Standard UPP soldiers are the core and brunt of the UPP forces, armed and equipped with a standard Type 71 Pulse Rifle and their UM 5 Personal armor, these fanatical soldiers are a force to be reckoned with.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|endurance=4&lt;br /&gt;
|cqc=3&lt;br /&gt;
|fireman=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Engineer.png]]&amp;lt;br&amp;gt;Korporal Sapper | Kpl.&lt;br /&gt;
|These combat sappers are the UPP equivalent of the USCM&#039;s squad engineers. They&#039;re trained to setup field fortifications and breach into hostile defences. Armed with either the Type 71 Pulse Rifle Or Carbine.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|endurance=4&lt;br /&gt;
|cqc=3&lt;br /&gt;
|fireman=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Medic.png]]&amp;lt;br&amp;gt;Korporal Medic | Kpl.&lt;br /&gt;
|These trained men and women have access to an array of standard issued UPP medical items akin to their USCM counterparts. While combat is not their focus, they are armed with their old but reliable Type 71 Carbine as a quick response to any threat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|firearms=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Heavy.png]]&amp;lt;br&amp;gt;Serzhant | Szh.&lt;br /&gt;
|UPP Specialists are better trained and armed than their standard counterpart. Equipped with special heavy UPP armor that is capable of withstanding a significant amount of damage, and equipped with the formidable GSh-7.62 rotary machine gun, UPP Specialists are not to be taken lightly by even the most robust of marines.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|cqc=5&lt;br /&gt;
|leadership=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|melee=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Leader.png]]&amp;lt;br&amp;gt;Master Serzhant | MSzh.&lt;br /&gt;
|The commander of the UPP force, the UPP Leader is charged with executing whatever mission the UPP have assigned the squad. They are equipped with mostly standard issue UPP equipment, though the Leader wears similar armor to the UPP Specialist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|cqc=1&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Forces ====&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:UPP_Commando_Standard.png]]&amp;lt;br&amp;gt;Junior Kommando | JKdo.&lt;br /&gt;
|The Junior Kommando consists of only hand-selected UPP military specialists. Often chosen due to their cold demeanor and uncaring attitude for human life the Junior Kommandos are the forefront of the UPP Special Forces with only the finest equipment.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Medic.png]]&amp;lt;br&amp;gt;2nd Kommando | 2ndKdo.&lt;br /&gt;
|The Second Kommando are primarily made of medical specialists who have proven their worth in the field of medicine and the ability to withstand any type of battle-fatigue mental or physical which could withhold them from performing their medical duty. They are highly advanced with treating battle-wounds and have said to have hands that work equal to surgeons with P.H.Ds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Leader.png]]&amp;lt;br&amp;gt;1st Kommando | 1stKdo.&lt;br /&gt;
|The First Kommando is the leader of the Specialist Forces assigned beneath their command and are perhaps the most elite unit to exist in the UPP arsenal. Believed to have been selected from only soldiers who have personally shown their worth by gunning down even civilians that fail to salute the chairman, the First Kommando holds no remorse in his duties and believes only in his faith and loyalty to the greater worker&#039;s revolution of the UPP.&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:leytenant.png]]&amp;lt;br&amp;gt;Leytenant | Lt.&lt;br /&gt;
|The lowest rank of the UPP forces, the Lieutenants are said to be selected from floor managers in UPP shoe manufactories due to their experience in coordinating fellow communists and showing leadership. They are entrusted with platoons beneath their commando and are eager to prove their worth to rise in the ranks and earn a better life and expand the might of the UPP.&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;Senior and Standard Leytenant Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|police=1&lt;br /&gt;
|fireman=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=3&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;Leytenant Doktor Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical 3&lt;br /&gt;
|surgery 2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|firearms=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:kapitan.png]]&amp;lt;br&amp;gt;Kapitan | Kpt.&lt;br /&gt;
|The Kapitan is the second officer-position in the UPP. Usually given command of entire vessels and battalions, the Kaptain often possesses some communist indoctrined education and is tasked with ensuring the will and might of the communist nation is enforced both within and even abroad if the situation calls for such.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mayjor.png]]&amp;lt;br&amp;gt;Mayjor | May.&lt;br /&gt;
| Nearing the top upper ranks, the Mayjor is a senior officer in the UPP&#039;s military. Due to their position and trust by the government they are often given entire fleets or armies to oversee and are trusted with utilizing the forces given to them to protect the communist doctrine be it from democratic movements or foreign nations.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|police=1&lt;br /&gt;
|fireman=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:kolonel.png]]&amp;lt;br&amp;gt;Kolonel | Kol.&lt;br /&gt;
|The Kolonel is the highest rank that can be achieved within the UPP Military. They oversee all four fleets and ground personal and are tasked with ensuring they are used to protect and expand the borders of the communist nation across the stars. They are regarded as having unwavering loyalty to the worker&#039;s revolution and are very close with the chairman who they often report to.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|police=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
|leadership=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|engineer=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:chairman.png]]&amp;lt;br&amp;gt;Chairman of Progressive People | CPP.&lt;br /&gt;
|The Chairman of Progressive People is the highest ranking official in the UPP&#039;s government. They are the face of the communist regime and commander-in-chief of all military forces. Their word is the word of the communist doctrine and anyone who would dare cross them likely would find themselves, their family, and their friends six feet under.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt; United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The USCM and UPP are locked in a cold war with various unreported skirmishes along borders between the two rivalling superpowers. Due to the UPP&#039;s communists views the democratic nation is their greatest threat and have remained as such since the formation of the UPP to oppose United Americas. Most conflict is locked to proxy wars involving the supplying of insurgents however on rare occasions such as operation canton the two will fight directly resulting in massive loss of life due to nuclear weaponry and the rules of war being vastly ignored to reach an absolute victory against each other.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF and UPP relations are not friendly due to the CLF&#039;s desire to be independent from any superpower. However, the UPP secretly supplies most of their militia with military equipment and training to combat the USCM forces in hopes of driving them from various colonial sectors allowing for the communist nation to take control and pursue their own agenda.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:WY_Patch.png|64px|link=W-Y]]&amp;lt;br&amp;gt;Weyland-Yutani&amp;lt;/center&amp;gt;&lt;br /&gt;
| The UPP despise Weyland-Yutani viewing them as corrupt and a harmful existence to the nature of their communist believes. Unlike the UA and the TWE the UPP has zero presence of WY in their borders and often reverse-engineers their technology to compete with the democratic and monarchy rivals which they supply, much to the annoyance of WY.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|RESS}}[[File:3WE_Patch.png|64px|link=Three World Empire]]&amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| Similar to the USCM/UA, the UPP is openly in a cold war against the TWE who aligns itself with the forces of USCM. Conflict due to the nuclear arsenal of the two superpowers is limited however common border skirmishes, supplying of insurgents, and espionage occur without restriction besides a select few conflicts such as the Sol Campaign.&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25062</id>
		<title>User:Rnager6012</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25062"/>
		<updated>2023-03-31T20:44:15Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Standard */ added dropbox skill tables to UPP officers with in-game roles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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:leytenant.png]]&amp;lt;br&amp;gt;Leytenant | Lt.&lt;br /&gt;
|The lowest rank of the UPP forces, the Lieutenants are said to be selected from floor managers in UPP shoe manufactories due to their experience in coordinating fellow communists and showing leadership. They are entrusted with platoons beneath their commando and are eager to prove their worth to rise in the ranks and earn a better life and expand the might of the UPP.&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;Senior and Standard Leytenant Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|police=1&lt;br /&gt;
|fireman=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=3&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;Leytenant Doktor Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical 3&lt;br /&gt;
|surgery 2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|firearms=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:kapitan.png]]&amp;lt;br&amp;gt;Kapitan | Kpt.&lt;br /&gt;
|The Kapitan is the second officer-position in the UPP. Usually given command of entire vessels and battalions, the Kaptain often possesses some communist indoctrined education and is tasked with ensuring the will and might of the communist nation is enforced both within and even abroad if the situation calls for such.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mayjor.png]]&amp;lt;br&amp;gt;Mayjor | May.&lt;br /&gt;
| Nearing the top upper ranks, the Mayjor is a senior officer in the UPP&#039;s military. Due to their position and trust by the government they are often given entire fleets or armies to oversee and are trusted with utilizing the forces given to them to protect the communist doctrine be it from democratic movements or foreign nations.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|police=1&lt;br /&gt;
|fireman=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:kolonel.png]]&amp;lt;br&amp;gt;Kolonel | Kol.&lt;br /&gt;
|The Kolonel is the highest rank that can be achieved within the UPP Military. They oversee all four fleets and ground personal and are tasked with ensuring they are used to protect and expand the borders of the communist nation across the stars. They are regarded as having unwavering loyalty to the worker&#039;s revolution and are very close with the chairman who they often report to.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|police=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
|leadership=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|engineer=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:chairman.png]]&amp;lt;br&amp;gt;Chairman of Progressive People | CPP.&lt;br /&gt;
|The Chairman of Progressive People is the highest ranking official in the UPP&#039;s government. They are the face of the communist regime and commander-in-chief of all military forces. Their word is the word of the communist doctrine and anyone who would dare cross them likely would find themselves, their family, and their friends six feet under.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | JTAC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering || width=&amp;quot;20%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;40%&amp;quot; | Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=UPP&amp;diff=25061</id>
		<title>UPP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=UPP&amp;diff=25061"/>
		<updated>2023-03-31T20:25:51Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Standard */ added dropbox skills table to standard UPP troop roles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:UPP_Patch.png|200px]]&lt;br /&gt;
= Union of Progressive Peoples =&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black;  height: 300px;  width: 300px; margin: 15px; float:right;&amp;quot;&lt;br /&gt;
|[[File:upp-portait2.png]]&lt;br /&gt;
|}&lt;br /&gt;
A wide-reaching and powerful socialist authoritarian state. The UPP acts as the political and ideological rival of the United States and the UA. Though they have a relatively large presence on Earth (particularly in the Eastern sphere), the UPP is also largely active in colonizing the frontier. While the United Americas have never engaged the UPP in an official war, hostilities broke out between a USCM Task Force and a UPP Expeditionary Force during Operation Canton in mid 2165. The engagement ended in a ceasefire. The reason was fears that the conflict would spread to the more densely populated Sol System. The incident greatly enraged many senior officials in the UPP, who viewed the battle of Canton as an attempt by the United States to annex UPP sovereign territory. &#039;&#039;“Such an insult (referring to Canton) can only be repaid in American blood. Mark my words, this will happen”&#039;&#039;, Kolonel Ganbaatar of the UPP Armed Forces was quoted saying in May 2168.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Union of Progressive Peoples was formed from major nations such as Russia, China, and India. It formed after failures for democracy to carry the large poverty-struck people, which often suffered from famine and disease due to overpopulation. The idea of communism promised equality, the abolition of society&#039;s ranking structure in terms of wealth income, and for all men and women underneath its banner to be equal. The Communist nation quickly became both the UA an RESS&#039;s rival in world affairs. It managed to stand on equal footing in their attempt to dominate as the world power and ideology. Various minor skirmishes and close calls with nuclear arsenals set the tense stage for the Cold War, which would last up until even the modern day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike UA and RESS, the UPP was very late to the space race and failed to colonize any major worlds such as Titan and Mars. As a result the Communist nation was forced to settle with moons of the Sol System. It also extended outwards towards the frontiers, away from the more habitable and resource-rich planets, which its rivals were able to monopolize and capitalize on. They did not have the luxury of finding worlds, which the nation could properly colonize. They instead searched for worlds in-between, the scraps. UPP did not colonize the surface, but rather opted for establishing colonies underneath the surface of the planets. However, as a result of overpopulation, crowding became a major issue due to living underground rather than above. It was not uncommon for there to be civil unrest or food riots, but most quickly fell to the Communist Party&#039;s might before it could become a major international issue. The Communist Party was extremely good at convincing the population that their struggles were temporary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until the Sol Campaign, the UPP saw its first opportunity against its rivals and a chance to gain strategic holdings in Sol. It happened on Mars, with a outbreak of war between the colonial world and its overlord governments. The First Fleet of the Communist Navy was quickly rallied beneath a black flag, and engaged in both piracy and supply runs. These activities were to the benefit of the Mars&#039; government and it was credited as the reason for the early success of Mars in the war.  It also caused heavy casualties on the side of the allied UA and RESS. There was a rumour of UPP Commando involvement in ground battles and training of the militia, but no sources have ever been confirmed or declassified. The conflict eventually ended with UA/RESS victory, however it was only a pyrrhic victory, due to the massive amount of warships and lives lost. This far outweighing, what was expected to be, a speedy put-down of a minor rebellion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw massive success in the Sol Campaign, with both of its rivals heavily wounded and in economic recovery. This sprouted the idea of espionage and fanning flames of rebellion, in places where its rival militaries could not reach quickly. Eventually it became the covert doctrine of the nation&#039;s military strategies. Canton was their next operation, with the overthrowing of the colonial government in a coup d&#039;état, aligning the Canton world with the UPP. However, the communist military did not expect a fierce war, that would drag out for decades, by the now heavily funded USCM. The two militaries were engaged in conflict for nearly five years for the planet, resulting in the planet&#039;s devastation and heavy losses to both sides. The end result saw the usage of nuclear weaponry and the withdrawal of both sides. The UPP began to re-evaluate its strategies, as they did not anticipate a rival force being able to respond as quickly, as the USCM did, so far from Sol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2182, instead of involving themselves directly, like with the disaster at Canton, where they underestimated the fighting patriotic spirit of the USCM. The UPP has instead opted for a similar strategy employed during the Sol Campaign. The nation has begun covertly selling weaponry and training militias, doing this under the banner of the Colonial Liberation Front in the Neroid Sector. The communists are using a gas giant designated MV-35, located in the Anglo-Japanese Arm of the Neroid sector. It is currently under the command of Colonel Ganbaatar and garrisoned by the Smoldering Sons (six hundred able-bodied soldiers, strong). They are sitting on standby and awaiting for USCM to retreat from the sector, as it becomes clear they grow weaker by the day. So when the time comes the UPP will spring forth and claim the rich, habitable planets, in the name of the Union Of Progressive Peoples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
The outbreak of the Sol Campaign played a major role in the creation of new foreign and military doctrine. It directed how the nation would combat the allied powers of UA and RESS during the Cold War. Long before the declaration of rebellion against their colonial overlords. The Mars Government wasted no time in secretly aligning itself with the UPP, to begin the stockpiling of weaponry and military training. It was all preparation for what would become the first major inter-planetary war within Sol. The UPP also aided in the arming of Mars merchant vessels, which would play a major role in the early days of the conflict and inflict severe losses on the allied powers of UA and RESS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP never issued a &#039;formal&#039; declaration of war, but permitted many of its forces in secrecy to fight beneath the banners of Mars, as &#039;hired mercenaries&#039; or &#039;unknown forces&#039;. They often adorned face masks and removed the patches that represented them as communist soldiers. Even their fleets rose black flags and engaged in open piracy and tactical strikes, doing heavy damage to the vital supply lines of the UA and RESS. This created a  devastating attrition, that would cost the allied powers hundreds if not millions of vessels and manpower. As the war dragged on, the UPP&#039;s involvement became well known, however neither side desired to see the carnage to come to Earth. They opted to remain silent and ignored the blatant involvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw success on a great scale during the Sol Campaign, but they did not walk out unscathed. In the end, their attempt for Mars to get independence succeed, but the attempt to take the wealthy colony beneath their iron curtain failed. Hundreds of vessels and millions of lives were lost. The losses were unable to be formally recognized, due to the UPP&#039;s status in the conflict as &#039;uninvolved&#039;, leaving many grieving silently. The UPP realized after the war, that they could not match the armies of the allied powers. This led to a strategy of encouraging uprisings and silent warfare where the allied forces couldn&#039;t reach.&lt;br /&gt;
&lt;br /&gt;
====New Sevastopol Hunger Strike====&lt;br /&gt;
Soon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fleets ==&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}} 1st Fleet&lt;br /&gt;
| Stationed in Sol, the First Fleet of the UPP Navy is the oldest and most funded. This is due to the importance of Sol and the constant agitation in the Cold War against the UA and RESS, which the UPP stands strongly against. The history of the First Fleet stretches all the way back to the very first colonies established in Sol, on the moons of major planets, as opposed to on major worlds. Mars and similar major worlds were at time already fully claimed by the UA or the RESS. The Fleet saw its first major military operations during the Sol Campaign, the vessels beneath the fleet raised the black flag and raided UA and RESS. They hit their supply-lines as pirate vessels, loosely organized in hit-and-run tactics, to hamper the allied powers of UA and RESS from responding to the Mars Crisis effectively. The Fleet now serves as the guard of the UPP&#039;s capital and is constantly reinforced in order to match its rivals.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 2nd Fleet&lt;br /&gt;
| Stationed along the Herculis UPP-UA border, the Second Fleet saw its creation during the early phases of the Sol Campaign. The First Fleet engaged in piracy activities against UPP&#039;s rivals, meanwhile the Second Fleet filled the role of a defensive fleet, that oversaw the protection of UPP assets and space. Following the end of the Sol Campaign, the Second Fleet would become the primary space force of the inner colonies of the communist territory.  The Fleet was involved with its first actual combat in Operation Canton, where it deployed a task-force in a joint operation with the Third Fleet. The goal was to meet the UA&#039;s military forces head on, the first time this was happening since the start of the Cold War.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 3rd Fleet&lt;br /&gt;
| Stationed in the Frontiers of the UPP&#039;s outer-colonies, the Third Fleet was formed following the expansive colonization of the frontiers. There was also a need, for a defensive force to oversee and protect colonization vessels from piracy and smugglers. Part of it saw extensive combat in Operation Canton in a joint task-force with the Second Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 4th Fleet&lt;br /&gt;
| Stationed along the RESS-UPP arm of the colonization front, the Fourth Fleet was created after the outer-colonization of the frontiers and served as the youngest of the naval forces in the UPP. Its primary task has been challenging RESS naval forces and ensuring they do not make a grab for any communist space. As the youngest Fleet it is also the most poorly funded and ill-equipped. Primarily manned by young recruits and inexperienced officers, though you will not have UPP admit that.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Response Team==&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
Your squad has been dispatched to take control of the USS Almayer by breaching in to their Command Information Center and eliminating all personnel on board the ship. By default, you will talk in your native language. If you need to speak in English, include &#039;&#039;&#039;&amp;quot;:0&amp;quot;&#039;&#039;&#039; (For speaking over comms in English use, &#039;&#039;&#039;&amp;quot;:h.0&amp;quot;&#039;&#039;&#039;) when typing your messages or response. In addition to such you may call for reinforcements from their communications console when you have secured the CIC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Glory to the UPP. And good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
&lt;br /&gt;
Do not expect to climb these ranks without a serious dedication to the cause.&lt;br /&gt;
&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:UPP_Standard.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|Enlisted or conscripted into the armed forces, these Standard UPP soldiers are the core and brunt of the UPP forces, armed and equipped with a standard Type 71 Pulse Rifle and their UM 5 Personal armor, these fanatical soldiers are a force to be reckoned with.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|endurance=4&lt;br /&gt;
|cqc=3&lt;br /&gt;
|fireman=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Engineer.png]]&amp;lt;br&amp;gt;Korporal Sapper | Kpl.&lt;br /&gt;
|These combat sappers are the UPP equivalent of the USCM&#039;s squad engineers. They&#039;re trained to setup field fortifications and breach into hostile defences. Armed with either the Type 71 Pulse Rifle Or Carbine.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|endurance=4&lt;br /&gt;
|cqc=3&lt;br /&gt;
|fireman=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Medic.png]]&amp;lt;br&amp;gt;Korporal Medic | Kpl.&lt;br /&gt;
|These trained men and women have access to an array of standard issued UPP medical items akin to their USCM counterparts. While combat is not their focus, they are armed with their old but reliable Type 71 Carbine as a quick response to any threat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|firearms=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Heavy.png]]&amp;lt;br&amp;gt;Serzhant | Szh.&lt;br /&gt;
|UPP Specialists are better trained and armed than their standard counterpart. Equipped with special heavy UPP armor that is capable of withstanding a significant amount of damage, and equipped with the formidable GSh-7.62 rotary machine gun, UPP Specialists are not to be taken lightly by even the most robust of marines.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|cqc=5&lt;br /&gt;
|leadership=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|melee=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Leader.png]]&amp;lt;br&amp;gt;Master Serzhant | MSzh.&lt;br /&gt;
|The commander of the UPP force, the UPP Leader is charged with executing whatever mission the UPP have assigned the squad. They are equipped with mostly standard issue UPP equipment, though the Leader wears similar armor to the UPP Specialist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|cqc=1&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Forces ====&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:UPP_Commando_Standard.png]]&amp;lt;br&amp;gt;Junior Kommando | JKdo.&lt;br /&gt;
|The Junior Kommando consists of only hand-selected UPP military specialists. Often chosen due to their cold demeanor and uncaring attitude for human life the Junior Kommandos are the forefront of the UPP Special Forces with only the finest equipment.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Medic.png]]&amp;lt;br&amp;gt;2nd Kommando | 2ndKdo.&lt;br /&gt;
|The Second Kommando are primarily made of medical specialists who have proven their worth in the field of medicine and the ability to withstand any type of battle-fatigue mental or physical which could withhold them from performing their medical duty. They are highly advanced with treating battle-wounds and have said to have hands that work equal to surgeons with P.H.Ds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Leader.png]]&amp;lt;br&amp;gt;1st Kommando | 1stKdo.&lt;br /&gt;
|The First Kommando is the leader of the Specialist Forces assigned beneath their command and are perhaps the most elite unit to exist in the UPP arsenal. Believed to have been selected from only soldiers who have personally shown their worth by gunning down even civilians that fail to salute the chairman, the First Kommando holds no remorse in his duties and believes only in his faith and loyalty to the greater worker&#039;s revolution of the UPP.&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:leytenant.png]]&amp;lt;br&amp;gt;Leytenant | Lt.&lt;br /&gt;
|The lowest rank of the UPP forces, the Lieutenants are said to be selected from floor managers in UPP shoe manufactories due to their experience in coordinating fellow communists and showing leadership. They are entrusted with platoons beneath their commando and are eager to prove their worth to rise in the ranks and earn a better life and expand the might of the UPP.&lt;br /&gt;
|-&lt;br /&gt;
![[File:kapitan.png]]&amp;lt;br&amp;gt;Kapitan | Kpt.&lt;br /&gt;
|The Kapitan is the second officer-position in the UPP. Usually given command of entire vessels and battalions, the Kaptain often possesses some communist indoctrined education and is tasked with ensuring the will and might of the communist nation is enforced both within and even abroad if the situation calls for such.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mayjor.png]]&amp;lt;br&amp;gt;Mayjor | May.&lt;br /&gt;
| Nearing the top upper ranks, the Mayjor is a senior officer in the UPP&#039;s military. Due to their position and trust by the government they are often given entire fleets or armies to oversee and are trusted with utilizing the forces given to them to protect the communist doctrine be it from democratic movements or foreign nations.&lt;br /&gt;
|-&lt;br /&gt;
![[File:kolonel.png]]&amp;lt;br&amp;gt;Kolonel | Kol.&lt;br /&gt;
|The Kolonel is the highest rank that can be achieved within the UPP Military. They oversee all four fleets and ground personal and are tasked with ensuring they are used to protect and expand the borders of the communist nation across the stars. They are regarded as having unwavering loyalty to the worker&#039;s revolution and are very close with the chairman who they often report to.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chairman.png]]&amp;lt;br&amp;gt;Chairman of Progressive People | CPP.&lt;br /&gt;
|The Chairman of Progressive People is the highest ranking official in the UPP&#039;s government. They are the face of the communist regime and commander-in-chief of all military forces. Their word is the word of the communist doctrine and anyone who would dare cross them likely would find themselves, their family, and their friends six feet under.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt; United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The USCM and UPP are locked in a cold war with various unreported skirmishes along borders between the two rivalling superpowers. Due to the UPP&#039;s communists views the democratic nation is their greatest threat and have remained as such since the formation of the UPP to oppose United Americas. Most conflict is locked to proxy wars involving the supplying of insurgents however on rare occasions such as operation canton the two will fight directly resulting in massive loss of life due to nuclear weaponry and the rules of war being vastly ignored to reach an absolute victory against each other.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF and UPP relations are not friendly due to the CLF&#039;s desire to be independent from any superpower. However, the UPP secretly supplies most of their militia with military equipment and training to combat the USCM forces in hopes of driving them from various colonial sectors allowing for the communist nation to take control and pursue their own agenda.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:WY_Patch.png|64px|link=W-Y]]&amp;lt;br&amp;gt;Weyland-Yutani&amp;lt;/center&amp;gt;&lt;br /&gt;
| The UPP despise Weyland-Yutani viewing them as corrupt and a harmful existence to the nature of their communist believes. Unlike the UA and the TWE the UPP has zero presence of WY in their borders and often reverse-engineers their technology to compete with the democratic and monarchy rivals which they supply, much to the annoyance of WY.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|RESS}}[[File:3WE_Patch.png|64px|link=Three World Empire]]&amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| Similar to the USCM/UA, the UPP is openly in a cold war against the TWE who aligns itself with the forces of USCM. Conflict due to the nuclear arsenal of the two superpowers is limited however common border skirmishes, supplying of insurgents, and espionage occur without restriction besides a select few conflicts such as the Sol Campaign.&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Contractors&amp;diff=25060</id>
		<title>Military Contractors</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Contractors&amp;diff=25060"/>
		<updated>2023-03-31T20:17:39Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Military Contractor Roles */ updated table with fireman skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = contract_stand.png&lt;br /&gt;
|jobtitle = Military Contractors&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Vanguard&#039;s Arrow Incorporated Central Command, the highest ranking USCM Officer on-site.&lt;br /&gt;
|rank = Team Leader (Leader) / Medical Specialist (Medic) /  Engineering Specialist (Engineer) / Automatic Rifleman (Machinegunner) /  Mercenary (Standard)&lt;br /&gt;
|duties = Assist USCM forces in whatever way possible.  Obtain Weyland-Yutani technology and secrets whenever possible.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/faintly aware/knowledgeable of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Assist USCMC forces in whatever way you can.&amp;lt;br&amp;gt;Attempt to obtain We-Yu secrets and technology, and sabotage their efforts, wherever it does not draw attention.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Military Contractors&#039;&#039;&#039; are military personnel owned and operated by Vanguard&#039;s Arrow Incorporated(VAI), a United States-based Private Military Company. They are equipped with modern military equipment and weaponry akin to the USCM. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Military Contractors are most akin to USCM in terms of playstyle and equipment, sharing most equipment and weapons. They capable of using almost anything you can come across with great expertise, however they are lightly armored.&lt;br /&gt;
&lt;br /&gt;
The contractors operate under a much less rigid command structure, with everyone in the squad being of equal rank except the Team Leader, and all members of the squad being able to assist in whatever is needed at that particular moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The major difference between Military Contractors and other response teams is their complete friendliness to the USCM, their primary objective being to assist them in whatever ways are possible.&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Founded by nine USCM Veterans in 2166, following the Tientsin Campaign, Vanguard&#039;s Arrow Incorporated grew steadily from then til 2180, eventually becoming one of the biggest PMCs operating out of the United Americas.&lt;br /&gt;
In 2177, VAI managed to get the 2177 Military Aid Act passed by UA Congress, allowing independent contractors to assist USCMC forces in exchange for back-pay at a pre-determined rate, greatly increasing the potential cash-flow PMCs could make off the UA.&lt;br /&gt;
&lt;br /&gt;
In early 2180, an unspecified incident involving mass-colonist casualties and damage to We-Yu property occurred on LV-191.  Following this, many major contracts with VAI were dropped, however, a few months after, an unknown benefactor offered a new contract.&lt;br /&gt;
In exchange for a large payment, that would consistently come, VAI would begin a campaign of corporate espionage and sabotage against Weyland-Yutani. VAI, almost out of contracts, accepted this deal, believing the extra cash-flow and weakening of We-Yu PMC forces would assist their business much more than being in a small-scale corporate war with WY would cause, as well as the loss of some minor contracts in the TWE. Later, this series of offensive operations against WY further escalated into full-scale attacks on small WY facilities.&lt;br /&gt;
&lt;br /&gt;
Since this, the still-ongoing contract has kept VAI afloat, albeit still not anywhere near its hey-day. The 2177 Military Aid Act has also not been repealed, allowing VAI a bonus source of cash-flow via assistance of USCM forces wherever possible.&lt;br /&gt;
&lt;br /&gt;
Vanguard&#039;s Arrow Incorporated is split into five sections:&lt;br /&gt;
VAI Central Command(VAICC), contains all administrative and executive personnel of VAI.&lt;br /&gt;
VAI Special Protection(VAISP), tasked with the protection of VAICC and VAIMS personnel and vessels.&lt;br /&gt;
VAI Special Operations(VAISO), tasked with more unsavory operations, black ops, and the majority of anti-WY work.&lt;br /&gt;
VAI Primary Operations(VAIPO), tasked with anything that is not in the realm of VAISP and VAISO. Makes up the majority of VAI combat personnel.&lt;br /&gt;
VAI Medical Science(VAIMS), tasked with manning medical ships, dispatching medical specialists to act as team medics, and running laboratories. VAIMS was previously known as VAI Medical-Support until 2181, when the science and research division was established.&lt;br /&gt;
&lt;br /&gt;
The majority of VAI personnel are ex-USCM, with the rest being made up of members of other UA militaries, and ex-military immigrants sprinkled in as well.&lt;br /&gt;
The forces that respond to the USS Almayer&#039;s potential distress beacon are stationed on the USS Inheritor, made up of about 300 Contractors and 50 Support personnel, they are assigned to riot-control, military aid of the USCM, and sabotage and espionage of WY whenever it is convenient.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
VAIPO Mercenary Teams are to assist USCMC forces whenever possible. While the Team-Leader has ultimate authority over their team, in absence of commands from VAICC, teams are to report to the highest ranking USCM officer on-site for tasking and acquirement of IFF codes of the local USCM force. All VAI teams have also been tasked with their active contract of espionage and sabotage against Weyland-Yutani, however, it is highly recommended to keep these operations quiet, as a direct engagement with WY on-board a USCM vessel or on a USCM operation-site will draw unneeded attention, and depending on the standing of the officers in charge of the USCM force, a potential engagement with USCM forces as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOTE:&#039;&#039;&#039; There&#039;s a chance for the contractors to be aware or unaware of the alien threat, the details are located in the backstory when you spawn.&lt;br /&gt;
= Military Contractor Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Contractor Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:contract_stand.png|64px]]&amp;lt;br&amp;gt;VAIPO Mercenary (Contractor Standard)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#MAR-40_Battle_Rifle|MAR40 battle rifle]], or the &lt;br /&gt;
[[Marine_Equipment#M41A_Pulse_Rifle_MK2|M41A MK2 Pulse Rifle]], the [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]], or the [[Marine_Equipment#Mk221_Tactical_Shotgun|MK221 Tactical shotgun]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. While they may appear as an underwhelming threat, they come equipped with a surplus of ammunition, high-quality weapons, and are heavily trained in their use.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_medic.png|64px]]&amp;lt;br&amp;gt;VAIMS Medical Specialist (Contractor Medic)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#MAR-30_Battle_Carbine|MAR30 battle carbine]] and the medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=3&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|melee=1&lt;br /&gt;
|cqc=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_mg.png|64px]]&amp;lt;br&amp;gt;VAIPO Automatic Rifleman (Contractor Machinegunner)&lt;br /&gt;
|Equipped with a [[Marine_Equipment#MAR-50_Light_Machine_Gun|MAR50 Light Machine Gun]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. The Contractor Machinegunner is capable of laying down sustained fire, and if an [[Marine_Equipment#M56_Smartgun|M56B Smartgun]] is found, it can be used by them as well.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_engineer.png|64px]]&amp;lt;br&amp;gt;VAIPO Engineering Specialist(Contractor Engineer)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#MAR-30_Battle_Carbine|MAR30 battle carbine]] with standard ammunition, a motion detector, materials, and a mini-sentry for combat support.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_leader.png|64px]]&amp;lt;br&amp;gt;VAIPO Team Leader (Contractor Team Leader)&lt;br /&gt;
|Squad Leader of the contractor force. Equipped with an [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. The Team Leader&#039;s job is to lead their squad on the field, and ensure their objectives are being carried out. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|engineering=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=1&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|endurance=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_synth.png|64px]]&amp;lt;br&amp;gt;VAIPO Support Synthetic (Contractor Synthetic)&lt;br /&gt;
|Equipped with standard support-synthetic gear, the Contractor Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=25059</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=25059"/>
		<updated>2023-03-31T20:13:30Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Weyland-Yutani PMC Roles */ updated skill table with fireman carry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = Weyland-Yutani PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], Weyland-Yutani&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against Weyland-Yutani. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny the Weyland-Yutani&#039;s involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Weyland-Yutani PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Weyland-Yutani PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of Weyland-Yutani&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful Weyland-Yutani cruiser that patrols the outer edges of the Neroid Secotr. Under the directive of Weyland-Yutani&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a Weyland-Yutani Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
Weyland-Yutani&#039;s PMC&#039;s are under the direct command of the [[Corporate Liaison|Corporate Liaison]], the primary objective of the PMC&#039;s is the survival of the Corporate Liaison. If the Liaison is dead they will report to the highest ranking Marine Officer alive. Once the safety of the Liaison is assured, the PMC&#039;s can either evacuate with the Liaison, or join the marine forces in an attempt to break the alien threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOTE:&#039;&#039;&#039; There&#039;s a chance for the PMCs to be aware or unaware of the alien threat, the details are located in the backstory when you spawn.&lt;br /&gt;
&lt;br /&gt;
= Weyland-Yutani PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200|PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|medical=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]]&amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner)&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|jtac=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;PMC Sniper (PMC Specialist)&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|cqc=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;PMC Team Leader (PMC Officer)&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|cqc=1&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=25058</id>
		<title>Template:MarineSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=25058"/>
		<updated>2023-03-31T20:10:36Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: fixed the numbers and simplified the name for fireman carry, that&amp;#039;s my bad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | JTAC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering || width=&amp;quot;20%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;40%&amp;quot; | Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=4&lt;br /&gt;
|endurance=5&lt;br /&gt;
|medical=4&lt;br /&gt;
|jtac=3&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|vehicles=0&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|domestic=0&lt;br /&gt;
|intel=1&lt;br /&gt;
|research=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25057</id>
		<title>User:Rnager6012</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25057"/>
		<updated>2023-03-31T20:04:45Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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:UPP_Standard.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|Enlisted or conscripted into the armed forces, these Standard UPP soldiers are the core and brunt of the UPP forces, armed and equipped with a standard Type 71 Pulse Rifle and their UM 5 Personal armor, these fanatical soldiers are a force to be reckoned with.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Engineer.png]]&amp;lt;br&amp;gt;Korporal Sapper | Kpl.&lt;br /&gt;
|These combat sappers are the UPP equivalent of the USCM&#039;s squad engineers. They&#039;re trained to setup field fortifications and breach into hostile defences. Armed with either the Type 71 Pulse Rifle Or Carbine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Medic.png]]&amp;lt;br&amp;gt;Korporal Medic | Kpl.&lt;br /&gt;
|These trained men and women have access to an array of standard issued UPP medical items akin to their USCM counterparts. While combat is not their focus, they are armed with their old but reliable Type 71 Carbine as a quick response to any threat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Heavy.png]]&amp;lt;br&amp;gt;Serzhant | Szh.&lt;br /&gt;
|UPP Specialists are better trained and armed than their standard counterpart. Equipped with special heavy UPP armor that is capable of withstanding a significant amount of damage, and equipped with the formidable GSh-7.62 rotary machine gun, UPP Specialists are not to be taken lightly by even the most robust of marines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Leader.png]]&amp;lt;br&amp;gt;Master Serzhant | MSzh.&lt;br /&gt;
|The commander of the UPP force, the UPP Leader is charged with executing whatever mission the UPP have assigned the squad. They are equipped with mostly standard issue UPP equipment, though the Leader wears similar armor to the UPP Specialist.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | JTAC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering || width=&amp;quot;20%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;40%&amp;quot; | Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=25056</id>
		<title>Template:MarineSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=25056"/>
		<updated>2023-03-31T20:04:23Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: The merge of PR #1468 &amp;quot;Fireman Skill Refactor&amp;quot; made fireman carrying into it&amp;#039;s own skill, as opposed to being bundled with police skills. Added to the table with ccc and endurance as it is also a 5 tier skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman carry}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | JTAC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering || width=&amp;quot;20%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;40%&amp;quot; | Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:white&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=4&lt;br /&gt;
|endurance=5&lt;br /&gt;
|medical=4&lt;br /&gt;
|jtac=3&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|vehicles=0&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|domestic=0&lt;br /&gt;
|intel=1&lt;br /&gt;
|research=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Contractors&amp;diff=25055</id>
		<title>Military Contractors</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Contractors&amp;diff=25055"/>
		<updated>2023-03-31T19:37:23Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Military Contractor Roles */ adds drop boxes with the skills for each role&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = contract_stand.png&lt;br /&gt;
|jobtitle = Military Contractors&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Vanguard&#039;s Arrow Incorporated Central Command, the highest ranking USCM Officer on-site.&lt;br /&gt;
|rank = Team Leader (Leader) / Medical Specialist (Medic) /  Engineering Specialist (Engineer) / Automatic Rifleman (Machinegunner) /  Mercenary (Standard)&lt;br /&gt;
|duties = Assist USCM forces in whatever way possible.  Obtain Weyland-Yutani technology and secrets whenever possible.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/faintly aware/knowledgeable of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Assist USCMC forces in whatever way you can.&amp;lt;br&amp;gt;Attempt to obtain We-Yu secrets and technology, and sabotage their efforts, wherever it does not draw attention.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Military Contractors&#039;&#039;&#039; are military personnel owned and operated by Vanguard&#039;s Arrow Incorporated(VAI), a United States-based Private Military Company. They are equipped with modern military equipment and weaponry akin to the USCM. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Military Contractors are most akin to USCM in terms of playstyle and equipment, sharing most equipment and weapons. They capable of using almost anything you can come across with great expertise, however they are lightly armored.&lt;br /&gt;
&lt;br /&gt;
The contractors operate under a much less rigid command structure, with everyone in the squad being of equal rank except the Team Leader, and all members of the squad being able to assist in whatever is needed at that particular moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The major difference between Military Contractors and other response teams is their complete friendliness to the USCM, their primary objective being to assist them in whatever ways are possible.&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Founded by nine USCM Veterans in 2166, following the Tientsin Campaign, Vanguard&#039;s Arrow Incorporated grew steadily from then til 2180, eventually becoming one of the biggest PMCs operating out of the United Americas.&lt;br /&gt;
In 2177, VAI managed to get the 2177 Military Aid Act passed by UA Congress, allowing independent contractors to assist USCMC forces in exchange for back-pay at a pre-determined rate, greatly increasing the potential cash-flow PMCs could make off the UA.&lt;br /&gt;
&lt;br /&gt;
In early 2180, an unspecified incident involving mass-colonist casualties and damage to We-Yu property occurred on LV-191.  Following this, many major contracts with VAI were dropped, however, a few months after, an unknown benefactor offered a new contract.&lt;br /&gt;
In exchange for a large payment, that would consistently come, VAI would begin a campaign of corporate espionage and sabotage against Weyland-Yutani. VAI, almost out of contracts, accepted this deal, believing the extra cash-flow and weakening of We-Yu PMC forces would assist their business much more than being in a small-scale corporate war with WY would cause, as well as the loss of some minor contracts in the TWE. Later, this series of offensive operations against WY further escalated into full-scale attacks on small WY facilities.&lt;br /&gt;
&lt;br /&gt;
Since this, the still-ongoing contract has kept VAI afloat, albeit still not anywhere near its hey-day. The 2177 Military Aid Act has also not been repealed, allowing VAI a bonus source of cash-flow via assistance of USCM forces wherever possible.&lt;br /&gt;
&lt;br /&gt;
Vanguard&#039;s Arrow Incorporated is split into five sections:&lt;br /&gt;
VAI Central Command(VAICC), contains all administrative and executive personnel of VAI.&lt;br /&gt;
VAI Special Protection(VAISP), tasked with the protection of VAICC and VAIMS personnel and vessels.&lt;br /&gt;
VAI Special Operations(VAISO), tasked with more unsavory operations, black ops, and the majority of anti-WY work.&lt;br /&gt;
VAI Primary Operations(VAIPO), tasked with anything that is not in the realm of VAISP and VAISO. Makes up the majority of VAI combat personnel.&lt;br /&gt;
VAI Medical Science(VAIMS), tasked with manning medical ships, dispatching medical specialists to act as team medics, and running laboratories. VAIMS was previously known as VAI Medical-Support until 2181, when the science and research division was established.&lt;br /&gt;
&lt;br /&gt;
The majority of VAI personnel are ex-USCM, with the rest being made up of members of other UA militaries, and ex-military immigrants sprinkled in as well.&lt;br /&gt;
The forces that respond to the USS Almayer&#039;s potential distress beacon are stationed on the USS Inheritor, made up of about 300 Contractors and 50 Support personnel, they are assigned to riot-control, military aid of the USCM, and sabotage and espionage of WY whenever it is convenient.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
VAIPO Mercenary Teams are to assist USCMC forces whenever possible. While the Team-Leader has ultimate authority over their team, in absence of commands from VAICC, teams are to report to the highest ranking USCM officer on-site for tasking and acquirement of IFF codes of the local USCM force. All VAI teams have also been tasked with their active contract of espionage and sabotage against Weyland-Yutani, however, it is highly recommended to keep these operations quiet, as a direct engagement with WY on-board a USCM vessel or on a USCM operation-site will draw unneeded attention, and depending on the standing of the officers in charge of the USCM force, a potential engagement with USCM forces as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOTE:&#039;&#039;&#039; There&#039;s a chance for the contractors to be aware or unaware of the alien threat, the details are located in the backstory when you spawn.&lt;br /&gt;
= Military Contractor Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Contractor Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:contract_stand.png|64px]]&amp;lt;br&amp;gt;VAIPO Mercenary (Contractor Standard)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#MAR-40_Battle_Rifle|MAR40 battle rifle]], or the &lt;br /&gt;
[[Marine_Equipment#M41A_Pulse_Rifle_MK2|M41A MK2 Pulse Rifle]], the [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]], or the [[Marine_Equipment#Mk221_Tactical_Shotgun|MK221 Tactical shotgun]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. While they may appear as an underwhelming threat, they come equipped with a surplus of ammunition, high-quality weapons, and are heavily trained in their use.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_medic.png|64px]]&amp;lt;br&amp;gt;VAIMS Medical Specialist (Contractor Medic)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#MAR-30_Battle_Carbine|MAR30 battle carbine]] and the medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=3&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|endurance=4&lt;br /&gt;
|melee=1&lt;br /&gt;
|cqc=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_mg.png|64px]]&amp;lt;br&amp;gt;VAIPO Automatic Rifleman (Contractor Machinegunner)&lt;br /&gt;
|Equipped with a [[Marine_Equipment#MAR-50_Light_Machine_Gun|MAR50 Light Machine Gun]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. The Contractor Machinegunner is capable of laying down sustained fire, and if an [[Marine_Equipment#M56_Smartgun|M56B Smartgun]] is found, it can be used by them as well.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_engineer.png|64px]]&amp;lt;br&amp;gt;VAIPO Engineering Specialist(Contractor Engineer)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#MAR-30_Battle_Carbine|MAR30 battle carbine]] with standard ammunition, a motion detector, materials, and a mini-sentry for combat support.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_leader.png|64px]]&amp;lt;br&amp;gt;VAIPO Team Leader (Contractor Team Leader)&lt;br /&gt;
|Squad Leader of the contractor force. Equipped with an [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. The Team Leader&#039;s job is to lead their squad on the field, and ensure their objectives are being carried out. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|engineering=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=1&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|endurance=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_synth.png|64px]]&amp;lt;br&amp;gt;VAIPO Support Synthetic (Contractor Synthetic)&lt;br /&gt;
|Equipped with standard support-synthetic gear, the Contractor Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Freelancer_Mercenaries&amp;diff=25054</id>
		<title>Freelancer Mercenaries</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Freelancer_Mercenaries&amp;diff=25054"/>
		<updated>2023-03-31T19:10:54Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Mercenary Roles */ added dropboxes with the skills for each role&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #5E6B82&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Merc_Leader.png&lt;br /&gt;
|jobtitle = Freelance Mercenaries&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Mercenary Leader&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|guides = This page.&lt;br /&gt;
|duties = Make sure to fulfill your mission and get paid.&lt;br /&gt;
|description = To this end, you have been contacted by the Company of the USCSS Royce to assist the USS Almayer...&amp;lt;br&amp;gt;Ensure they are not destroyed.&amp;lt;br&amp;gt;&#039;&#039;&#039;[-- OR --]&#039;&#039;&#039;&amp;lt;br&amp;gt;Despite this, you have been tasked to ransack the USS Almayer and kill anyone who gets in your way.&amp;lt;br&amp;gt;Any UPP, CLF or corporate forces also responding are to be considered neutral parties unless proven hostile.&lt;br /&gt;
}} {{Tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I can do that. For money.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Unknown&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; are either your best friend, or your worst enemy, depending on who is paying them.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As a Freelance Mercenary you have been contracted to defend the USS Almayer from whatever threat they are dealing with. As a Mercenary you are [[Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment|somewhat well equipped]] and have access to overall good equipment and items, thanks to the abandoned USCM weapon stockpiles from half a decade ago. Mercenaries function somewhat akin to the USCM, however they are somewhat less powerful in direction comparison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Backstory =&lt;br /&gt;
With the loss of the UA/USCM support in the Neroid Sector, due to the defeat of the Dust Raiders on Whiskey Outpost in 2181, the Freelancers stepped in to fill the power vacuum that was left behind. The UPP couldn&#039;t fill it as that would have been seen as an invasion. The freelancers use a mix of both legally and illegally obtained weapons and munitions, mainly acquired from the Dust Raider&#039;s abandoned bases and equipment stockpiles. They run Irkala Station, which is a space station in the centre of the Neroid sector, which acts as their main trading hub. To this day, many colonists see as Freelancers as the main fighting force of order throughout the Neroid Sector.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Years later, when the USCM Company from the &#039;Falling Falcons Battalion&#039; as well as the response ship, the USS Almayer, arrived to the sector and in dire need of help, the Freelancers, sees this as either an opportunity to assist the Marines or on some views, an opportunity of raiding the Almayer for loot.&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
They&#039;ll fight whoever they were paid to fight as long as their conditions are met upon taking up the contract. The main condition being salvage rights to the ships/settlements/facilities destroyed whilst fulfilling the contract. You&#039;ve already been paid to fight, but no sense in not squeezing out some extra cash.&lt;br /&gt;
The CL is always looking for a chance to escape, perhaps you can fulfill his wishes for a price, or maybe get the CO of the Almayer to pay you extra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOTE:&#039;&#039;&#039; While some Freelancer Mercenaries help the ones who have cash and are in need, some are willing to go against them and take their cash instead. Chances are, they might be hostile to the Marines, and their objective is to ransack the Almayer and steal anything that can be valuable to your team. Any other faction besides the Marines are neutral unless otherwise. The details are located in your backstory when you spawn (seen above at the &amp;quot;Detailed Description&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=Mercenary Roles=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:Merc_Standard.png]]&amp;lt;br&amp;gt;Mercenary Standard&lt;br /&gt;
|Bog standard mercenary. Decently equipped and willing to fight for the right price. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Merc_Medic.png]]&amp;lt;br&amp;gt;Mercenary Medic&lt;br /&gt;
|Equipped with standard issue medical supplies, the job of mercenary medics is to ensure the other mercenaries as well are fit to fight. So long as they&#039;re paid with medical care, but that&#039;s taken care of.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Merc_Leader.png]]&amp;lt;br&amp;gt;Mercenary Leader&lt;br /&gt;
|The leader&#039;s job is to command the squad, lead them to victory (or defeat), and negotiate payment. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=25053</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=25053"/>
		<updated>2023-03-31T19:09:17Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Weyland-Yutani PMC Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = Weyland-Yutani PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], Weyland-Yutani&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against Weyland-Yutani. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny the Weyland-Yutani&#039;s involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Weyland-Yutani PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Weyland-Yutani PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of Weyland-Yutani&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful Weyland-Yutani cruiser that patrols the outer edges of the Neroid Secotr. Under the directive of Weyland-Yutani&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a Weyland-Yutani Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
Weyland-Yutani&#039;s PMC&#039;s are under the direct command of the [[Corporate Liaison|Corporate Liaison]], the primary objective of the PMC&#039;s is the survival of the Corporate Liaison. If the Liaison is dead they will report to the highest ranking Marine Officer alive. Once the safety of the Liaison is assured, the PMC&#039;s can either evacuate with the Liaison, or join the marine forces in an attempt to break the alien threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOTE:&#039;&#039;&#039; There&#039;s a chance for the PMCs to be aware or unaware of the alien threat, the details are located in the backstory when you spawn.&lt;br /&gt;
&lt;br /&gt;
= Weyland-Yutani PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200|PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|medical=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]]&amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner)&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|jtac=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;PMC Sniper (PMC Specialist)&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|cqc=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;PMC Team Leader (PMC Officer)&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|cqc=1&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25052</id>
		<title>User:Rnager6012</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25052"/>
		<updated>2023-03-31T18:29:55Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: /* Mercenary Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mercenary Roles=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:Merc_Standard.png]]&amp;lt;br&amp;gt;Mercenary Standard&lt;br /&gt;
|Bog standard mercenary. Decently equipped and willing to fight for the right price. &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
}}|-&lt;br /&gt;
![[File:Merc_Medic.png]]&amp;lt;br&amp;gt;Mercenary Medic&lt;br /&gt;
|Equipped with standard issue medical supplies, the job of mercenary medics is to ensure the other mercenaries as well are fit to fight. So long as they&#039;re paid with medical care, but that&#039;s taken care of.&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
}}|-&lt;br /&gt;
![[File:Merc_Leader.png]]&amp;lt;br&amp;gt;Mercenary Leader&lt;br /&gt;
|The leader&#039;s job is to command the squad, lead them to victory (or defeat), and negotiate payment. &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
}}|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25051</id>
		<title>User:Rnager6012</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Rnager6012&amp;diff=25051"/>
		<updated>2023-03-31T18:24:09Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Created page with &amp;quot;=Mercenary Roles= {| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; ! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mercenary Roles=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:Merc_Standard.png]]&amp;lt;br&amp;gt;Mercenary Standard&lt;br /&gt;
|Bog standard mercenary. Decently equipped and willing to fight for the right price. &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
}}|-&lt;br /&gt;
![[File:Merc_Medic.png]]&amp;lt;br&amp;gt;Mercenary Medic&lt;br /&gt;
|Equipped with standard issue medical supplies, the job of mercenary medics is to ensure the other mercenaries as well are fit to fight. So long as they&#039;re paid with medical care, but that&#039;s taken care of.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Merc_Leader.png]]&amp;lt;br&amp;gt;Mercenary Leader&lt;br /&gt;
|The leader&#039;s job is to command the squad, lead them to victory (or defeat), and negotiate payment. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=24840</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Quartermaster&amp;diff=24840"/>
		<updated>2023-03-08T01:29:52Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Since it isn&amp;#039;t first contact and marines are supposed to be already aware of xenos&amp;#039; ability to crawl through vents, removed the &amp;quot;if you are aware&amp;quot; and instead replaced it with the reasoning why, in case of anyone new or otherwise unaware.&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 = Requisitions Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = First Lieutenant&lt;br /&gt;
|superior = [[Commanding 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;Requisitions Officer&#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 RO 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 two grenades (which is how much a single UGL will hold), 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 Requisitions Officer 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 RO 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 RO 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 RO has an &amp;quot;E&amp;quot; pad, which works similarly to other launching pads, but the RO 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;
* 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 RO 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, and make sure command knows and provides the mortar operators with command headsets for proper coordination.&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;
Another rival for cash consumption is the vehicle crew, 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;
&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#M41AE2 HPR crate (HPR x1, HPR ammo box x1)|M41AE2 HPR crate (HPR x1, HPR ammo box x1)]]&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;
&#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.&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;
== 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;
}}&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>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hives&amp;diff=24495</id>
		<title>Hives</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hives&amp;diff=24495"/>
		<updated>2023-01-19T21:17:02Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24462 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Hive =&lt;br /&gt;
&lt;br /&gt;
The [[Queen]], the [[Hivelord]] and the [[Drone]] all share the ability to secrete resin and shape said resin into structures. This ability is incredibly important, as it enables them to develop Hives: large resin chambers in which Aliens can live, recover and gather hosts. These environments are generally hostile to non-Aliens, and can be used as a defensive position, allowing Aliens to shape the battle to their advantage as they get pushed back.&lt;br /&gt;
&lt;br /&gt;
All resin structures, outside of the Resin Sac, must be built on existing resin weeds. This means that building Hives is a methodical process. Weeds must first be planted in an area and allowed to spread, before more complex structures can be erected atop said weeds.&lt;br /&gt;
&lt;br /&gt;
Resin structures are relatively sturdy, and are able to sustain decent punishment from firearms, explosives and sharp weapons before falling apart. &lt;br /&gt;
Weeds and sticky resin are exceptionally weak to fire and high-explosives, while Resin Structures are easily destroyed by explosive and incendiary ammunition types.&lt;br /&gt;
&lt;br /&gt;
Note that weeds can only be planted in areas that do not have pre-existing structures or objects on them. Things like catwalks, grasses, and other obstructions prevent the weeding of an area.&lt;br /&gt;
&lt;br /&gt;
Only one resin structure may be built on a chosen tile, excluding Resin Sacs. As such, it is impossible to stack a nest and sticky resin, or a door and sticky resin. If a structure is getting in the way, you can claw it apart or tear it down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hive Structures ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Hive Structures&amp;quot;&amp;gt;&lt;br /&gt;
* Hive builders, (drones, hivelords, Queen) must first designate a tile with weeds on it to designate where they want it built.&lt;br /&gt;
* All aliens can contribute their plasma in building these special hive structures by simply clicking on it.&lt;br /&gt;
* Hive leaders as well as the Queen can destroy special hive structures by clicking on them with harm intent.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;600&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;300&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Spawning-Pool.png|64px]]&lt;br /&gt;
| Spawning Pool&lt;br /&gt;
| A pool of primordial goop, reeking of sour smells. Home to many small, wriggling masses. A necessary component of the hive that allows burrowed larva to spawn from it, provided there are some in reserve. Bursted bodies from &#039;&#039;&#039;captured&#039;&#039;&#039; marines (not the ones you burst from at roundstart) and monkeys thrown into it can generate additional larva.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 900&lt;br /&gt;
|| &lt;br /&gt;
* Allows larva to spawn when new players join the hive.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Hive-Core.png|64px]]&lt;br /&gt;
| Hive Core&lt;br /&gt;
| A giant pulsating mound of mass. It looks very much alive.&lt;br /&gt;
The center piece of all hive structures. Allows for additional alien hive structures to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1200&lt;br /&gt;
|| &lt;br /&gt;
* Allows other special hive structures to be built.&lt;br /&gt;
* Produces hive weeds, a slightly tougher version of normal weeds, one which slow down tall hosts much more.&lt;br /&gt;
* Once built, it creates a hardened resin ceiling that prevents orbital bombardments, mortar fire and air strikes from targeting the area.&lt;br /&gt;
* The hive will be notified it somebody is trying to destroy it.&lt;br /&gt;
* If the hive core is destroyed past 20 minutes into the round it will have a 5 minutes cooldown before it can be built again.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:HivePylon.png|64px]]&lt;br /&gt;
| Hive Cluster&lt;br /&gt;
| A large clump of gooey mass. It rhythmically pulses, as if its pumping something into the weeds below...&lt;br /&gt;
An essential part of the hive. Its weeds slow tall hosts down as well allow construction of other structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1200&lt;br /&gt;
|| &lt;br /&gt;
* Allows other special hive structures to be built..&lt;br /&gt;
* Produces hive weeds, a slightly tougher version of normal weeds, one which slow down tall hosts much more.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Egg-Morph.png|64px]]&lt;br /&gt;
| Egg Morpher&lt;br /&gt;
| A disgusting, organic processor that reeks of rotting flesh. Capable of melting even bones into something far more useful.&lt;br /&gt;
An egg morpher that turns bursted bodies into eggs. It also acts as a large egg that will launch facehuggers that enters its vicinity. Gradually produces and stores up to 6 facehuggers, which can be retrieved by aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 300&lt;br /&gt;
|| &lt;br /&gt;
* Produces facehuggers without the need for a Queen to be in Ovipositor mode.&lt;br /&gt;
* Launches facehuggers at tall hosts if it gets within range, similar to hatching eggs.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Recovery-node.png|64px]]&lt;br /&gt;
| Recovery Node&lt;br /&gt;
| A warm, soothing light source that pulsates with a faint hum.&lt;br /&gt;
The recovery node heals adjacent Aliens next to it a lot quick than those who would normally rest on weeds. Only one alien can be healed per activation at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 400&lt;br /&gt;
|| &lt;br /&gt;
* Allows for aliens next/near it to be healed quicker than normal. &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Evo-Pod.png|64px]]&lt;br /&gt;
|Evolution Pod&lt;br /&gt;
|A green fleshy orb, faintly humming an ominous tune. It calls for you.&lt;br /&gt;
The evolution pod allows for aliens to evolve quicker by .5 each. A maximum of 2 can be built at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 400&lt;br /&gt;
|| &lt;br /&gt;
* Allows for aliens to evolve quicker.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Limited Hive Structures&amp;quot;&amp;gt;&lt;br /&gt;
* Drones and Hivelords will unlock the ability to build these however their amount is limited.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;600&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;300&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Reflective_Resinwall.png|64px]]&lt;br /&gt;
| Reflective Resin Wall&lt;br /&gt;
|Weird hardened slime solidified into a fine, smooth wall. Reflects projectiles and even rockets back to the shooter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2&lt;br /&gt;
|| &lt;br /&gt;
* Reflects projectiles and even rockets back towards the sender.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resin_spike.png|64px]]&lt;br /&gt;
| Resin Spikes&lt;br /&gt;
|A small cluster of bone spikes. Ouch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 45&lt;br /&gt;
|| &lt;br /&gt;
* Deals 8 damage to a random leg or foot when a host walks over it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Acid_Pillar.png|64px]]&lt;br /&gt;
| Acid Pillar&lt;br /&gt;
|A resin pillar that is oozing with acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 5 tiles.&lt;br /&gt;
|| &lt;br /&gt;
*Deals 41 burn damage and extinguishes xenomorphs on fire.&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hive Structures&amp;quot;&amp;gt;&lt;br /&gt;
* All Hive structures cost 75 Plasma to create(Hivelords build for 100 plasma, but make stronger structures.)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;600&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;300&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Weeds.png|64px]]&lt;br /&gt;
| Resin Weeds&lt;br /&gt;
| Resin Weeds are secreted from a special Resin Sac that one regurgitates and places on the ground. From there, it will spread weeds tile by tile in a small, circular radius until stopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Weeds are critical for even the most basic Hive to be built and are always beneficial even if no special fortifications are planned. In many cases, they can mean the difference between life and death for Aliens. They are, however extremely fragile and easy to rip away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1&lt;br /&gt;
|| &lt;br /&gt;
* Any alien standing on weeds will receive increased plasma regeneration and will regenerate their health slowly. They need to rest to heal at a faster rate. In addition to this, any alien on weeds will have their speed increased slightly.&lt;br /&gt;
* Humans moving through weeds will be slowed down slightly, making it harder for them to evade and maneuver.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:HiveWeeds.png|64px]]&lt;br /&gt;
| Hive Weeds&lt;br /&gt;
| Hive Weeds are spawned from Hive Clusters or Hive Cores. They allow eggs, nests and special hive structures to be built from them. Slightly more resilient from bladed objects and slows marines down much more than normal weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute Damage Resistance&#039;&#039;&#039;: 66%&lt;br /&gt;
|| &lt;br /&gt;
* Slightly stronger than normal weeds.&lt;br /&gt;
* Allows eggs, nests and special hive structures to be built from them.&lt;br /&gt;
* Any alien standing on weeds will receive increased plasma regeneration and will regenerate their health slowly. They need to rest to heal at a faster rate. In addition to this, any alien on weeds will have their speed increased slightly.&lt;br /&gt;
* Humans moving through weeds will be slowed down, making it harder for them to evade and manoeuvre.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Weednode.png|64px]]&lt;br /&gt;
| Resin Sacs&lt;br /&gt;
| Resin Weed Sacs are the bases of every hive. Built by Drones, Hivelords, Carriers and Queens. From there, it will spread weeds tile by tile in a small, circular radius until stopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Do protect them as much as you can. In many cases, they can mean the difference between life and death for Aliens. They are tougher than the weeds it spawns but not by much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute Damage Resistance&#039;&#039;&#039;: 66%&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
* It&#039;s the starting point of all weeds. If it is destroyed, all weeds spawned by it will be destroyed eventually.&lt;br /&gt;
* Any alien standing on weeds will receive increased plasma regeneration and will regenerate their health slowly. They need to rest to heal at a faster rate. In addition to this, any alien on weeds will have their speed increased slightly.&lt;br /&gt;
* Humans moving through weeds will be slowed down slightly, making it harder for them to evade and maneuver.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resinwall.png|64px]]&lt;br /&gt;
| Resin Walls&lt;br /&gt;
| Resin Walls are another important part of the Hive. Rarely will existing terrain be perfect for the Alien&#039;s use, and often they may wish to adjust it. Resin walls are big, opaque and fairly tough structures, capable of withstanding a reasonable amount of fire&amp;lt;br&amp;gt;&lt;br /&gt;
Their most obvious use is to delimit chambers inside a completed Hive, but their properties also make them excellent cover. As you will almost always be threatened with ranged weaponry, this makes resin walls invaluable in defensive setups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 900&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
|| &lt;br /&gt;
* Completely blocks line of sight. Aliens can use their special vision to see mobs through them regardless.&lt;br /&gt;
* Sturdiest structure available to the Aliens, making for good hardcover until destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Thick_Resinwall.png|64px]]&lt;br /&gt;
| Thick Resin Wall&lt;br /&gt;
| Thick Resin Walls are a major upgrade over regular Resin Walls, exclusive to the [[Hivelord]] caste. While normal Resin Walls will tend to fall rapidly to enemy fire, Thick Resin Walls will usually hold up for much longer, for little added cost to the Alien building and maintaining them. This makes a Hivelord invaluable when building Hives and forward positions, and can potentially stall Marine advances if positioned properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1350&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
|| &lt;br /&gt;
* Straight upgrade over Resin Walls, able to soak up much more punishment before falling apart, for the almost the same initial investment and build time.&lt;br /&gt;
* Can only be built by a [[Hivelord]], replacing normal Resin Walls.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resinmembrane.png|64px]]&lt;br /&gt;
| Resin Membrane&lt;br /&gt;
| Resin Membranes are a transparent resin structure, with the strength of Resin Walls, allowing direct line of sight. This is particularly useful for larvae gestation as every infected marine within the line of sight of each other speeds up the incubation process meaning that you&#039;ll have more larvae in a shorter amount of time. Hivelords build an upgraded version of the resin membrane that has more health. (The name is the same, yet the sprite is darker)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Health Points&#039;&#039;&#039;: 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thick Health Points&#039;&#039;&#039;: 600&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
|| &lt;br /&gt;
* Allows vision through, while giving the same protection as a resin wall.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resin_door.gif|64px]]&lt;br /&gt;
| Resin Doors&lt;br /&gt;
| Resin Doors are specially crafted resin membranes, allowing Aliens to navigate through the Hive. Thanks to the special elastic resin used to shape them, they will collapse back to their original shape after a short while, opening and closing themselves for passing Aliens , although this ability means that a resin door must be placed next to a resin or normal (metal walls, cave wall, etc..) or it will collapse.&amp;lt;br&amp;gt;&lt;br /&gt;
Resin Doors are paramount to most Hives for obvious reasons. A chamber is of no use to anyone if it cannot be entered or left. However, you should consider adding more than one door. Faced with Resin Doors in multiple directions, no-one can be fully confident which one will open to reveal a Aliens. Hivelords can construct or upgrade existing resin doors to make them stronger (there is no name or skin change for upgraded doors).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Health Points&#039;&#039;&#039;: 600&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thick Health Points&#039;&#039;&#039;: 900&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
||&lt;br /&gt;
* Allows Xenomorphs to pass through somewhat seamlessly while denying access to humans unless destroyed.&lt;br /&gt;
* Less sturdy than a wall, but capable of holding its own against limited punishment.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Nest.png|64px]]&lt;br /&gt;
| Resin Nests&lt;br /&gt;
| Resin Nests are an important structure for Hive nurseries, allowing Aliens to lay down and secure hosts using extra resin provided within the nest, preventing them from easily leaving and thus allowing a relatively large amount to be guarded safely. The medium it provides is particularly suited for incubation, meaning that Aliens Embryos will grow faster within nested hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
Nests are not particularly sturdy and will be destroyed fairly easily. While a nested host will find it impossible to break out on his own, it is effortless for him to be cut out by someone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 400&lt;br /&gt;
|| &lt;br /&gt;
* Allows the Hive to secure hosts for incubation.&lt;br /&gt;
* Increases Alien Embryo growth.&lt;br /&gt;
* Can only be built on hiveweeds.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:resin_sticky.png|64px]]&lt;br /&gt;
| Sticky Resin&lt;br /&gt;
| Sticky Resin is an arrangement of thick, stringy resin filament strewn across weeded floors able to easily delay and bog down any human going through them. This allows Aliens to make their Hive even more dangerous to navigate, with no other cost than making the selected space not usable for anything else until destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
A Hive might find it wise to fill empty spaces with sticky resin once the layout of the Hive is done. In a pinch, it is recommended to at least cover entrances, doorways and surround nests. Praetorians are capable of a ranged thin sticky resin spit, which can be helpful for quick stick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 45&lt;br /&gt;
|| &lt;br /&gt;
* Slows down and even halts non-Aliens movement&lt;br /&gt;
* A bit harder to get rid of compared to Resin Weeds.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:resin_fast.png|64px]]&lt;br /&gt;
| Fast Resin&lt;br /&gt;
| Fast Resin is an arrangement of sleek resin filament strewn across weeded floors able to easily hasten the movement of any fellow alien. This allows Aliens to make navigation from the hive to the front (and vice versa) much easier, with no other cost than making the selected space not usable for anything else until destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
Though the benefit of speed is somewhat mutual to the marines. Fast resin will not slow the marines down but it won&#039;t boost their speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 30&lt;br /&gt;
|| &lt;br /&gt;
* Speeds up down Aliens movement when walking over it.&lt;br /&gt;
* Doesn&#039;t slow down marines.&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;
==Hive Planning==&lt;br /&gt;
&lt;br /&gt;
While it is easy to throw down resin, it is essential to try and plan for what you want to do with the space you are using. Are you merely weeding the terrain? Are you planning to supplement existing structures with doors and walls? Are you making a full Hive chamber? Is it going to be a defensive chamber, a maze for assaulting unsuspecting marines, or a nest for captured hosts?&lt;br /&gt;
&lt;br /&gt;
Not planning can lead to severe errors, and once a Hive is well underway, it is incredibly time-consuming to tear down resin structures to try again. Be careful about the space available to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some standard tips to help you build a Hive worthy of your Aliens Hive:&lt;br /&gt;
&lt;br /&gt;
* As time goes on, any area that isn&#039;t weeded and can be, should be. Weeds are the life and blood of the Hive, and as the Resin Weeds spread and extend through the colony, the area where Marines can safely navigate shrinks proportionally. In the event of combat, remember that even the smallest patch of weeds can be used to rest and recover plasma and health.&lt;br /&gt;
&lt;br /&gt;
* An average chamber should be thoroughly sealed with Resin Walls and Resin Doors. A good hive should have wide entrances to make maneuvering easier and multiple exits to ensure that aliens don&#039;t get cornered and trapped by the USCM. &lt;br /&gt;
&lt;br /&gt;
* A wall of Resin Walls and Resin Doors is the most basic defensive setup. While it can be destroyed with concentrated fire, it allows Aliens to break line of sight and provides secure locations to ambush marines. More advanced tactics can involve stacking walls, or creating single Resin Walls for Aliens to hide behind.&lt;br /&gt;
&lt;br /&gt;
*Usually, it is best to nest tall hosts near the smalls, to increase their burst speed. However, if the marines are nearing the hive, it can be a good idea to move the tall hosts to a more secure location to ensure a safe burst.&lt;br /&gt;
&lt;br /&gt;
* Sticky Resin is a useful tool to hamper human maneuverability inside the hive, with the drawback of restricting construction on the tile it is built on. However, if you do choose to build, you can clear stick resin in one swipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Check [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide] for information on building good Hives and visual examples.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=24493</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=24493"/>
		<updated>2023-01-19T21:16:37Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24461 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You still don&#039;t understand what you&#039;re dealing with, do you? Perfect organism. Its structural perfection is matched only by its hostility. I admire its purity. A survivor... unclouded by conscience, remorse, or delusions of morality. Is there room enough in space for us and it?&amp;quot;&#039;&#039; - Ash, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Alien&#039;&#039;&#039; (aka &#039;&#039;&#039;Xeno&#039;&#039;&#039;) is one the main opposing forces of the [[Marines|USCM Marines]] during rounds on CM-SS13. The Aliens are fearsome creatures, perfected for combat to the point of challenging the Marine force with fewer numbers.&lt;br /&gt;
&lt;br /&gt;
You are part of the Hive, under the [[Queen]]. You are but a manifestation of her will, and your primary and only task is &#039;&#039;&#039;to expand and protect the Hive&#039;&#039;&#039;. You are reasonably intelligent and capable of quickly learning from the events during the infestation of the colony, yet you show no compassion or empathy. Your job will only be done when the Hive reigns over all that you can reach.&lt;br /&gt;
&lt;br /&gt;
==Evolution Diagram==&lt;br /&gt;
[[File:Evolution.png|link=http://cm-ss13.com/wiki/images/5/53/Evolution.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
If you are chosen as one of the first Aliens, you will spawn as a [[Larva]] inside the colony that has just days before been pillaged and demolished, allowing you to spread out of control and infect or slaughter the entire colonist population. While the colony is mostly safe aside from a handful of hardened [[Survivor]]s stubbornly clinging to life, this may not hold true long.&lt;br /&gt;
&lt;br /&gt;
The Hivemind has full knowledge of the colony on which you were born, and many of its facets, even the most complex; its entire layout, how power and lighting functions, and where particular locations are. The little of resistance the Hivemind met also granted you some knowledge on the weapons you may expect to be used against you, like guns, knives, and grenades.&lt;br /&gt;
&lt;br /&gt;
One of the first tasks of the Hive is to find a nesting ground. Due to how vital this nest is and how disastrous it would be for Marines to find and destroy it, it is recommended to put it in the most secluded and secure location available. Nothing prevents you from making smaller nests closer to the action, but it could mean that the hosts manage to escape if the nesting area is pushed upon by the Marines.&lt;br /&gt;
&lt;br /&gt;
If this is your first time as an Alien, check the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide]. Here are additional tips:&lt;br /&gt;
* Speak in Hivemind by using &#039;&#039;&#039;:q&#039;&#039;&#039; or &#039;&#039;&#039;;&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:q My life for the Queen!&amp;quot;&#039;&#039; or &#039;&#039;&amp;quot;; My life for the Queen!&amp;quot;&#039;&#039; instead&lt;br /&gt;
* You are a manifestation of the Queen&#039;s will. Follow her orders or die trying. If the orders appear to break server rules, you should warn the admins.&lt;br /&gt;
* Grow the Hive. Gather together any hosts (living monkeys and humans) and bring them to the nest to incubate more Larvae.&lt;br /&gt;
* Weeds are paramount to you. While off weeds, your plasma will regenerate very slowly and you will not heal. If you do need to stray off weeds, remember this dearly, do not get caught exhausted and badly wounded far from weeds. Keep in mind that to heal at a fast, steady rate on weeds you need to be resting as if you stand while on weeds to heal you&#039;ll heal significantly slower.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Alien Castes ==&lt;br /&gt;
{| 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;Tier 1 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;As soon as your Larva has matured, you will be able to choose between the four initial Alien castes: Drone, Runner, Defender, and Sentinel. Depending on which you choose, you will then be able to progress in their respective castes. Do not underestimate them. What they lack in special abilities or raw power, they make up in sheer quantity and potential to quickly replace their fallen sisters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Build the Hive and expand it with new weed nodes. Support fellow Aliens with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|64px|link=Runner]]&amp;lt;br&amp;gt;[[Runner]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scout for the Hive. Harass and ambush Marines, especially lone wolves. Flank positions during sieges and stand-offs. Gather hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 230 &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0 &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Sentinel.png|64px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Defender.png|64px|link=Defender]]&amp;lt;br&amp;gt;[[Defender]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Fight on the frontlines. Take advantage of your armored crest to survive hails of gunfire, then disrupt Marines with your offensive abilities. Protect your backline sisters from flankers when necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 35&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;After a while as a Tier 1 Alien, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Aliens, you may be able to Evolve on the spot, or have to wait for another spot to free up, continuing to Upgrade in your current caste in the meantime. Whatever the case, you will no doubt see yourself becoming one of these castes should you stay alive long enough.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Carrier.png|64px|link=Carrier]]&amp;lt;br&amp;gt;[[Carrier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Burrower.png|64px|link=Burrower]]&amp;lt;br&amp;gt;[[Burrower]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lay the foundations for resin traps in strategic locations or the Hive&#039;s flanks. Flank your way around the map with the tunnel ability and dig tunnels to allow for quick transportation of fellow Aliens from the hive to the frontlines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 600&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Hivelord.png|64px|link=Hivelord]]&amp;lt;br&amp;gt;[[Hivelord]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 550&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Warrior.png|64px|link=Lurker]]&amp;lt;br&amp;gt;[[Lurker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Become the ultimate ambusher. Stalk behind the frontlines and on flanks, wound, capture and kill unsuspecting Marines. Harass support personnel.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 450&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Warrior.png|64px|link=Warrior]]&amp;lt;br&amp;gt;[[Warrior]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Fight on the frontlines. Disable and capture lone prey. Punish reckless Marines by flinging them into Alien backlines. Act as one of the Hive&#039;s main line combatants.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Spitter.png|64px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Protect your fellow Aliens with a corrosive acid spit, allowing you to damage hosts from a distance and deny areas or lanes of fire to them. Use your strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 550&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 600&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 15&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;While you can rapidly access Tier 3 by evolving again, it is certainly a serious responsibility. There will usually only be one or two of each of these castes in every Hive, and their loss can throw the Hive into disarray. If you do decide to Evolve, wield your new power carefully. Remember that even Tier 3 Aliens can quickly die if not being careful.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|64px|link=Boiler]]&amp;lt;br&amp;gt;[[Boiler]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring the Hive&#039;s ranged combat castes to their maximum potential with long range acid bomb shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid lance for close range defense. Use your incredibly strong acid to make short work of everything in your way.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 600&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Crusher.png|64px|link=Crusher]]&amp;lt;br&amp;gt;[[Crusher]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Make use of your armoured crest and massive body to shield and tank bullets. Eat up explosions without flinching thanks to your thick hide. Charge your foes down and stomp on them to dislodge every single bone in their body.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 700&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Praetorian.png|64px|link=Praetorian]]&amp;lt;br&amp;gt;[[Praetorian]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Be a jack of all trades. Enjoy even stronger acid spits. Use the vast assortment of available strains to quickly fill in a role that your hive needs. Use your strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Ravager.png|64px|link=Ravager]]&amp;lt;br&amp;gt;[[Ravager]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring death to all that face you. Use a powerful, short range leap to get into the action, then hit multiple targets with your scissor cut. Hit and run and frontal assaults are your bread and butter, get used to taking damage and dealing it. You don&#039;t need to hide anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 4 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Queen is in her own, informal category. Unlike all other Aliens, she will usually appear immediately at the start of a round, and her death will throw the Hive into disarray (if there is no Queen at the start of a round, a Drone will have to evolve into one). While she can be replaced, she is also unique, and should she go missing all other Aliens will be unable to evolve any further. If this goes on for too long, the Hive might very well rot away.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Abomination is also in its own, informal category. Since the Abomination requires a successfully infected and burst Hunter, the odds of encountering one are rather low. &#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Queen.png|64px|link=Queen]]&amp;lt;br&amp;gt;[[Queen]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lead your Hive to victory over the Marines. Use your powerful pheromones and your command abilities to organise the Hive. Lay eggs to create facehuggers and accumulate more Larvae. Use your screech to defend yourself and signal pushes. Use your strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Young Queen&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Matured Queen&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px|link=Abomination]]&amp;lt;br&amp;gt;[[Abomination]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Use hit and run tactics against opposing Hunters and Marines. Gain more strength for every kill you make. Be fear incarnate against both the Hunters hunting you and the Marines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Maybe there are more than just the Aliens above... It&#039;d be best to find out their purpose and their evolutions for yourself. You&#039;ll know about them... one day.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event-Specific Alien Hives ==&lt;br /&gt;
For special events, Admins may spawn in Aliens of different hives that operate independently of the primary hive, with their own Queen and structure. This is like a Squad for Marines, but for Aliens. They are distinguished by name and color, with the names having prefixes like &amp;quot;Corrupted&amp;quot; &amp;quot;Alpha&amp;quot;, &amp;quot;Beta&amp;quot;, &amp;quot;Zeta&amp;quot;, and so on. Depending on the event, they may be tasked with helping the original hive, be sided with the humans as enslaved Aliens, or act as a third faction hostile to both.&lt;br /&gt;
&lt;br /&gt;
Their abilities are identical to normal Aliens and will function identically against humans. Most abilities, such as neurotoxin, will also affect other Aliens as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These Alien hives can appear in the normal play if they were able to be made through research or they must be spawned in by an Admin.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
Rank or age is determined by time played.  The time to reach each rank is as followed.  Larva do not show maturation via playtime, instead differing on bloody larva to mature larva as they gain evolution points.&lt;br /&gt;
&lt;br /&gt;
*Mature: 10 hours&lt;br /&gt;
*Elder: 25 hours&lt;br /&gt;
*Ancient:  70 hours&lt;br /&gt;
*Prime: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Requisitions&amp;diff=24489</id>
		<title>Requisitions</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Requisitions&amp;diff=24489"/>
		<updated>2023-01-19T21:15:14Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24454 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Elevator ==&lt;br /&gt;
&lt;br /&gt;
Requisitions obtain new supplies primarily from the Automated Storage and Retrieval System. This system consists of a few &#039;&#039;&#039;Supply Consoles&#039;&#039;&#039; in which supply crates are ordered using Money, and a &#039;&#039;&#039;Supply Elevator&#039;&#039;&#039; that retrieves ordered crates from the sublevel cargo hold and delivers them to the requisitions bay.&lt;br /&gt;
&lt;br /&gt;
[[File:Elevator.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
however, there are some events that can happen ie a spider nest with Giant spiders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five sources of Money:&lt;br /&gt;
&lt;br /&gt;
* The department begins the mission with several thousand dollars. This scales with marine population, with a formula of (marine population / 30) * 12,000&lt;br /&gt;
*Money is gained over time passively, at around 300 dollars per minute.&lt;br /&gt;
* &#039;&#039;Any&#039;&#039; crates sent down on the elevator reward 200 dollars. &lt;br /&gt;
* Supply manifests from ordered crates, stamped with the RO&#039;s stamp and sent down on the elevator in a crate, reward 100 dollars each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To access the black market crates you&#039;ll want to ask an engineer to Use a screwdriver, crowbar, wire cutters, screwdriver, crowbar to get the Supply Console circuit board out, then use a Security Access Tuner on the circuit and set access to &amp;quot;BROAD&amp;quot;, put the circuit back, screwdriver it, use cable coil, use glass and use screwdriver again to finalize it. Congratulations, you have access to the black market. However, neither the RO nor CT&#039;s have the ability to do so as they do not have high enough engineering skill.&lt;br /&gt;
&lt;br /&gt;
==[[File:Weapons_rack.png]] Armaments, Ammunition and Surplus Uniform Vendors [[File:Weapons_rack.png]]==&lt;br /&gt;
&lt;br /&gt;
Located next to the attachments vendor there is a surplus armaments and ammunition vendor. The room to the south houses the spare uniforms vendor. These contain all the spare weapons and ammo the USCM may require during an operation. They hold various kinds of weapons and ammunition such armor-piercing rounds or various kinds of grenades for the marines to use, if they request any.&lt;br /&gt;
&lt;br /&gt;
&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;Armaments&amp;quot;&amp;gt;&lt;br /&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;Primary Firearms:&#039;&#039;&#039;&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:M37_Variants.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;M37A2 pump shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M39_Variants.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 sub machine gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A pulse rifle MK2&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L42.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Stats}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Attachments}}&lt;br /&gt;
|}&lt;br /&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;Sidearms:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:88m4.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:44magnum.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M44 combat revolver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4A3_Variants.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;M4A3 service pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Flare Gun.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Flare Gun Description}}&lt;br /&gt;
|}&lt;br /&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;Restricted Firearms:&#039;&#039;&#039;&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:Vp78.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Smartpistol.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Attachments}}&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;MOU53 break action shotgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Attachments}}&lt;br /&gt;
&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;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41amk1.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Attachments}}&lt;br /&gt;
&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;M56D Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Construction and Maintenance}}&lt;br /&gt;
&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;M2C Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Flamethrower.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Attachments}}&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;M79 Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M79 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M79 Attachments}}&lt;br /&gt;
|}&lt;br /&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;Explosives:&#039;&#039;&#039;&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:Grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M15 fragmentation grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M20Claymore.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M20 Claymore anti-personnel mine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for killing or heavily wounding any would be trouble makers who dare attempt to invade your base.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40_HEDP_box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP grenade box&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:incingrenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 HIDP incendiary grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
|-&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;
&#039;&#039;&#039;M40 HPDP White Phosphorus Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 HSDP smoke grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IfB4ee5XzqI&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&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&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Star Shell.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-Star Shell&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Hornet Shell.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-Hornet Shell&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targetting .22lr rounds. The equivalent to buckshot at-range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Baton Shell.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-Baton Shell&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40 Metal Foam Grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 MFHS Metal Foam Grenade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A grenade that will detonate and spread metal foam surrounding it&#039;s ground zero. Useful for retreats to slow down an enemy advance.&lt;br /&gt;
|-&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 it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. 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;
{| 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;Webbing:&#039;&#039;&#039;&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: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]]&lt;br /&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;
Can be ordered via crate in [[Requisitions#Webbings and holsters crate|Requisitions]], but not carried typically.&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;&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]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Webbings and holsters crate|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Knife-Webbing.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Knife Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A vest that can hold five throwing knives.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Drop_Pouch.png|64px]]&lt;br /&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;
&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;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:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;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;
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|64px]]&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:G4-1_FuelTank.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welderpack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| |A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Weldersatchel.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IO_Pack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM Logistics IMP Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions.&lt;br /&gt;
&lt;br /&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;Belts:&#039;&#039;&#039;&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]]&lt;br /&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&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. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&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_knife.png|64px]]&lt;br /&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 for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
|-&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;
&#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;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialized squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&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;|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&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]]&lt;br /&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;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors or Some Marine Prep Vendors&#039;&#039;&#039;, and is standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&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]]&lt;br /&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shotgun_belt.png|64px]]&lt;br /&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. This holds 10 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&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;
&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:Rappel_Harness.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Rappel Harness&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A belt designed to allow the wearer to rappel from a dropship at low altitude.&lt;br /&gt;
|} &lt;br /&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;Pouches:&#039;&#039;&#039;&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]]&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. Holds 7 Autoinjectors.&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;Construction pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:explarge-pouch.png|64px]]&lt;br /&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. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;First-Aid Pouch (Injector)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch}}&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]]&lt;br /&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. Useful for lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&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;
&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. 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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:medmag-pouch.png|64px]]&lt;br /&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]]&lt;br /&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:Machete pouch.png|64px]]&lt;br /&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:medic-pouch.png|64px]]&lt;br /&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. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|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. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions##Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:medkit-pouch.png|64px]]&lt;br /&gt;
&#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. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
&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;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. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:syringe-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Syringe pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Uncommon issue pouch, able to hold an array of syringes. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tool_Pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
Designed to hold all your different types of tools. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&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;
&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;
|-&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:largemag-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;
&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;Miscellaneous:&#039;&#039;&#039;&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:Flashlight.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Combat 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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Entrenching_Tool_Unfolded.png|64px]]&lt;br /&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 or certain pouches.&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 masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing. &lt;br /&gt;
|- &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-S signal flare pack&#039;&#039;&#039;&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M94 marking flare pack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
|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;&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:MB-6_Folding_Barricade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.&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;|A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Binoculars.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A military-issued pair of binoculars. There is nothing special about this pair of binoculars. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Rangefinders&#039;&#039;&#039;&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;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&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:Goggles.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mini Fire 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:Fulton_Device.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
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: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;
|-&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;
|-&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 Certification&#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;
|}&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;Ammunition&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;Regular 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:buckbox.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Fires multiple small projectiles. Deals massive damage, knocks back, and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Box_of_flechette_shells.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:slugbox.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L42mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;L42A Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds twenty five (25) 10x24mm rifle rounds.&lt;br /&gt;
Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41Amag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M39mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 HV Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds forty eight (48) 10x20mm rounds.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M44SL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M44 Speed Loader&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds seven (7) .44 rounds.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4A3mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds nine (9) 9mm pistol rounds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor-Piercing 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:88M4AP_Magazine.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;88M4 AP Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L42_AP_mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;L42A AP Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds twenty five (25) 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:M39-AP-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&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:M41A-AP-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A MK2 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4A3-AP-mag.png]]&lt;br /&gt;
&#039;&#039;&#039;M4A3 Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds nine (9) 9mm pistol 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; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extended 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:M39-extended-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&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-extended-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A MK2 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; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Special Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PowerPack.png]]&lt;br /&gt;
&#039;&#039;&#039;M56 Power Pack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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:Smartgun_Drum.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Smartgun Drum&#039;&#039;&#039;&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. Click on the smartgun with the Drum magazine. Once loaded in you&#039;ll be able to fire five hundred rounds (500) without stopping.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M44-HR-SL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M44 Heavy Speed Loader&#039;&#039;&#039;&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M44-MM-SL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M44 Marksman Speed Loader&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4A3-Hollow-Point-mag.png]]&lt;br /&gt;
&#039;&#039;&#039;M4A3 Hollow Point Magazine&#039;&#039;&#039;&lt;br /&gt;
&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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41AE2_holo_magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;M41AE2 Hollo Target Magazine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds.&lt;br /&gt;
&lt;br /&gt;
Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off. For more magazines you&#039;ll need to ask requisitions. &lt;br /&gt;
|}&lt;br /&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;Restricted Firearm Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:VP78_Magazine.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;VP 78 Pistol Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fourteen (14) 9mm squash-head pistol rounds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:SU6_Smart_Pistol_Magazine.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;SU-6 Smart Pistol Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) .45 pistol rounds. Has specially made bullets for IFF capabilities.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IncineratorTanks.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41AE2_Magazine.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41AE2 Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.&lt;br /&gt;
&lt;br /&gt;
Uses the same calibre bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41AMK1mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armor piercing calibre as the new versions. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M56D_Drum_Magazine.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M56D Drum Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M2C_Ammunition_Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M2C Box Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there&#039;s no ammo box loaded to reload the M2C. &lt;br /&gt;
|}&lt;br /&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 boxes:&#039;&#039;&#039;&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:Big_Ammo_Box_10mm.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Rifle Ammunition Box (10x24mm)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42A magazines.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Big_Ammo_Box_AP_Rifle.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Rifle Ammunition Box (10x24mm AP)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor-piercing magazines and L42A armor-piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Big_Ammo_Box_9mm.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;SMG Ammunition Box (10x20mm)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Big_Ammo_Box_9mm AP.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;SMG Ammunition Box (10x20mm AP)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor-piercing M39 magazines.&lt;br /&gt;
&lt;br /&gt;
|}&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;Magazine boxes:&#039;&#039;&#039;&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:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the 88 Mod 4 Combat Pistol.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L42 MK-1 AP Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (AP L42A x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M39 Armor Piercing Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (AP M39 x 12)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41A Armor Piercing Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (AP M41A x 10)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (Ext M39 x 10)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41A Extended Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (Ext M41A x 8)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L42 Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (L42A x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M39 Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (M39 x 12)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41A Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (M41A x 10)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the M4A3 Pistol.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the SU-6 Smart Pistol.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the VP78 Pistol.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Buckshot Shell Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Buckshot Shell Box X100&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Flechette Shell Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flechette Shell Box X100&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 100 Flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Slug Shell Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Slug Shell Box X100&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Surplus Uniforms&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;Miscellaneous:&#039;&#039;&#039;&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:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;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;
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: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.&lt;br /&gt;
|-&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]]&lt;br /&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. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_satchel.png|64px]]&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;
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:Jumpsuit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM 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; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
Has multiple variants of the standard armor, mainly for decoration: &lt;br /&gt;
* Padded&lt;br /&gt;
* Padless&lt;br /&gt;
* Ridged&lt;br /&gt;
* Carrier&lt;br /&gt;
* Skull&lt;br /&gt;
* Smooth&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_light_armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-L-Pattern Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_heavy_armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-H-Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user&#039;s guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.&lt;br /&gt;
|-&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;
&#039;&#039;&#039;M10 pattern marine helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| 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;Gloves:&#039;&#039;&#039;&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:Generic_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Various Marine Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Various marine combat gloves from the 4 squads and a generic grey one.&lt;br /&gt;
Contains:&lt;br /&gt;
* Marine Combat Gloves.&lt;br /&gt;
* Alpha Squad Gloves.&lt;br /&gt;
* Bravo Squad Gloves.&lt;br /&gt;
* Charlie Squad Gloves.&lt;br /&gt;
* Delta Squad Gloves.&lt;br /&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;Radios:&#039;&#039;&#039;&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:Generic_Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Marine radio 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. Doesn&#039;t come with any encryption keys.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:E-Key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Various Encryption Keys&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Various Encryption keys that allow you to have access to other departments or squads when inserted into a headset.&lt;br /&gt;
Contains:&lt;br /&gt;
* Alpha Squad radio encryption key.&lt;br /&gt;
* Bravo Squad radio encryption key.&lt;br /&gt;
* Charlie Squad radio encryption key.&lt;br /&gt;
* Delta Squad radio encryption key.&lt;br /&gt;
* Supply radio encryption key.&lt;br /&gt;
* Engineering radio encryption key.&lt;br /&gt;
|}&lt;br /&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;Masks:&#039;&#039;&#039;&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]]&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 masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Heat_absorbent_coif.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.&lt;br /&gt;
|}&lt;br /&gt;
&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;
== Automatic Supply Retrieval System ==&lt;br /&gt;
&lt;br /&gt;
The ship comes with an Automatic Supply Retrieval System that occasionally puts random supply crates on the elevator. This can range from sandbags and ammunition to spare Mortar Ammo and Heavy Machine Guns. The crates are spawned periodically, with a maximum of 20 crates. For the first 5 times you call the elevator, there will always be 5 crates of various supplies.&lt;br /&gt;
&lt;br /&gt;
== Supply Drops ==&lt;br /&gt;
&lt;br /&gt;
The requisitions bay are armed with 5 trans-atmospheric launch tubes, one per squad and your own one through which supplies can be quickly and efficiently delivered to the planet. They must be operated with the following steps:&lt;br /&gt;
&lt;br /&gt;
* A squad must relay coordinates to their Overwatch Officer with the Squad&#039;s Range Finders or the Squad Leader&#039;s Tactical Binoculars.&lt;br /&gt;
* A crate of supplies is loaded onto the same squad&#039;s launch pad in the requisitions bay.&lt;br /&gt;
* An officer fires the crate through the launch tubes using the relevant squad&#039;s Overwatch Console. They may optionally adjust an offset for the landing.&lt;br /&gt;
* After a short amount of time, the crate lands on the planet.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can launch supplies down yourself.&lt;br /&gt;
* A squad must relay co-ordinates to the requisitions officer via the Squad&#039;s Range Finders or the Squad Leader&#039;s Tactical Binoculars.&lt;br /&gt;
* A crate of supplies is loaded onto the Green E supply pad.&lt;br /&gt;
* You must launch the crate via the supply drop console with the co-ordinates.&lt;br /&gt;
* After a short amount of time, the crate lands on the planet.&lt;br /&gt;
* A 5 minute cooldown will then begin.&lt;br /&gt;
&lt;br /&gt;
== Supply Crates ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Every time you buy the same crate it will increase in price by 8%&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Mortar ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M402 mortar crate}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;M402 mortar crate&lt;br /&gt;
|10000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Defensive_Marine_Equipment 1 M402 Mortar] &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M402 Mortar HE Ammo Crate}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M402 mortar ammo crate (x6 HE)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#M402_Mortar 6 M402 Mortar HE Shells]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M402 Mortar Incendiary Ammo Crate}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M402 mortar ammo crate (x6 Incendiary)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#M402_Mortar 6 M402 Mortar Incendiary Shells]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M402 Mortar Flare Ammo Crate}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M402 mortar ammo crate (x6 Flare)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#M402_Mortar 6 M402 Mortar Flare Shells]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM MRE crate (x20)}}[[File:Fridge_Crate.png|64px]]&amp;lt;br&amp;gt;USCM MRE crate (x20)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*5 Boxes of MRE Packages&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Food Ingredients crate (x25)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Food Ingredients crate (x25)&lt;br /&gt;
|1000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*15 Flour Packets&lt;br /&gt;
&lt;br /&gt;
*8 Monkey Slabs&lt;br /&gt;
&lt;br /&gt;
*1 Sugar Packet&lt;br /&gt;
&lt;br /&gt;
*1 Egg Packet&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Secret Ingredients crate}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Secret Ingredients crate&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note that this crate chooses 6 items from a selection of the below possibilities:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Requires the supply console to have black market access.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*1 enzyme packet&lt;br /&gt;
*3 salt shakers&lt;br /&gt;
*3 pepper mills&lt;br /&gt;
*2 sugar packets&lt;br /&gt;
*5 potatoes&lt;br /&gt;
*1 mint packet&lt;br /&gt;
*2 tomatoes&lt;br /&gt;
*2 carrots&lt;br /&gt;
*2 lemons&lt;br /&gt;
*2 oranges&lt;br /&gt;
*2 limes,&lt;br /&gt;
*1 bottle of whiskey&lt;br /&gt;
*1 bottle of tequila,&lt;br /&gt;
*1 bottle of rum&lt;br /&gt;
*3 bottles of wine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Motion Detector crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Motion Detector crate (x2)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Motion_Detector|2 Motion Detectors]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare packs crate (x20)}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Flare packs crate (x20)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#M94 Marking Flare Pack|4 Boxes of Flares]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flare packs crate (x20)}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Signal flare packs crate (x4)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#M94-S Signal Marking Flare Pack|4 Boxes of Signal Flares]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flare packs crate (x20)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Fulton Recovery Device crate (x4)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#Fulton Recovery Device|4 Fulton Recovery Devices]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles Crate (x3)}}[[File:Supply_Crate.png]]&amp;lt;br&amp;gt;M2 Night Vision Goggles Crate (x3)&lt;br /&gt;
|6000 Dollars&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#M2 Night Vision Goggles|3 Night Vision Goggles]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Surplus explosives crate (claymore mine x5, M40 HIDP x2, M40 HEDP x2, M15 HE x2, M40 HEFA x2, M12 Blast x2))}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;Surplus explosives crate (claymore mine x5, M40 HIDP x2, M40 HEDP x2, M15 HE x2, M40 HEFA x2, M12 Blast x2)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#M20_Mine_Box| 1 M20 Mine Box]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine_Equipment#M40_HEDP_Grenade| 2 M40 HEDP Grenades]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine_Equipment#M40_HIDP_Incendiary_Grenade| 2 M40 HIDP Grenades]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine_Equipment#M15_Fragmentation_Grenade| 2 M15 Fragmentation Grenades]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine_Equipment#M40_HEFA_Grenade| 2 M40 HEFA Grenades]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#M12_Blast_Grenade| 2 M12 Blast Grenades]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Claymore mines crate (x10)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;Claymore mines crate (x10)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[[Marine_Equipment#M20_Mine_Box| 8 M20 Mine Box]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M15 high explosive grenades crate (x6)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M15 high explosive grenades crate (x6)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#M15_Fragmentation_Grenade| 6 M15 Fragmentation Grenades]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Plastic explosive crate (x3)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;Plastic explosives crate (x3)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* [[Marine_Equipment#C4_Explosive_Charge| 3 Plastic explosives]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Breaching Charge crate (x4)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;Breaching Charge crate (x4)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* [[Marine_Equipment#Breaching Charge| 4 Breaching Charges]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M40 HIDP incendiary grenades crate (x5)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M40 HIDP incendiary grenades crate (x5)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#M40_HIDP_Incendiary_Grenade| 5 M40 HIDP Grenades]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M40 HEDP high explosive grenade box crate (x25)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M40 HEDP high explosive grenade box crate (x25)&lt;br /&gt;
|10000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#Explosive_and_Ammo_Boxes| 1 M40 HEDP Grenade Box]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M40 HEDP grenades crate (x5)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M40 HEDP grenades crate (x5)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#M40_HEFA_Grenade| 5 M40 HEDP Grenades]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M40 HEFA fragmentation grenade box crate (x25)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M40 HEFA fragmentation grenade box crate (x25)&lt;br /&gt;
|10000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#Explosive_and_Ammo_Boxes| 1 M40 HEFA fragmentation Grenade Box]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M40 HEFA grenades crate (x5)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M40 HEFA grenades crate (x5)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#M40_HEFA_Grenade| 5 M40 HEFA Grenades]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Replacement Telecommunication Parts }}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Replacement Telecommunication Parts&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* 1 T-Comms circuit&lt;br /&gt;
* 2 cable coils&lt;br /&gt;
* 2 power cells&lt;br /&gt;
* 2 micro-manipulators&lt;br /&gt;
* 2 hyperwave filters&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Contraband crate}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Contraband crate&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note that this crate chooses 5 items from a selection of the below possibilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Blood Tomato Seeds&lt;br /&gt;
&lt;br /&gt;
*Warlock&#039;s Velvet&lt;br /&gt;
&lt;br /&gt;
*Happy Pills, Pill bottle&lt;br /&gt;
&lt;br /&gt;
*Zoom Pills, Pill bottle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&#039;&#039;&#039;Note all weapons start with a magazine already loaded into them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Surplus rifles crate (M41A x2, M41A ammo x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Surplus rifles crate (M41A x2, M41A ammo x2)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 2 M41A&#039;s]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 2 M41A Magazines]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Surplus Sidearms crate (M4A3 x2, M44 x2, ammo x2 each)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Surplus Sidearms crate (M4A3 x2, M44 x2, ammo x2 each)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M4A3 Service Pistol|2 M4A3 Service Pistol]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M4A3 Service Pistol|2 M4A3 Service Pistol Magazines]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M44 Combat Revolver|2 M44 Revolver]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M44 Combat Revolver|2 M44 Revolver Speed Loaders]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Surplus shotguns crate (M37A2 x2, M37A2 ammo x2 each)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Surplus shotguns crate (M37A2 x2, M37A2 ammo x2 each)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine Equipment#M37A2 Pump Shotgun|2 M37A2 Pump Shotguns]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine Equipment#M37A2 Pump Shotgun|2 Boxes of Slug Shells]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine Equipment#M37A2 Pump Shotgun|2 Boxes of Buckshot Shells]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Surplus SMG crate (M39 x2, M39 ammo x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Surplus SMG crate (M39 x2, M39 ammo x2)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine Equipment#M39 Submachine Gun|2 M39 SMG&#039;s]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine Equipment#M39 Submachine Gun|2 M39 SMG Magazines]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M41AE2 HPR crate (HPR x2, HPR ammo boxes x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;M41AE2 HPR crate (HPR x2, HPR ammo boxes x2)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 2 M41AE2]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 2 M41AE Magazine]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M56D crate}}[[File:M56D Crate.png|64px]]&amp;lt;br&amp;gt;M56D crate&lt;br /&gt;
|10000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#M56D_Mounted_Smartgun| 1 M56d]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M56 System crate}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;M56 System crate&lt;br /&gt;
|10000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [[Marine_Equipment#M56_Smartgun| 1 M56 Smartgun]]&lt;br /&gt;
* [[Marine_Equipment#M56_Smartgun| 1 M56 Powerpack]]&lt;br /&gt;
* [[Marine_Equipment#M56_Combat_Harness| 1 M56 Combat Harness]]&lt;br /&gt;
*1 M56 Head Mounted Sight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M240 Flamethrower crate (M240 x2)}}[[File:Gun_Crate.png|64px]]&amp;lt;br&amp;gt;M240 Flamethrower crate (M240 x2)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#M240A1 Incinerator Unit|2 M240 Incinerator Units]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M44 holster crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;M44 holster crate (x2)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
| &lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Holsters_and_Scabbards 2 M276 Pattern M44 Holster Rigs]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M4A3 holster crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;M4A3 holster crate (x2)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Holsters_and_Scabbards 2 M276 Pattern M4A3 Holster Rigs]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M39 holster crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;M39 holster crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Holsters_and_Scabbards 2 M276 Pattern M39 Holster Rigs]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Black market firearms (x1)}}[[File:Large_Crate.png|64px]]&amp;lt;br&amp;gt;Black market firearms (x1)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Note that this crate chooses 1 Weapon and it&#039;s corresponding ammo from the selection of the below possibilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Miscellaneous_Equipment 1 M1911] | [http://cm-ss13.com/wiki/Marine_Equipment#Miscellaneous_Equipment 1 M1911 Magazine]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 CMB Spearhead AutoRevolver] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Spearhead Speed Loader]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment Highpower Automag] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Highpower Magazine]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment Holdout Pistol] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Holdout Magazine]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 1 88Mod 4 Combat Pistol] | [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 1 88M4 Armor Piercing Magazine]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Vintage Desert Eagle] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Desert Eagle Magazine]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Smith &amp;amp; Wesson Revolver] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 S&amp;amp;W Speed Loader]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment MAC-15 Machine Pistol] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 MAC-15 Magazine]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment Scorpion SMG] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 ACP Skorpion Magazine]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment MP27 SMG] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 MP27 Magazine]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment HG Pump Shotgun] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Box of Incendiary Slug Rounds]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment Double Barrel Shotgun] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Box of Buckshot Rounds]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment Custom Built Shotgun] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Box of Slug Rounds]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 FN FP9000 Submachine Gun] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 FN Magazine]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vehicle Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|LTB Cannon Magazines (x10)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;LTB Cannon Magazines (x6)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*6 LTB Cannon Magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|LTAA AP Minigun Magazines (x3)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;LTAA AP Minigun Magazines (x3)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*3 LTAA AP Minigun Magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|AC3-E autocannon magazines (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;AC3-E autocannon magazines (x5)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*5 ACE Autocannon magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|DRG-N offensive flamer unit fuel tanks (x3)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;DRG-N offensive flamer unit fuel tanks (x3)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*3 DRG-N Fuel tanks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|PARS-159 Boyars dualcannon magazines (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;PARS-159 Boyars dualcannon magazines (x5)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*5 PARS-159 Dualcannon IFF Magazine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M92T grenade launcher magazines (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M92T grenade launcher magazines (x5)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*5 M92T grenade launcher magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tank turret smoke screen magazines (x4)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Tank turret smoke screen magazines (x4)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*3 Tank Turret Smoke Screen Magazines (Note discrepancy between listed and actual contents)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|TOW launcher magazines (x3)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;TOW launcher magazines (x3)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*3 TOW launcher magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M56 Cupola Magazines (x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M56 Cupola Magazines (x2)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*2 M56 Cupola Magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|LZR-N flamer unit fuel tanks (x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;LZR-N flamer unit fuel tanks (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*2 LZR-N flamer unit fuel tanks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bleihagel RE-RE700 frontal cannon magazines (x2))}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Bleihagel RE-RE700 frontal cannon magazines (x2)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*2 RE-RE700 Frontal Cannon magazine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M-87 flare launcher magazines (x4)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M-87 flare launcher magazines (x4)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*4 M-87F Flare Launcher Magazines&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Rail attachments crate (x2 each)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Rail attachments crate (x2 each)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 2 Red Dot Sight] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 2 Rail Scopes]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 2 Magnetic Harnesses]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 2 Quickfire Adapters]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Red-dot sight attachment crate (x8)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Red-dot sight attachment crate (x8)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 8 Red Dot Sights] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Railscope attachment crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Railscope attachment crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 2 Railscopes] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Mini Railscope attachment crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Mini Railscope attachment crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 2 Mini Railscopes] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magnetic harness attachment crate (x6)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Magnetic harness attachment crate (x6)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 6 Magnetic Harnesses] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Quickfire adaptor attachment crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Quickfire adapter attachment crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Rail_Attachments 2 Quickfire Adapters] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Muzzle attachments crate (x2 each)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Muzzle attachments crate (x2 each)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 2 Suppressors] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 2 Bayonets] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 2 Extended Barrels] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 2 Barrel Chargers] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 2 Compensators] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Suppressor attachment crate (x8)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Suppressor attachment crate (x8)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 8 Suppressors] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet attachment crate (x8)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Bayonet attachment crate (x8)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 8 Bayonets] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Extended barrel attachment crate (x6)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Extended barrel attachment crate (x6)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 6 Extended Barrels] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Barrel charger attachment crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Barrel charger attachment crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 2 Barrel Chargers] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Compensator attachment crate (x6)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Compensator attachment crate (x6)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Muzzle_Attachments 6 Compensators] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Underbarrel Attachment Crate}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Underbarrel Attachment Crate&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Foregrips] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Gyros] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Bipods] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Masterkey Shotguns] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Mini Flamethrowers] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Burst Fire Assemblies] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Foregrip attachment crate (x8)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Foregrip attachment crate (x8)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 8 Foregrips] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Gyroscopic stabilizer attachment crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Gyroscopic stabilizer attachment crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Gyros] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bipod attachment crate (x6)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Bipod attachment crate (x6)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 6 Bipods] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Underbarrel shotgun attachment crate (x4)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Underbarrel shotgun attachment crate (x4)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 4 Masterkey Shotguns] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Underbarrel flamer attachment crate (x4)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Underbarrel flamer attachment crate (x4)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 4 Mini Flamethrowers] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Burstfire assembly attachment crate (x2)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Burstfire assembly attachment crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Underbarrel_Attachments 2 Burst Fire Assemblies] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Stock attachments crate (x3 each)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Stock attachments crate (x3 each + 1 paratrooper stock)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 3 M44 Magnum Sharpshooter Stocks] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 3 M41A Skeleton Stocks] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 3 M37 Wooden Stocks] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 3 SMG Stocks]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 1 Paratrooper Stock]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Revolver stock attachment crate (x4)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Revolver stock attachment crate (x4)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 4 M44 Magnum Sharpshooter Stocks] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Rifle stock attachment crate (x4)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Rifle stock attachment crate (x4)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 4 M41A Skeleton Stocks] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun stock attachment crate (x4)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Shotgun stock attachment crate (x4)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 4 M37 Wooden Stocks]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Submachinegun stock attachment crate (x4)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Submachinegun stock attachment crate (x4)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Stock_Attachments 4 Submachinegun Stocks]  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150|Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|SMG ammo box crate (x600 rounds)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;SMG ammo box crate (x600 rounds)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
| &lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Ammo_Boxes 1 SMG Ammunition Box (10x20mm)]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|SMG AP ammo box crate (x600 rounds)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;SMG AP ammo box crate (x600 rounds)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
| &lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Ammo_Boxes 1 SMG Ammunition Box (10x20mm AP)]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Rifle ammo box crate (x600 rounds)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Rifle ammo box crate (x600 rounds)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
| &lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Ammo_Boxes 1 Rifle Ammunition Box (10x24mm)]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Rifle AP ammo box crate (x600 AP rounds)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Rifle ammo box crate (x600 AP rounds)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
| &lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Ammo_Boxes 1 Rifle Ammunition Box (10x24mm AP)]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M4A3 16 x Regular Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (M4A3, 16x regular mags)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Magazine_Box_.28M4A3_x_16.29| 1 Magazine Box (M4A3 x 16)]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M4A3 16 x AP Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (M4A3, 16x AP mags)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M4A3_Armor_Piercing_Magazine_Box| 1 M4A3 Armor Piercing Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (88 Mod 4 16 x Regular Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (88 Mod 4 AP, 16x mags)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Magazine_Box_.2888_Mod_4_AP_x_16.29| 1 Magazine Box (88 Mod 4 AP x 16)]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Regular M44 Heavy speedloaders crate (10x)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Regular M44 Heavy speedloaders crate (10x)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Marine_Equipment#M44_Speed_Loader | 10 M44_Speed_Loader]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M39 12 x Regular Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (12 x M39 Mags)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M39_Magazine_Box | 1 M39 Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M39 12 x AP Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (12 x M39 AP Mags)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M39_Armor_Piercing_Magazine_Box | 1 M39 Ap Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M41A 10 x Regular Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (10 x M41A Mags)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M41A_Magazine_Box | 1 M41A Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M41A 10 x Ap Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (10 x M41A Ap Mags)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M41A_Armor_Piercing_Magazine_Box | 1 M41A Ap Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (L42-MK1 16x Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;L42-MK1 Magazine Box&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#L42-MK1_Magazine_Box| 1 L42 MK-1 Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (L42-MK1 16x AP Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;L42-MK1 AP Magazine Box&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#L42_MK-1_AP_Magazine_Box| 1 L42-MK1 AP Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Shell Box (100 x Slug Shells)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Shell Box (100 x Slug Shells)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Slug_Shell_Box | 1 Slug Shell Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Shell Box (100 x Buckshot Shells)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Shell Box (100 x Buckshot Shells)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Buckshot_Shell_Box | 1 Buckshot Shell Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Shell Box (100 x Flechette Shells)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Shell Box (100 x Flechette Shells)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Flechette_Shell_Box | 1 Flechette Shell Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M56 smartgun drum crate (x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M56 smartgun drum crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Smartgun_Drum| 2 Smartgun Drums]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|UA 571-C sentry ammunition (x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;UA 571-C sentry ammunition (x2)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Defensive_Marine_Equipment_Ammo 2 M30 Box Magazine]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|UT-Napthal Fuel (x4)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;UT-Napthal Fuel (x4)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Tank_Crewman#Incinerator_Tank| 4 Incinerator Tanks]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|SMG LE ammo box crate (10x20mm LE) (x600 rounds)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;SMG LE ammo box crate (10x20mm LE) (x600 rounds)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
| &lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#SMG_Ammunition_box_.2810x20mm_LE.29|1 SMG Ammunition box (10x20mm LE) (x600 rounds)]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (VP78, 16 x Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (VP78, 16 x Mags)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Magazine_Box_.28VP-78_x_16.29| 1 Magazine Box (VP78 x 16)]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (SU-6, 16 x Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (SU-6, 16 x Mags)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#Magazine_Box_.28SU-6_x_16.29| 1 Magazine Box (SU-6, 16 x Mags)]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M39 10 x Extended Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (10 x M39 Extended Mags)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M39_Extended_Magazine_Box | 1 M39 Extended Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (M41A 8 x Extended Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Magazine Box (8 x M41A Extended Mags)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M41A_Extended_Magazine_Box | 1 M41A Extended Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Magazine Box (L42-MK1 12x Extended Mags)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;L42-MK1 Extended Magazine Box&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#L42_MK-1_Extended_Magazine_Box| 1 L42-MK1 Extended Magazine Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M41AE2 HPR Magazines crate (HPR ammo box x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M41AE2 HPR Magazines crate (HPR ammo box x2)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[[Marine_Equipment#M41AE2_Ammo_Box| 2 M41AE2 Ammo Box]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M56 smartgun powerpack crate (x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M56 smartgun powerpack crate (x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 2 M56 Power Packs]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Surplus ammo crate}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Surplus ammo crate (x10)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note that this crate chooses 10 items from a selection of the below possibilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M41A Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M41A Extended Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M41A Armor Piercing Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 1 M41A MK1 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 1 A19 High Velocity Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 1 M41AE2 Ammo Box]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M4A3 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M4A3 Extended Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M4A3 Armor Piercing Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M4A3 Hollow Point Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M4A3 Incendiary Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Miscellaneous_Equipment 1 M4A3 Magazine .45]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M39 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M39 Extended Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M39 Armor Piercing Magazine]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M44 Speed Loader] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M44 Marksman Speed Loader] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 M44 PW-MX speed Loader]&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 Box of Slug Shells] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 Box of Buckshot Shells] | [http://cm-ss13.com/wiki/Marine_Equipment#Standard_Marine_Weapons 1 Box of Incendiary Slug Shells]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M5 RPG rockets crate (HE x1, AP x1, WP x1)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M5 RPG rockets crate (HE x1, AP x1, WP x1)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#High_Explosive_.28HE.29_Rocket|1 High Explosive (HE) Rocket]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Anti-Armor_.28AA_or_AP.29_Rocket|1 Anti-Armor (AA or AP) Rocket]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#White_Phosphorous_.28PHS.29_Rocket|1 White Phosphorous (PHS) Rocket]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M5 RPG HE rockets crate (x3)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M5 RPG HE rockets crate (x3)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 3 High Explosive Rockets]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M5 RPG AP rockets crate (x3)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M5 RPG AP rockets crate (x3)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 3 Armor Piercing Rockets]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M5 RPG WP rockets crate (x3)}}[[File:Explosives_crate.png|64px]]&amp;lt;br&amp;gt;M5 RPG WP rockets crate (x3)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 3 White Phosphorus Rockets]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M42A magazines crate (marksman x2, flak x2, incendiary x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M42A magazines crate (marksman x2, flak x2, incendiary x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 2 M42A Marksman Magazines]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 2 M42A Incendiary Magazines]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 2 M42A Flak Magazine]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M24A sniper marksman magazines crate (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M42A sniper magazines crate (x5)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 5 M42A Marksman Magazines]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M42A sniper flak magazines crate (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M42A sniper flak magazines crate (x5)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 5 M42A Flak Magazines]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M42A sniper incendiary magazines crate (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M42A sniper incendiary magazines crate (x5)&lt;br /&gt;
|5000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Specialist_Weapons 5 M42A Incendiary Magazines]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M4RA scout magazines crate (regular x2, incendiary x2, impact x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M4RA scout magazines crate (regular x2, incendiary x2, impact x2)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#A19_High_Velocity_Magazine| 2 A19 High Velocity Magazines]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#A19_High_Velocity_Incendiary_Magazine| 2 A19 High Velocity Incendiary Magazine]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#A19_High_Velocity_Impact_Magazine| 2 A19 High Velocity Impact Magazines]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M4RA A19 high velocity magazines crate (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M4RA A19 high velocity magazines crate (x5)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#A19_High_Velocity_Magazine|5 A19 high velocity magazines]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M4RA A19 high velocity incendiary magazines crate (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M4RA A19 high velocity incendiary magazines crate (x5)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#A19_High_Velocity_Incendiary_Magazine|5 A19 High Velocity Incendiary Magazine]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M4RA A19 high velocity impact magazines crate (x5)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M4RA A19 high velocity impact magazines crate (x5)&lt;br /&gt;
|5000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#A19_High_Velocity_Impact_Magazine|5 A19 High Velocity Impact Magazines]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M240-T fuel crate (extended x1, A Gel x1, type-B x1, type-X x1)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M240-T fuel crate (extended x1, A Gel x1, type-B x1, type-X x1)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#M240-T_Incinerator| 1 M240 large fuel tanks]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#M240-T_Incinerator| 1 M240 A Gel fuel tanks]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#M240-T_Incinerator| 1 M240 Type B fuel tanks]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#M240-T_Incinerator| 1 M240 Type X fuel tanks]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M240 mixed fuel crate (extended x1, A Gel x2)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M240-T fuel crate (extended x1, A Gel x2)&lt;br /&gt;
|5000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#M240_Incinerator| 1 M240 large fuel tanks]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#M240_Incinerator| 2 M240 A Gel fuel tanks]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M240-T fuel crate (extended x3)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M240-T fuel crate (extended x3)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Large_Incinerator_Tank|3 Large Incinerator Tanks]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M240-T fuel crate (type-B x1)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M240-T fuel crate (type-B x1)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Incinerator_Tank:_B_Variant|1 Incinerator Tank: B Variant]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M240-T fuel crate (type-X x1)}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;M240-T fuel crate (type-X x1)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Incinerator_Tank:_X_Variant|1 Incinerator Tank: X Variant]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Black market ammo crate}}[[File:Ammo_Crate.png|64px]]&amp;lt;br&amp;gt;Black market ammo crate&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note that this crate chooses 6 items from a selection of the below possibilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 S&amp;amp;W Speed Loader] | [[Marine_Equipment#PMC.2FCommando_Equipment |1 Mateba Speed Loader]] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Spearhead Speed Loader] | [http://cm-ss13.com/wiki/Marine_Equipment#Miscellaneous_ERT_Equipment 1 N-Y Speed Loader]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Desert Eagle Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Tiny Pistol Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 Highpower Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 1 88M4 Armor Piercing Magazine] | [[Marine_Equipment#VP78_Magazine| 1 VP78 Magazine]] | [http://cm-ss13.com/wiki/Marine_Equipment#Union_of_Progressive_People_Equipment 1 PK-9 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 KT-42 Magazine]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 MP27 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 ACP CZ-81 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Miscellaneous_ERT_Equipment 1 PPSh Drum Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Miscellaneous_ERT_Equipment 1 PPsh Extended Drum Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 MAC15 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 FN Magazine]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://cm-ss13.com/wiki/Marine_Equipment#Miscellaneous_ERT_Equipment 1 SVD Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Restricted_Weapons 1 M41A MK1 Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 MAR Magazine] | [http://cm-ss13.com/wiki/Marine_Equipment#Freelancer_Mercenary_.2F_Colonial_Liberation_Front_Equipment 1 MAR Extended Magazine]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 pattern armor crate (x5 helmet, x5 armor)}}[[File:Closet.png|64px]]&amp;lt;br&amp;gt;M3 pattern armor crate (x5 helmet, x5 armor)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Military_Helmets 5 M10 Pattern Marine Helmets] &lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Military_Armor 5 M3 Pattern Marine Armors] &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 pattern squad leader crate (x1 helmet, x1 armor)}}[[File:Closet.png|64px]]&amp;lt;br&amp;gt;M3 pattern squad leader crate (x1 helmet, x1 armor)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Military_Helmets 1 M11 Pattern Leader Helmet]&lt;br /&gt;
&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment#Military_Armor 1 B12 Pattern Leader Armor]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Officer outfit closet}}[[File:Closet.png|64px]]&amp;lt;br&amp;gt;Officer outfit closet&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#Requisitions Officer Uniform|1 Requisitions Officer Suit]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Staff Officer Uniform|2 Staff Officer Uniforms]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Executive Officer Uniform|1 Executive Officer Uniform]]&lt;br /&gt;
 &lt;br /&gt;
*[[Marine Equipment#Chief Engineer Uniform|1 Chief Engineer Uniform]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine outfit closet}}[[File:Closet.png|64px]]&amp;lt;br&amp;gt;Marine outfit closet&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*[[Marine Equipment#USCM Marine Uniform|3 USCM Uniforms]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M276 Pattern Ammo Load Rig|3 M276 Pattern Ammo Load Rigs]]&lt;br /&gt;
 &lt;br /&gt;
*[[Marine Equipment#USCM Lightweight IMP Backpack|3 USCM Infantry Backpacks]]&lt;br /&gt;
&lt;br /&gt;
* [[Marine Equipment#Combat Boots|3 Sets of Combat Boots]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbings and holsters crate}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Webbings and holsters crate&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#Webbing|4 Webbings]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Brown Webbing Vest|1 Brown Webbing Vest]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M276 Pattern M4A3 Holster Rig|1 M276 Pattern M4A3 Holster Rig]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M276 Pattern M44 Holster Rig|1 M276 Pattern M44 Holster Rig]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#M276 Pattern M39 Holster Rig|1 M276 Pattern M39 Holster Rig]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Shoulder Holster|1 Shoulder Holster]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|General pouches crate (2x light, 1x medium, 1x large)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;General pouches crate (2x light, 1x medium, 1x large)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#Light General Pouch|2 Light General Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#Medium General Pouch|1 Medium General Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#Large General Pouch|1 Large General Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Weapons pouches crate (1x bayonet, pistol, explosive)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Weapons pouches crate (1x bayonet, pistol, explosive)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#Bayonet Pouch|1 Bayonet Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#Pistol Pouch|1 Pistol Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine_Equipment#Explosive Pouch|1 Explosive Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Ammo pouches crate (1x normal, large, pistol, pistol large)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Ammo pouches crate (1x normal, large, pistol, pistol large)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Magazine Pouch|1 Magazine Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Large Magazine Pouch|1 Large Magazine Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Pistol Magazine Pouch|1 Pistol Magazine Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Large Pistol Magazine Pouch|1 Large Pistol Magazine Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical pouches crate (1x firstaid, medical, syringe, medkit)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Medical pouches crate (1x firstaid, medical, syringe, medkit)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#First-Aid Pouch|1 Firstaid Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Medical Pouch|1 Medical Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Syringe Pouch|1 Syringe Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Medkit Pouch|1 Medkit Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Autoinjector Pouch|1 Autoinjector Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival pouches crate (1x radio, flare, survival)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Survival pouches crate (1x radio, flare, survival)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Radio Pouch|1 Radio Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Flare Pouch|1 Flare Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Survival Pouch|1 Survival Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction pouches crate (1x document, electronics, tools, construction)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Construction pouches crate (1x document, electronics, tools, construction)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Document Pouch|1 Document Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#ElectronicsPouch|1 Electronics Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Tools Pouch|1 Tools Pouch]]&lt;br /&gt;
&lt;br /&gt;
*[[Marine Equipment#Construction Pouch|1 Construction Pouch]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical crate}}[[File:Medical_Crate.png|64px]]&amp;lt;br&amp;gt;Medical crate&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*1 [[Chemistry#Inaprovaline|Inaprovaline]] Bottle&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Dylovene|Dylovene]] Bottle&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Bicardine|Bicardine]] Bottle&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Dexalin|Dexalin]] Bottle&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Spaceacillin|Spaceacillin]] Bottle&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Kelotane|Kelotane]] Bottle&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Tramadol|Tramadol]] Bottle&lt;br /&gt;
&lt;br /&gt;
*1 Box of [[Guide to Medicine#Syringe|Syringes]]&lt;br /&gt;
&lt;br /&gt;
*1 Box of [[Guide to Medicine#Tricordrazine Autoinjector|Autoinjectors]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Dylovene|Dylovene]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Inaprovaline|Inaprovaline]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Bicardine|Bicardine]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Dexalin|Dexalin]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Spaceacillin|Spaceacillin]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Kelotane|Kelotane]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Tramadol|Tramadol]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 [[Chemistry#Quick Clot|Quick Clot]] [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
&lt;br /&gt;
*1 Box of [[Guide to Medicine#Pill Bottles|Pill Bottle]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First aid kit crate (2x each)}}[[File:Medical_Crate.png|64px]]&amp;lt;br&amp;gt;First aid kit crate (2x each)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*1 [[Guide to Medicine#Basic first aid kit|First-Aid Kit]]&lt;br /&gt;
&lt;br /&gt;
*2 [[Guide to Medicine#Firefirst aid kit|Fire First-Aid Kit]]&lt;br /&gt;
&lt;br /&gt;
*2 [[Guide to Medicine#Toxin first aid kit|Toxin First-Aid Kit]]&lt;br /&gt;
 &lt;br /&gt;
*2 [[Guide to Medicine#Oxygen deprivation first aid kit|Oxygen Deprivation First-Aid Kit]]&lt;br /&gt;
&lt;br /&gt;
*2 [[Guide to Medicine#Advanced first aid kit|Advanced First-Aid Kit]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Body bag crate (x28)}}[[File:Medical_Crate.png|64px]]&amp;lt;br&amp;gt;Body bag crate (x28)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*5 Boxes of Body Bags&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Stasis bag crate (x3)}}[[File:Medical_Crate.png|64px]]&amp;lt;br&amp;gt;Stasis bag crate (x3)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*3 [[Guide to Medicine#Stasis Bag|Stasis Bags]]&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Surgery crate (x2 surgical trays)}}[[File:Surgery_Crate.png|64px]]&amp;lt;br&amp;gt;Surgery crate (x2 surgical trays)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*2 Surgery Trays, each containing a set of surgical tools.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Anesthetic crate (x4 masks, x4 tanks)}}[[File:Medical_Crate.png|64px]]&amp;lt;br&amp;gt;Anesthetic crate (x4 masks, x4 tanks)&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*4 Medical Masks&lt;br /&gt;
&lt;br /&gt;
*4 Anesthetic Tanks&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sterile equipment crate}}[[File:Medical_Crate.png|64px]]&amp;lt;br&amp;gt;Sterile equipment crate&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*2 Medical Scrubs&lt;br /&gt;
&lt;br /&gt;
*1 Box of Sterile Masks&lt;br /&gt;
&lt;br /&gt;
*1 Box of Latex Gloves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Empty sandbags crate (x50)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Empty sandbags crate (x50)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* A stack of 50 empty sandbags.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Metal sheets (x50)}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Metal sheets (x50)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*50 Metal Sheets&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Plasteel sheets (x30)}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Plasteel sheets (x30)&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*30 Plasteel Sheets&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Glass sheets (x50)}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Glass sheets (x50)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*50 Glass Sheets&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Wooden planks (x50)}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Wooden planks (x50)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*50 Wooden Planks&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Folding Barricades (x4)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Folding Barricades (x4)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*4 Folding Barricades&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Superconducting magnetic coil crate (x1)}}[[File:Construction_Crate.png|64px]]&amp;lt;br&amp;gt;Superconducting magnetic coil crate (x1)&lt;br /&gt;
|6000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*1 Superconducting Magnetic Coil&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electrical maintenance crate (toolbox x2, insulated x2, cell x2, hi-cap cell x2)}}[[File:Construction_Crate.png|64px]]&amp;lt;br&amp;gt;Electrical maintenance crate (toolbox x2, insulated x2, cell x2, hi-cap cell x2)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*2 Electrical Toolboxes&lt;br /&gt;
&lt;br /&gt;
*2 Insulated Gloves&lt;br /&gt;
&lt;br /&gt;
*2 Power Cells&lt;br /&gt;
&lt;br /&gt;
*2 High-Capacity Power Cells&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Mechanical maintenance crate (utility belt x3, hazard vest x3, welding helmet x2, hard hat x1)}}[[File:Construction_Crate.png|64px]]&amp;lt;br&amp;gt;Mechanical maintenance crate (utility belt x3, hazard vest x3, welding helmet x2, hard hat x1)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*[[Marine Equipment#M276 Pattern Toolbelt Rig|3 M276 Pattern Toolbelt Rigs]]&lt;br /&gt;
&lt;br /&gt;
*3 Hazard Vests&lt;br /&gt;
&lt;br /&gt;
*2 Welding Helmets&lt;br /&gt;
&lt;br /&gt;
*1 Hard Hat&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Fuel tank crate (x1)}}[[File:Large_Crate.png|64px]]&amp;lt;br&amp;gt;Fuel tank crate (x1)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*1 Fuel Tank&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Inflatable barriers (x9 doors, x12 walls)}}[[File:Construction_Crate.png|64px]]&amp;lt;br&amp;gt;Inflatable barriers (x9 doors, x12 walls)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*3 Inflatable Barrier Boxes&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Replacement lights (x42 tube, x21 bulb)}}[[File:Construction_Crate.png|64px]]&amp;lt;br&amp;gt;Replacement lights (x42 tube, x21 bulb)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*3 Boxes of Replacement Lights&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|P.A.C.M.A.N. portable generator parts}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;P.A.C.M.A.N. portable generator parts&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*1 Micro-Laser&lt;br /&gt;
&lt;br /&gt;
*1 Capacitor&lt;br /&gt;
&lt;br /&gt;
*1 Matter Bin&lt;br /&gt;
&lt;br /&gt;
*1 Circuit Board (PACMAN-type Generator)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Super P.A.C.M.A.N. portable generator parts}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;Super P.A.C.M.A.N. portable generator parts&lt;br /&gt;
|4000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*1 Micro-Laser&lt;br /&gt;
&lt;br /&gt;
*1 Capacitor&lt;br /&gt;
&lt;br /&gt;
*1 Matter Bin&lt;br /&gt;
&lt;br /&gt;
*1 Circuit Board (SUPERPACMAN-type Generator)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Assembly crate}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;Assembly crate&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*5 Igniters&lt;br /&gt;
&lt;br /&gt;
*5 Proximity Sensors&lt;br /&gt;
 &lt;br /&gt;
*5 Timers&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pyrotechnics crate}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;Pyrotechnics crate&lt;br /&gt;
|1000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*180 units of sulfuric acid in beakers&lt;br /&gt;
*180 units of ethanol in beakers&lt;br /&gt;
*360 units of phosphorus in beakers&lt;br /&gt;
*240 units of lithium in beakers&lt;br /&gt;
*240 units of salt in beakers&lt;br /&gt;
*240 units of potassium chloride in beakers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Phoron crate}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;Phoron crate&lt;br /&gt;
|3000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*60 sheets of Solid Phoron&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Plastics crate}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;Plastics crate&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*20 sheets of Plastic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Precious Metals crate}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;Precious Metals crate&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*5 sheets of gold&lt;br /&gt;
*10 sheets of silver&lt;br /&gt;
*10 sheets of uranium&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Production crate}}[[File:Secure_Crate.png|64px]]&amp;lt;br&amp;gt;Explosive Production crate&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*2 hydrogen canisters&lt;br /&gt;
*2 ammonia canisters&lt;br /&gt;
*2 methane canisters&lt;br /&gt;
*2 oxygen canisters&lt;br /&gt;
*2 polytrinic acid canisters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Supplies ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; width=200|Crate:&lt;br /&gt;
! style=&amp;quot;background-color:#DB9370;&amp;quot; width=150 |Cost:&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DB9370;&amp;quot; |Contents:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Oxygen internals crate (x3 masks, x3 tanks)}}[[File:OxygenCrate.png|64px]]&amp;lt;br&amp;gt;Oxygen internals crate (x3 masks, x3 tanks)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*3 Gas Masks&lt;br /&gt;
&lt;br /&gt;
*3 Oxygen Tanks&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Emergency equipment (x2 toolbox, x2 hazard vest, x5 oxygen tank, x5 masks)}}[[File:OxygenCrate.png|64px]]&amp;lt;br&amp;gt;Emergency equipment (x2 toolbox, x2 hazard vest, x5 oxygen tank, x5 masks)&lt;br /&gt;
|2000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*2 Emergency Toolboxes&lt;br /&gt;
&lt;br /&gt;
*2 Hazard Vests&lt;br /&gt;
&lt;br /&gt;
*5 Emergency Oxygen Tanks&lt;br /&gt;
&lt;br /&gt;
*5 Gas Masks&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Empty boxes (x10)}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Empty boxes (x10)&lt;br /&gt;
|1000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*10 Empty Boxes&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Assorted janitorial supplies}}[[File:Supply_Crate.png|64px]]&amp;lt;br&amp;gt;Assorted janitorial supplies&lt;br /&gt;
|1000 Dollars.&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*3 Buckets&lt;br /&gt;
&lt;br /&gt;
*1 Mop&lt;br /&gt;
&lt;br /&gt;
*3 Caution Signs&lt;br /&gt;
&lt;br /&gt;
*1 Rubbish Bag&lt;br /&gt;
&lt;br /&gt;
*1 Spray Bottle&lt;br /&gt;
&lt;br /&gt;
*1 Rag&lt;br /&gt;
&lt;br /&gt;
*3 Cleaner Grenades&lt;br /&gt;
&lt;br /&gt;
*1 Mop Bucket&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM MRE crate (x20)}}[[File:Crate.png|64px]]&amp;lt;br&amp;gt;Posters crate (x5)&lt;br /&gt;
|1000 Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*5 random posters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Requisitions&amp;diff=24487</id>
		<title>Requisitions</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Requisitions&amp;diff=24487"/>
		<updated>2023-01-19T21:14:40Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24460 by Frozenwillpay (talk)&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=24486</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=24486"/>
		<updated>2023-01-19T21:14:21Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24453 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
{{M4A3 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM42B Anti Materiel Rifle|&#039;&#039;&#039;XM42B Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 7 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire and full auto capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine, You must then close the cover to be able to shoot it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very few marines have training in the M56 Smartgun system. Among them are you, the Commanding Officer, and the Corporate Smartgunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration and damage will increase.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won&#039;t trigger it. It will only trigger when a different hostile entity enters the bell tower&#039;s range.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IfB4ee5XzqI&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Magazine Box}}[[File:L42 Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A Magazine Box|&#039;&#039;&#039;L42A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#L42A Extended Magazine Box|&#039;&#039;&#039;L42A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A AP Magazine Box}}[[File:L42 MK-1 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A AP Magazine Box|&#039;&#039;&#039;L42A AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Incendiary Magazine Box}}[[File:L42-MK1 Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#L42A Incendiary Magazine Box|&#039;&#039;&#039;L42A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and L42A magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56 Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UPP_Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nagant-Yamasaki Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-50 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-40 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-30 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
&lt;br /&gt;
This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{R4T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MP27 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Basira_Strongarm.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Strongarm Rifle}}&lt;br /&gt;
[[#Basira-Strongarm Rifle|&#039;&#039;&#039;Basira-Strongarm Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outercolonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MP5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{MAC-15 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sawn-Off Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M1911 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{KT-42 Automag Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .357 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mmR rounds and holds bullets per magazine. It comes with a rail scope, sniper barrel and wooden stock attached.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#M40-SD Pulse Rifle|&#039;&#039;&#039;M40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#MK210 Tactical Shotgun|&#039;&#039;&#039;MK210 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing blue laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Squad_Medic|Squad Medic&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner. &lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Squad_Smartgunner|&#039;&#039;&#039;USCM Squad Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Tactical Binoculars&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Tactical Binoculars}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
Gas masks are available in ColMarTech Automated Closets for all marines. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = XM12 Pattern Radio Operator Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&amp;lt;br&amp;gt;{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Template:M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-S Light Armor Stats}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-T Light Armor Stats}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armour Description}}&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M35 Armor Stats}}&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-G4 Grenadier Armor Stats}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Wardens.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Warden]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
* Cannot hold items.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; in riot situations. Also found in the Marshall&#039;s Office armory of Solaris Ridge and Prison Station.&lt;br /&gt;
{{Riot Armor Stats}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;.&lt;br /&gt;
{{M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Officer Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman| Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Experimental Personal Armor Stats}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily customized suit of M3 armor. Used by MARSOC operators.&amp;lt;br&amp;gt;{{MARSOC M3 Pattern Armor Stats}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=24485</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=24485"/>
		<updated>2023-01-19T21:13:45Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24459 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marines&amp;diff=24484</id>
		<title>Marines</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marines&amp;diff=24484"/>
		<updated>2023-01-19T21:13:26Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24451 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;&amp;quot;These Colonial Marines are some tough hombres, and they&#039;re packing state-of-the-art firepower. Nothing they can&#039;t handle... Right, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
- Burke to Lieutenant Gorman. &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the [[USS Almayer]]. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you’ve signed up for the &#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;, eh? Well, lucky for you, we’re able to give you just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy-dandy guide below, and you’ll be able to know all the dumb sh*t you should’ve known already!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a less serious take on this page (and a how not to play guide), go [[User:Troika|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [[Template:Marines]] for instructions on how to add a new job.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
The &#039;&#039;&#039;Command&#039;&#039;&#039; Department is the &amp;quot;Brains&amp;quot; of the USS Almayer, leading and coordinating the squads and the other support staff of the ship to fight and win against the Aliens. &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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Commander.png|64px|link=Commanding Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = The entire USS Almayer is under your control. Lead your company and complete the mission in a victory for the USCM! &amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:XO.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = 2nd in Command of the Almayer. Execute the orders the Commanding Officer gives you. Fill in for the CO if needed. Manage the Staff Officers at your disposal.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:BridgeOfficer.png|64px|link=Staff Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Staff Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Execute the Executive Officer&#039;s orders. Manage the Overwatch consoles to keep the squads in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SEA.png|64px|link=Senior_Enlisted_Advisor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Senior Enlisted Advisor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Advise and train inexperienced crew members and marines alike. Bark out orders to new privates to get geared.&amp;lt;br&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;  Uniquely for mentors &amp;amp; Staff Apply [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Here]&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Support ==&lt;br /&gt;
The Auxiliary support personnel are tasked with supporting the marines either by providing support through firepower or other means.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Pilot.png|64px|link=Pilot Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Pilot Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Pilot Officers maximum&lt;br /&gt;
| description = Transport troops via the dropship or provide close air support and medevac. Make sure no invaders get onto your assigned Dropship.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines &lt;br /&gt;
| name = [[File:DropshipCrewChief.png|64px|link=Dropship Crew Chief]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Dropship Crew Chief]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 DCCs maximum&lt;br /&gt;
| description = Assist the pilot officer and maintain the ship&#039;s dropship as well as the dropship&#039;s wounded.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Vehicle-Crewman.png|64px|link=Vehicle Crewman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Crewmen maximum&lt;br /&gt;
| description = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&amp;lt;br&amp;gt;&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Intelligence Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Intelligence Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;3 IOs maximum&lt;br /&gt;
| description = Recover intelligence objects from groundside, process, and gain tech points to support the operation by OB warhead, dropship points or requisition supply.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Police==&lt;br /&gt;
The &#039;&#039;&#039;Military Police&#039;&#039;&#039; is one of the main supports of the command staff, they ensue that the [[Marine Law]] is followed on the ship, they do this by arresting and detaining rogue marines in the brig of the Almayer. The MPs also protect the command in the case of a mutiny.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:WarrantOfficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;&lt;br /&gt;
| description = Command the Military Police. Uphold and Enforce Marine Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Warden.png|64px|link=Warden]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Warden]]&#039;&#039;&#039;&lt;br /&gt;
| description = Guard the brig and assist in processing unruly marines. Uphold and Enforce Marine Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MilitaryPolice.png|64px|link=Military Police]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; &lt;br /&gt;
| description = Uphold and Enforce Marine Law. Detain anyone not following Marine Law. Defend the ship from invaders. Keep the crew of the Almayer safe. Protect your doughnut stash.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Marine==&lt;br /&gt;
The &#039;&#039;&#039;Ground Troops&#039;&#039;&#039; of the Colonial Marines are enlisted into the service. They form the main fighting body of the Almayer and are sent planetside to fight all kinds of dangers throughout the Neroid Sector. They are divided between four squads &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bravo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Charlie&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Delta&#039;&#039;&#039;&amp;lt;/span&amp;gt; each squad has a Squad Leader, they also have five support roles to help during the fight planetside: A Specialist with special equipment, a Smartgunner with IFF tracking, a Medic with the equipment and know-how to help injured Marines, the Engineer to build or demolish constructions and lastly the standards, the main fighting body against the aliens, noted for having low intelligence.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SL.png|64px|link=Squad Leader]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039; [[File:Squad_leader_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Leader of one of the four marine squads. Give your squad objectives and follow orders from Command. Keep your squad in one piece.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Squad Radio Telephone Operator]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Radio Telephone Operator]]&#039;&#039;&#039; [[File:RTO_Icon.png]]&amp;lt;br&amp;gt;2 per squad&lt;br /&gt;
| description = Has access to the radio backpack which can be used to communicate with CIC or other phones even without a telecomms tower. Is the second in command of the squad if the SL is down.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Gl_spec.png|64px|link=Squad Specialist]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Specialist]]&#039;&#039;&#039; [[File:Squad_specialist_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has access to heavier more powerful weaponry and equipment to their disposal. Combat professional, lead the squad if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_SG.png|64px|link=Squad Smartgunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039; [[File:Smartgunner_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has the M56 Smartgun at their disposal. Support your Squad with heavy weaponry and give the enemy suppressing fire.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Medic.png|64px|link=Squad Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Medic]]&#039;&#039;&#039; [[File:Squad_medic_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 4 maximum per squad&lt;br /&gt;
| description = 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;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Squad_Engie.png|64px|link=Squad Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Engineer]]&#039;&#039;&#039; [[File:Squad_engineer_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 3 maximum per squad&lt;br /&gt;
| description = Build or remove fortifications. Establish and maintain FOB and Power. Gain access to blocked off areas.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Standard_Marine.png|64px|link=Squad Marine]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Marine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Unlimited&lt;br /&gt;
| description = Follow orders from those above you. Do your job and shoot when you&#039;re needed to shoot. Don&#039;t die in the process.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The &#039;&#039;&#039;Engineering&#039;&#039;&#039; Department is one of the most important roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CE.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee engineering, telecomms, and atmospherics. Manage the MTs at your disposal. Keep the ship in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:OrdTech.png|64px|link=Ordnance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Develop experimental explosive ordnance for the marines to use. Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. Repair any damage done to the Almayer and its dropships. Help the Vehicle Crewman to repair and retrofit the Tank. Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MaintTech.png|64px|link=Maintenance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Maintenance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. Repair any damage done to the Almayer and its dropships. Help the Vehicle Crewman to repair and retrofit the Tank or APC. Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medical / Science==&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; department is a very critical for the success of the marines, they heal injured marines when their local squad medic can&#039;t fix them and perform surgeries for particularly bad cases, the researcher is a special role with the job of developing special equipment to the marines. Different from other roles on the Almayer, the doctors are &#039;&#039;&#039;civilian&#039;&#039;&#039; personnel and not military, meaning they don&#039;t have a rank and their authority is only over the medbay.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee Medbay, Research, and Chemistry. Manage your medical crew. Advise the Command staff on matters of health and wellness of the marine force.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MD.png|64px|link=Doctor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Doctor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Treat all patients that come into medbay. Transfer injured marines from the hanger to medbay. Perform surgery if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Nurse.png|64px|link=Nurse]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nurse]]&#039;&#039;&#039;&lt;br /&gt;
| description = Aid the doctors and medics in providing aid to the wounded. Produce chemicals&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Sci.png|64px|link=Researcher]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039;&lt;br /&gt;
| description = Conduct research on what is sent to you. Create and analyze new chemicals, tools and objects.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
The &#039;&#039;&#039;Supply&#039;&#039;&#039; Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer.&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 sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:RO.png|64px|link=Requisitions Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee the cargo area of the ship. Supply the marines with attachments. Order in supplies on the cargo ship for the marines or Almayer staff.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CargoTech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cargo Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Assist the Requisitions Officer. Move supplies if needs be.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MessSergeant(True).png|64px|link=Mess_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Mess Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Prepare food for the marines and shipside crewmembers.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic==&lt;br /&gt;
The &#039;&#039;&#039;Synthetic&#039;&#039;&#039; role is unique as the player takes control over a non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics, however, are held back by restricting laws and rules that govern their actions.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Synth.png|64px|link=Synthetic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Synthetic]]&#039;&#039;&#039;&lt;br /&gt;
| description =  Assist the crew of the USS Almayer in any and all applicable tasks. Additionally, they can spawn as working Joe synthetics as survivors.&amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-USCM Jobs==&lt;br /&gt;
These roles are not members of the United States Colonial Marines. The Liaison is the only one that takes part of the Almayer while the Survivor is a colony job and the mercenaries are an Emergency Response Team.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CorpLiason.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039;&lt;br /&gt;
| description = Be the direct line of communication between the Almayer and Weyland-Yutani by sending faxes. Make sure the interests of the Weyland-Yutani are retained.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Survivor.png|64px|link=Survivor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Survivor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Survive the infestation at the colony.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PMC-Standard.png|64px|link=Responders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Responders]]&#039;&#039;&#039;&lt;br /&gt;
| description = Answer the distress call and help the marines... or make their lives worse.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
|  name = [[File:Cultist.png|64px|link=Alien Cultists]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Cultists]]&#039;&#039;&#039;&lt;br /&gt;
| description = Infect marines, serve the hive, praise the Queen!&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Playtime Medals==&lt;br /&gt;
&lt;br /&gt;
As you play more of a specific role you will gain medals that you can simply put on your armor or flex about the twenty space vietnams you have been through. The amount of time needed per medal is as follows:&lt;br /&gt;
&lt;br /&gt;
*Bronze: 10 hours&lt;br /&gt;
*Silver: 25 hours&lt;br /&gt;
*Gold:  70 hours&lt;br /&gt;
*Platinum: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marines&amp;diff=24483</id>
		<title>Marines</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marines&amp;diff=24483"/>
		<updated>2023-01-19T21:13:16Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24458 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=24481</id>
		<title>Marine Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=24481"/>
		<updated>2023-01-19T21:12:30Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24452 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Marine? No idea what you&#039;re doing? Our [[Space Station 13 Guide]] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch! If you have any questions, we have an &#039;&#039;&#039;inbuilt mentor questions system&#039;&#039;&#039; made specifically so you can ask for help in-game. Just press &#039;&#039;&#039;F1&#039;&#039;&#039; and click the &#039;&#039;&#039;(Gameplay Mechanics/ Mentorhelp)&#039;&#039;&#039; option and one of the server&#039;s mentors will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server may last between one hour to three hours! Make sure you have the time commitment to sit a full round (provided that your character survived that long).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
&#039;&#039;&#039;[[Rules|Read the rules!]]&#039;&#039;&#039; CM-SS13 is a medium role-play server and you are expected to abide by the rules established by the server staff. If a staff member says to do something, do it. If they tell you to stop doing something, stop. It will save both you and the staff a lot of trouble and effort. There is no excuse for not reading the rules. If you have been banned, fairly or unfairly, you can click here [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=6 Ban Appeal] to appeal your Ban. You have been warned. Thank you and enjoy the game.&lt;br /&gt;
&lt;br /&gt;
= Character Setup =&lt;br /&gt;
This is simple for the most part. You will create your character on the setup character page. You have many options for character appearance, such as head hair, facial hair, and skin tone. Experiment until you&#039;re satisfied or just leave it - the default works just as well.&lt;br /&gt;
&lt;br /&gt;
Now, take note of Marine Role Preferences - this won&#039;t be too useful for you currently, but you&#039;ll need it when you get more experienced and start trying new roles. Close the character window.&lt;br /&gt;
&lt;br /&gt;
Upon finishing your character design, don&#039;t ready up - instead wait for the game to start. Click &amp;quot;Join the USCM!&amp;quot; and select the Squad Marine role from the list.&lt;br /&gt;
&lt;br /&gt;
Keep in mind - roles that are simple on other servers, such as Cargo Technician, don&#039;t translate perfectly into Colonial Marines. Cargo Technician, for example, still requires a fair to middling knowledge of the server and mechanics in order to function. Stick to Squad Marine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
As a [[Standard Marine]] you&#039;re at the bottom of the [http://cm-ss13.com/wiki/Rank chain of command]. You take orders from all ranks above you, but should focus on sticking to your squad, led by your [[Squad Leader]] [[File:Squad_leader_icon.png]] and [[Staff Officer]]. You are assigned to one of four squads at round start - &amp;lt;span style=&amp;quot;color:#EA0000&amp;quot;&amp;gt;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bravo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#AA55AA&amp;quot;&amp;gt;&#039;&#039;&#039;Charlie&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:#007FCF&amp;quot;&amp;gt;&#039;&#039;&#039;Delta&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Should your Squad Leader be unavailable to lead, command of the squad will be passed down to the [[Squad Radio Telephone Operator]] or anyone named by the outgoing Squad Leader or Staff Officer. &lt;br /&gt;
&lt;br /&gt;
Keep in mind the chain of command. If both the squad leader and RTOs are killed, the Specialist (SGT) will take over as the acting squad leader due to their higher rank than the Medics and Engineers (LCPL).&lt;br /&gt;
&lt;br /&gt;
Please note: depending on your squad, these icons will change colors. Make sure you&#039;re following the color on your armor and the squad on your ID!&lt;br /&gt;
&lt;br /&gt;
== Marine Law ==&lt;br /&gt;
In rare cases, you may be given illegal orders. &#039;&#039;&#039;There is a big difference&#039;&#039;&#039; between orders that violate [http://cm-ss13.com/wiki/Marine_Law#Current_Marine_Laws Marine Law] versus orders that violate the Server [[Rules]]. Orders that break Marine Law are considered an &#039;&#039;&#039;In Character&#039;&#039;&#039; (IC) issue and are thus something you may resolve in game so long as the situation is roleplayed. Orders that break the server rules are an &#039;&#039;&#039;Out Of Character&#039;&#039;&#039; (OOC) affair. Should you be given orders that would violate the rules then you should contact the staff via A-Help (F1). It&#039;s better to be thrown in the brig because you wouldn&#039;t murder someone the Squad Leader didn&#039;t like, than being banned for doing so.&lt;br /&gt;
&lt;br /&gt;
== Senior Enlisted Advisor ==&lt;br /&gt;
Whenever you&#039;re in-game, there may be a Senior Enlisted Advisor on the ship. Their job is to help new players go through the basics and teach you anything if you have a question for them. Their office is in cryogenics, where you spawn. They&#039;re here to help you so don&#039;t be afraid to ask them questions.&lt;br /&gt;
&lt;br /&gt;
= Waking Up =&lt;br /&gt;
[[File:Cryo_to_prep.png|thumb|link=https://www.youtube.com/watch?v=nv1sJwHtb18 |[https://www.youtube.com/watch?v=nv1sJwHtb18 &#039;&#039;Click to see the video (3m16s)&#039;&#039;]]]&lt;br /&gt;
== Cryogenics Bay ==&lt;br /&gt;
At the start of a deployment, you&#039;ll wake up in the ship&#039;s cryosleep quarters alongside all the other Marines aboard the &#039;&#039;&#039;USS Almayer&#039;&#039;&#039; ([http://cm-ss13.com/wiki/images/5/54/USS_Almayer.png Click here for the map]). The first thing you&#039;ll want to do is to look at the chat log in the right to see which squad you&#039;re in. The colour-coded arrows on the floor guide the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Alphas&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bravos&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;north&#039;&#039;&#039;, and the &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Charlies&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Deltas&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;south&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example: [[File:Squad_assigned.png]] Then go to the northern canteen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Arrows-North.png|400px|link=http://cm-ss13.com/wiki/images/2/2d/Arrows-North.png]]&lt;br /&gt;
[[File:Cryoarrow.png|70px|link=http://cm-ss13.com/wiki/images/1/10/Cryoarrow.png]]&lt;br /&gt;
[[File:Arrows-South.png|400px|link=http://cm-ss13.com/wiki/images/3/3a/Arrows-South.png]]&lt;br /&gt;
&lt;br /&gt;
The below image shows us the southern canteen, which is identical to the northern canteen. There are some vending machines in the south-west corner of the room. Click on the food vendors and vend some food for yourself, then click on the food to hold it in your active hand, and finally, eat it by clicking on your character in the middle of the screen. Food is important as being hungry[[File:Hud-hunger.gif|48px]](red/yellow) slows you down and food helps to replenish lost blood. Once you&#039;ve had your fill, you&#039;ll want to head out the door on the left and go to the prep rooms to get geared.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Canteen.png|none|600px|link=http://cm-ss13.com/wiki/images/5/5e/Canteen.png]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Waking up during red alert ==&lt;br /&gt;
During red alert the ship is in active danger to both itself and the crew onboard. If you are unfortunate enough to have woken up from cryosleep during red alert, stay calm. You are issued with a self defense kit with a few things inside. A loaded Mod 88 4 Pistol [[File:88m4.png|32px]] with a Rail Light [[File:Mountedflash.png|32px]] attached, an M5 &#039;Night Raider&#039; Bayonet [[File:knife.png|32px]], and a random large food component from any type of MRE [[File:MRE.png|32px]]. It is important to get geared as soon as possible and report to your active Squad Leader as quickly as you can. It is also recommended to ask on general shipside radio chat by writing &#039;&#039;&#039;&amp;lt;big&amp;gt;:g&amp;lt;/big&amp;gt;&#039;&#039;&#039; before your message to ask what is the reason behind the red alert. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Preparations Room ==&lt;br /&gt;
One key to success is ensuring that you are well equipped. Attacking without a weapon may result in catastrophe. These next steps should prepare you for combat.&lt;br /&gt;
# Go to an ColMarTech Automated Closet [[File:Surplus_Vendor.png|48px]] in your squad&#039;s room (click it once with an empty hand to see the interface), vend all of the equipment in the &#039;&#039;&#039;Standard Equipment Set&#039;&#039;&#039;  and equip all of its equipment (press &#039;&#039;&#039;E&#039;&#039;&#039; in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]). If you lack essential equipment for extended use (ie. helmets), take anything you need from the two Surplus Uniform Vendors [[File:Surplus_Vendor.png|48px]] in the west (the middle two in among the ten racks).&lt;br /&gt;
# After getting the essential equipment, for starters, you&#039;re going to take all of the equipment that is &amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;highlighted in orange&amp;lt;/span&amp;gt;. Vend a magazine belt/ammo rig   [[File:M276_Pattern_Ammo_Load_Rig.png|48px]]   (from the &#039;&#039;&#039;Belt Set&#039;&#039;&#039;), a set of medium armor  [[File:M3_Pattern_Personal_Armor.png|48px]]  (from the &#039;&#039;&#039;Armor Set&#039;&#039;&#039;), a satchel[[File:USCM_satchel.png|48px]] (from the &#039;&#039;&#039;Backpack Set&#039;&#039;&#039;) if you don&#039;t have one, a Flare Pouch[[File:Flare-pouch.png|48px]] and a First-Aid Pouch[[File:Aid-pouch.png|48px]] (from the &#039;&#039;&#039;Pouches Set&#039;&#039;&#039;). Then equip them all. See the [[Marine_Quickstart_Guide#In_the_field|Combat]] and [[Marine_Quickstart_Guide#First Aid|First Aid]] sections for the pouches&#039; uses, respectively. Other equipment such as [[Squad Marine#Automated Closet|kits, attachments, ammunition and extras]] are optional and can be vended as long as you have points for it.&lt;br /&gt;
# [[File:Weapons_rack.png|48px]]Head to one of the ColMarTech Automated Weapons racks at the left of the automated closets.&lt;br /&gt;
# [[File:M41A_Variants.gif]] Vend an M41A Pulse Rifle and an M41A Magazine. Load the M41A with the magazine[[File:M41Amag.png|48px]]by clicking on the rifle with the magazine in your active hand. The Rack offers a good basic attachment, the Rail Flashlight[[File:Mountedflash.png|48px]]. Take one and click on your rifle with the attachment in your active hand to attach it to your rifle then click Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] in the bottom right to turn it on. Lastly, place the M41A onto your suit storage.&lt;br /&gt;
# [[File:M276_Pattern_Ammo_Load_Rig.png|48px]] Fill your ammo rig with 5 M41A magazines [[File:M41Amag.png|48px]].&lt;br /&gt;
# [[File:USCM_satchel.png|48px]] Fill your Satchel with M94 Flare Packs[[File:M94FlarePack.png|48px]]. Flare Packs are used to refill your Flare pouch and will also provide you with an abundance of flares to use when advancing against the enemy.&lt;br /&gt;
# [[File:M3_Pattern_Personal_Armor.png|48px]] There are three slots in your armor, you can put two magazines and an MRE [[File:MRE.png|48px]] in it.&lt;br /&gt;
* If your uniform and armor are the Snow variant[[File:Snow_uniform.png]][[File:M3_pattern_marine_snow_armor.png]], you are going to Sorokyne, meaning you need a heat absorbent coif [[File:Heat_absorbent_coif.png]] or a tactical bandanna (only obtained from other marines or from the loadout). You will get a coif as soon as you vend your uniform. If you are unable to obtain the coif from the Automated Closet, get one from the Surplus Uniform rack [[File:Surplus_Vendor.png|32px]] (at bottom of the menu). Once you have the coif, equip it to the mask slot [[File:Hud-Mask.png|32px]].&lt;br /&gt;
[[File:Quickstart_Equipments.png|frame|left|&#039;&#039;A basic marine inventory loadout.&#039;&#039;|link=http://cm-ss13.com/wiki/images/3/3b/Quickstart_Equipments.png]]&lt;br /&gt;
----&lt;br /&gt;
There are many more options for weaponry and gear in the vendor, but it&#039;s best to keep things simple and effective while you&#039;re still learning the rest of the game.&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;T to talk&#039;&#039;|link=http://cm-ss13.com/wiki/images/d/d0/Say_window.png]]Use &#039;&#039;&#039;T&#039;&#039;&#039; or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve geared up and put on your radio earpiece, you should start hearing radio communications. It is very important in this game to communicate with others. As a squad marine, you&#039;ll have your squad channel on your earpiece, you can talk on it by typing &#039;&#039;&#039;&amp;lt;big&amp;gt;;&amp;lt;/big&amp;gt;&#039;&#039;&#039; before your message. Your squad channel can be heard by everyone in your squad.&lt;br /&gt;
&lt;br /&gt;
You are able to talk in general chat with &#039;&#039;&#039;&amp;lt;big&amp;gt;:g&amp;lt;/big&amp;gt;&#039;&#039;&#039; before your message. This only works when you&#039;re on the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Intercoms.png|thumb|left]]There are intercoms around the ship. To use them, stand next to one, add &#039;&#039;&#039;:i&#039;&#039;&#039; in front of your message. You can also click the intercom to open its interface, then engage the mic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of radio channels and relevant keys:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can examine your headset to see a list of radio keys available to you, don&#039;t expect to have access to all of these unless you&#039;re playing a command role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:42%&amp;quot;&lt;br /&gt;
!Radio Channel:&lt;br /&gt;
!Key(s):&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#004080&amp;quot;&amp;gt;Command&amp;lt;/span&amp;gt;|| :v&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A30000&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;|| :p&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#5F4519 &amp;quot;&amp;gt;Requisitions&amp;lt;/span&amp;gt;|| :u&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#008160&amp;quot;&amp;gt;Medical|| :m&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A66300&amp;quot;&amp;gt;Engineering&amp;lt;/span&amp;gt;|| :n&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#EA0000&amp;quot;&amp;gt;Alpha Squad&amp;lt;/span&amp;gt; (command headset)|| :a&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;Bravo Squad&amp;lt;/span&amp;gt; (command headset)|| :b&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#AA55AA&amp;quot;&amp;gt;Charlie Squad&amp;lt;/span&amp;gt; (command headset)|| :c&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#007FCF&amp;quot;&amp;gt;Delta Squad&amp;lt;/span&amp;gt; (command headset)|| :d&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#03AC13&amp;quot;&amp;gt;Echo Squad&amp;lt;/span&amp;gt; (command headset)|| :e&lt;br /&gt;
|-&lt;br /&gt;
|Your squad&#039;s channel or &amp;lt;span style=&amp;quot;color:#4E4E4E&amp;quot;&amp;gt;Common channel&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt; (If not a squad role)&amp;lt;/small&amp;gt; || ;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#4E4E4E&amp;quot;&amp;gt;Common channel&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt; (If you are a squad role, &#039;&#039;&#039;only works when you&#039;re on the ship&#039;&#039;&#039;. )&amp;lt;/small&amp;gt; || :g&lt;br /&gt;
|-&lt;br /&gt;
|Responder channel (Both &amp;lt;span style=&amp;quot;color:#5C5C8A&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#6D3F40&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;)&amp;lt;br&amp;gt;Department channel (based on headset)|| :h&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intel&#039;&#039;&#039;|| :t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#702963&amp;quot;&amp;gt;JTAC&amp;lt;/span&amp;gt;|| :j&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Requisitions Bay ==&lt;br /&gt;
After gearing up, you may choose to go to kit your weapons out with the attachment vendors in your prep or the requisitions office (west of briefing) and line up to receive your [[Marine_Equipment#Weapon_Attachments|optional attachments]]. The Requisitions Officer (RO) and Cargo Techs (CT) &#039;&#039;&#039;are not obligated or guaranteed to serve you&#039;&#039;&#039;, but they will usually dispense some attachments, grenades and small amounts of extra back room gear to you, such as a webbing or a machete. Being polite to the requisitions staff makes things easier for everyone, including saying please and thank you.&lt;br /&gt;
&lt;br /&gt;
== Briefing Room ==&lt;br /&gt;
* If you joined in late in the game, there will be no briefing thus you should head straight for the hangar.&lt;br /&gt;
If you woke up at the start of the round, there will usually be a briefing either in the designated briefing room, west of Requisitions, or in the hangar between the Dropships. Command will clarify the location of briefing through an announcement, and you can always ask your squad. Find a seat in your squad&#039;s color-coded seating area. The acting [[Commanding Officer]] will be along soon to describe the situation and his/her overall game plan and will issue your squad their initial orders. Remember to behave yourself. Listen to what your Commanding Officer has to say, listen to your Squad Leader, and overall watch your fellow Marines&#039; backs. Stay with the team and you&#039;ll do fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Dropships to the Surface ==&lt;br /&gt;
Once briefing ends, head west of the briefing room to the hangar with the rest of your squad. There are two dropships; Dropship One (&amp;quot;Alamo&amp;quot;), deploys to Landing Zone 1 (LZ1), and Dropship Two (&amp;quot;Normandy&amp;quot;) deploys to Landing Zone 2 (LZ2), Normandy is on the western side of the hangar and Alamo is on the east. Take the dropship your squad is assigned to, or whichever one drops you to the Forward Operating Base (FOB) if you joined late. Typically one dropship is assigned to close air support, so you can expect there to only be one dropship running transport to the surface, it&#039;s just which one. Ask your squad on the radio what to do if you&#039;re unsure of where a dropship is or which one takes you to the surface (It will usually be the one mentioned in the top right corner of the screen as the Primary landing zone). The ride isn&#039;t smooth, so you&#039;ll want to sit down and buckle in by standing on top of a chair and dragging your Marine&#039;s sprite to the chair. To unbuckle yourself, click the chair with an empty hand or click Resist [[File:Hud-resist.png|24px]].&lt;br /&gt;
&lt;br /&gt;
= In the field =&lt;br /&gt;
It&#039;s &#039;&#039;&#039;highly recommended&#039;&#039;&#039; you read [https://cm-ss13.com/forums/showthread.php?36-A-guide-to-bullet-paths-and-friendly-fire-Alpha-Omega the bullet path guide] so that you understand how the bullet mechanics work on this server. In regards to friendly fire, apologize to them and call a medic over or if the person you shot is heavily injured, drag them to one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
[[File:Flare_range.png|thumb|&#039;&#039;A flare can cover a 7x7 area so spread them out&#039;&#039;|link=http://cm-ss13.com/wiki/images/d/d4/Flare_range.png]]Light and vision are vital to your success. There are three main ways to see further into the darkness.&lt;br /&gt;
*[[File:Hud-togglestate.png|48px|thumb|left]]Turn on your shoulder lamp by clicking the armor icon in the top left corner. This provides a consistent but short range of light around you.&lt;br /&gt;
* Turn on a rail flashlight attachment by clicking the activate rail flashlight button on the bottom right of the UI [[File:Toggle-Rail-Flashlight.png]]. This provides more light than your shoulder lamp (it also works when the weapon is equipped at waist). &lt;br /&gt;
* Toss flares [[File:Flare.gif]] around to illuminate the area around you. To use flares, click the Flare Pouch with an empty hand to take a flare out, clicking the flare (or press &#039;&#039;&#039;Z&#039;&#039;&#039;) to activate it. Activating automatically sets it to throw so you can just click a tile to throw it or drop it (&#039;&#039;&#039;Q&#039;&#039;&#039;). If you are pushing and run out of flares, you can pick up flares which are already on the ground and throw them.&lt;br /&gt;
* Turning on floodlights, click the floodlight with an empty hand.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
[[File:Positioning1.png|thumb|&#039;&#039;Optimal offensive corner positioning.&#039;&#039;|link=http://cm-ss13.com/wiki/images/a/a4/Positioning1.png]][[File:M56D_FF.gif|frame|&#039;&#039;Watch your firing lines otherwise you&#039;ll end up shooting a friendly.&#039;&#039;|link=http://cm-ss13.com/wiki/images/5/5a/M56D_FF.gif]]&lt;br /&gt;
&#039;&#039;&#039;Avoid being out of position.&#039;&#039;&#039; Stick with your squad. Ask yourself, if you got pounced on and dragged away, are there marines near you to save you? If the answer is no, you should fall back to your squad. Stay away from positions that are isolated or could easily get you isolated, such as around corners and being near doorways. &#039;&#039;&#039;Watch others positions and firing lanes&#039;&#039;&#039;, don&#039;t move into their firing lanes and stop shooting when others move into yours. If you want a marine to move out of your way, point at them (shift + middle click) and ask them to move. &#039;&#039;&#039;Catch up if you fall behind and ask the squad to wait&#039;&#039;&#039;; wait if you went ahead. If you&#039;re out of sight of friendlies, they can&#039;t help you if you are attacked. When pushing into a room/choke point, &#039;&#039;&#039;move aside immediately after passing the door/choke point&#039;&#039;&#039;, allowing following squadmates to move in and fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intents ===&lt;br /&gt;
Avoid using &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left, &#039;&#039;&#039;1&#039;&#039;&#039;) [[File:Intent-Wheel.gif]] during combat, use &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (bottom right, &#039;&#039;&#039;3&#039;&#039;&#039;) instead. The reason being is it replaces shuffling between friendlies with pushing when there is another marine in your way. Though, don&#039;t push others into danger (fire, acid globs). &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (bottom left, &#039;&#039;&#039;4&#039;&#039;&#039;) is also a good choice as it allows you to point blank enemies next to you if you click on them. Make sure to switch from harm intent if you are being treated by a medic, as you will automatically knock autoinjectors from their hand if they try to inject you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help intent&#039;&#039;&#039;&amp;lt;/span&amp;gt; when you are out of combat as it allows you and other marines to move past each other. The one occasion to use &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent during combat is to allow wounded marines to retreat past you in a narrow space, after they have gone past switch back to &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Help_intent_kills_3.gif|frame|left|link=cm-ss13.com/wiki/images/2/26/Help_intent_kills_3.gif|&#039;&#039;&#039;&#039;&#039;Help intent kills&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:Helpintentkills.gif|frame|left|link=http://cm-ss13.com/wiki/images/e/ef/Helpintentkills.gif|&#039;&#039;&#039;&#039;&#039;Help intent kills&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Interacting with the environment ===&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;Overcoming obstacles&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[File:Climb.gif|thumb]]Climb: drag yourself onto the obstacle (barricades without barbed wire, window frames and tables).&lt;br /&gt;
* Move marines over obstacles: click them with &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent or right-click -&amp;gt; pull a marine, then click [[File:UP-GRADE.png|32px]] (&#039;&#039;&#039;Z&#039;&#039;&#039;) two times (few seconds cooldown in between) to upgrade it to [[File:DISARM-KILL.png|32px]]. Then click the &#039;&#039;&#039;unbarbed wire&#039;&#039;&#039; barricades/window frame/table next to you. You can also use throw [[File:Hud-throw.png|20px]] to throw them up to 7 tiles away and over &#039;&#039;&#039;unbarbed wire&#039;&#039;&#039; barricades but not over window frames/tables.&lt;br /&gt;
* [[File:Flip_table.gif|thumb]]Flip tables: drag the table to the direction you want to flip toward then release, or right-click -&amp;gt; flip table. Reverse the drag or right-click -&amp;gt; flip table again to set the table back.&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;Ladders &amp;amp; Wall Holes&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Click the ladder to go up or down&lt;br /&gt;
* Look up or down a ladder or through a wall hole: drag the ladder or wall sprite onto your character, to cancel this view you can either walk away from the ladder or click &#039;&#039;&#039;Cancel camera view&#039;&#039;&#039; in the Object tab (you can bind a hotkey for it with [[Macros]]).&lt;br /&gt;
* Throw a flare up or down a ladder or through a wall hole: activate the flare then click on the ladder/wall hole. Also applies to flashlights.&lt;br /&gt;
* Throw a grenade up or down a ladder or through a wall hole: &#039;&#039;&#039;without&#039;&#039;&#039; priming the grenade, click on the ladder/wall hole with a grenade in your hand, the grenade will be automatically primed and thrown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon handling ==&lt;br /&gt;
[[File:Firing good.gif|180px|frame|right|&#039;&#039;Avoid firing one-handed on rifles, shotguns, SMGs...&amp;lt;br&amp;gt;[http://cm-ss13.com/wiki/images/archive/2/2b/20180501002954%21Firing_good.gif See the full GIF]&#039;&#039;]]The pulse rifle takes two hands to shoot properly. If fired in one hand, the accuracy will be severely reduced, and recoil and spread is greatly increased, meaning that you would have a hard time hitting the target with it. To wield it with both hands, click on the rifle in your active hand (&#039;&#039;&#039;Z&#039;&#039;&#039;). You&#039;ll know you&#039;ve wielded your rifle when your other hand shows that it&#039;s occupied, your character&#039;s graphic readies the rifle, and you move slower. To shoot the rifle, just point the cursor at a spot and click. Be very careful not to shoot fellow Marines. Aim for &#039;&#039;&#039;centre mass&#039;&#039;&#039; [[File:Hud-target.png]], so a friendly fire will not be too deadly. To lower the rifle again, click it (&#039;&#039;&#039;Z&#039;&#039;&#039;) in your active hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although most weapons can be fired one-handed, you&#039;ll have decreased accuracy and increased recoil due to it. To counter the drawbacks, you can use [[Marine_Equipment#Weapon_Attachments|attachments]], though be aware that if you want to later on two hand the weapon your attachments won&#039;t provide the same effects for two handed as they did for 1 handing it. Due to how most weapons can be fired 1 handed you&#039;ll want to use &#039;&#039;Alt + Click&#039;&#039; to toggle the gun safety on and off so you don&#039;t accidentally fire into friendlies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will eventually need to reload your rifle once it runs out of ammo. If you hear a long beeping sound, your rifle&#039;s automatically ejected its magazine. You can also unload the magazine early by clicking the rifle with your other hand or by clicking the eject magazine button [[File:Eject-Magazine.png]] in the bottom right. Then you can reload the gun as usual. You can reload the gun with one hand (Tactical Reload) by dragging a magazine onto the weapon in your hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use attachments ===&lt;br /&gt;
* Click Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] at the bottom right to activate (Underslung Grenade Launcher/Mini Flamethrower/Masterkey Shotgun, etc) or press &#039;&#039;&#039;Shift and Space&#039;&#039;&#039; to activate the underbarrel attachment. You can alter this keybind in setup character. The UGL on M41A comes &#039;&#039;&#039;unloaded&#039;&#039;&#039;.&lt;br /&gt;
* Reloading weapon attachments: activate the attachment [[File:Activate-Weapon-Attachment.png]] then feed the attachment with its ammo type. Underbarrel grenade launchers take M40 grenades, Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.&lt;br /&gt;
* Using Rail Scope: other than Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]], Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] also works for it.&lt;br /&gt;
* Removing attachments: click &#039;&#039;&#039;field strip weapon&#039;&#039;&#039; in the &#039;&#039;&#039;Weapon&#039;&#039;&#039; tab to select which attachment to remove, or install another attachment to replace 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;How to reload other types of firearms&#039;&#039;&#039; [[File:M37_Variants.gif|48px]] [[File:44magnum.png|48px]] [[File:Flamethrower.png|48px]]&lt;br /&gt;
|&lt;br /&gt;
* Reloading a shotgun: Hold the shotgun shell box[[File:Slugbox.png|32px]][[File:Buckbox.png|32px]]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]] or use &#039;&#039;&#039;Space&#039;&#039; by default. You need to pump it after each shot fired.&lt;br /&gt;
* Reloading revolver: Click it with an empty hand to open the revolving cylinder, load the speedloader[[File:M44SL.png|32px]], click the revolver again with an empty hand to close the revolving cylinder&lt;br /&gt;
* Refilling Incinerator Tanks: Incinerator Units can only be refueled 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.&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;Tips&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
[[File:Avoid_moving_if_you_burst.gif|thumb|100px|right|&#039;&#039;Avoid moving if you are burst firing near friendlies&#039;&#039;]]&lt;br /&gt;
* Turn on/off gun&#039;s safety: alt-click the gun. You cannot fire during this mode, but this is useful when clearing hive structures (such as weeds, sticky resin) with your weapon instead of the knife.&lt;br /&gt;
* Toggle burst fire mode: Click the Toggle Burst Fire Mode Button [[File:Toggle-Burst-Fire.png]], you&#039;re hear a soft clicking sound and a message indicating that a weapon has set to burst fire mode. You&#039;ll start to fire your weapon in bursts but with decreased accuracy, increased spread and recoil. Toggling Burst Fire Mode again will set the gun back to its regular firing mode.&lt;br /&gt;
* Reload when you&#039;re almost out of rounds: When you got time to reload and you&#039;re almost out of rounds in your magazine in your weapon, it&#039;s better to exchange magazines with your weapon than keeping a low round magazine. This will ensure you that you will not suddenly run out of ammo when you&#039;re suddenly facing a hostile threat. Don&#039;t forget to reload when you need to.&lt;br /&gt;
** The same goes with shotguns, always insert shells when you have the time, again, to ensure you&#039;re prepared for a sudden attack. And maybe pump the shotgun to ensure you&#039;re ready to fire.&lt;br /&gt;
* Checking rounds on a weapon without an inbuilt ammo counter (M41A, M39 SMG, etc): This only applies to mag-fed weapons. Hold the weapon in one hand and click the weapon to pull out the magazine, then examine the magazine in your hand. This shows how many rounds do you have in the magazine. Then insert the magazine back when you need it.&lt;br /&gt;
* You are able to throw items above certain objects and people where you&#039;re normally not able to. In order to do so, press &#039;&#039;&#039;Ctrl+R&#039;&#039;&#039; to activate a high toss. Click where you want to throw it and there will be a 1 second delay before you throw it over an object/mob.&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;Grenade&#039;&#039;&#039;[[File:M40_HEDP.png|48px]][[File:Incingrenade.png|48px]]&lt;br /&gt;
|&lt;br /&gt;
* Throwing: Priming (&#039;&#039;&#039;Z&#039;&#039;&#039;) then click the place you want to throw to (priming automatically sets it to throw). Though, it&#039;s better to use the UGL. Do NOT throw/fire grenades (directly/diagonally) if there is a marine/wall next to you in the firing direction, it will bounce back to you.&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;M56D mounted smartgun&#039;&#039;&#039; [[File:M56D.png|48px]]&lt;br /&gt;
|&lt;br /&gt;
* Man the gun: drag the gun onto yourself.&lt;br /&gt;
* Toggle burst fire: ctrl-click it.&lt;br /&gt;
* [[File:M56D_front3.png|thumb|&#039;&#039;Don&#039;t stand in the red crosses. If you are manning the gun. don&#039;t burst if there are marines in the red crosses, spray rounds will hit them&#039;&#039;&#039;]]Do not stand in front of the M56D, if you want to move past it, point it (shift + middle click) to alert the gunner then ask them to let you pass.&lt;br /&gt;
* If someone is standing in the red crosses, point them to urge them to move away.&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;Reasons that your firearm is not firing&#039;&#039;&#039; [[File:Click.png]] [[File:The_safety_is_on.png]]&lt;br /&gt;
|&lt;br /&gt;
&amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;*click*&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
* The weapon is out of ammo or a loaded magazine/shell/rocket has not been loaded. Hold a gun and its respective ammo with two hands and click the weapon while your ammo is in the active hand, this will load the weapon or using any reloading methods listed above with their respective weapon. If the weapon does not have an auto-unload system (the gun blares beeps to signify the weapon ran out of ammo), you unload the empty magazine manually by clicking on the unload magazine button.&lt;br /&gt;
* A shell from a recently fired pump-action shotgun is not &#039;pumped&#039; or loaded. Activate Unique action to the shotgun to unload the spent shell and load a new one.&lt;br /&gt;
* A bullet inside the revolver is not in the right chamber. Either pull the trigger (fire) or activate Unique Action to the weapon a few times until the bullet is in the chamber.&lt;br /&gt;
&amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;You need a more secure grip to fire the weapon!&#039;&#039;&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
* You&#039;re using a two-handed weapon with one hand. Two hands are required to fire two-handed weapons (Like sniper rifles, flamethrowers, rocket launchers, etc.), use the two-handed gun to wield it with both hands.&lt;br /&gt;
* Rifles, shotguns, SMGs and such weapons, on the other hand, can be fired with one hand, but firing such weapons will have their recoil increased majorly, which throws off your cursor&#039;s aim.&lt;br /&gt;
* Pistols, machine pistols and revolvers can be wielded properly with one hand, as such, you can fire these weapons without a lot of recoil.&lt;br /&gt;
* A Gyroscopic Stabilizer attachment will make a two-handed weapon greatly decrease recoil and increase accuracy while firing one handed.&lt;br /&gt;
&amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;The safety is on!&#039;&#039;&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
* Your weapon&#039;s safety fire mode is on, alt-click the gun to disable safety mode.&lt;br /&gt;
&amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;You don&#039;t know how to use [Weapon]...&#039;&#039;&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
* You&#039;re either holding a Smartgun or a Specialist Weapon with a role that does not have the knowledge to use this weapon. Only a Smartgunner (as well as a Commanding Officer) and a Specialist can use these weapons respectively. A simple squad marine cannot use the Smartgun without smartgun training, a Smartgunner cannot use the M5 RPG without heavy weapons training and so on.&lt;br /&gt;
&amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;The [Weapon] flashes a warning sign indicating unauthorized use! &#039;&#039;&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
* This applies to [[Marine_Equipment#PMC.2FCommando_Equipment|Corporate Weapons]] due to their inbuilt fingerprint scanner which means that only Corporate personnel can use this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory management ===&lt;br /&gt;
* [[File:What_to_strip.png|thumb|&#039;&#039;What to recover from a dead marine&#039;&#039;]]View a container&#039;s content: drag the backpack, belt, box, etc onto yourself. This works for containers on the floor or equipped on you, though backpacks will have to be in your hand, or on the floor.&lt;br /&gt;
* Remove equipment from other marines: drag their sprites onto yours to open their equipment window, click the item names to strip. If the weapon has [[Marine_Equipment#Magnetic_Harness|Magnetic Harness]] attached, remove their armor. If you see &#039;&#039;&#039;Remove Accessory&#039;&#039;&#039;, it means they have a webbing[[File:Webbing.png|32px]] which often contains ammo or other valuable items, click to take it then either apply it to your uniform or drop the webbing/drop the contents for other marines to use.&lt;br /&gt;
* [[File:Alt_click_floor.png]]To check a pile of items in a tile, alt + click the tile next to you to open the &#039;&#039;&#039;Tile Contents&#039;&#039;&#039; tab, allowing you to view and pick up the items in a big list, instead of right clicking the tile.&lt;br /&gt;
* Restocking/refill items: drag them to an appropriate vendor. Useful restockable items are Autoinjectors to Nanomed [[File:NanoMed.png]] and food/drinks to food/drink vendors.&lt;br /&gt;
* [[File:M10_pattern_marine_helmet.png|32px]]Your helmet can take two tiny items (protein bar [[File:Protein_bar.png]] , throwing knife, etc) into it.&lt;br /&gt;
* [[File:USCM_infantry_backpack.png|32px]]Backpack can hold 7 normal size items (2 more than Satchel) but you can&#039;t access its content when it&#039;s on your back.&lt;br /&gt;
&lt;br /&gt;
== Team Work ==&lt;br /&gt;
[[File:Isolatedclicktosee.png|thumb|link=https://www.youtube.com/watch?v=psCvrt6RGkg|[https://www.youtube.com/watch?v=psCvrt6RGkg &#039;&#039;Click to see the video (30s)&#039;&#039;]]]Foolishly stumbling out into the darkness alone is one of the easiest ways to get dragged off and killed. An effective and protected marine is one who sticks with as many fellow marines as possible. For your first game, you may want to play a little safer and stay alive longer to get used to the experience, so try to hang around the back or find a well-lit, well-populated area to guard. There&#039;s no shame in being terrified of your enemies.&lt;br /&gt;
* If you are reinforcing the front and you see marines retreating en masse, ask them if the front is lost, fall back with them if yes. &lt;br /&gt;
* After arriving the front, don&#039;t be in the very front, as you don&#039;t know about the enemy number/position and the terrain, stay inside the parameter first.&lt;br /&gt;
&lt;br /&gt;
=== Devoured But Awake ===&lt;br /&gt;
So somehow you find yourself facehugged and awoken inside of an alien? Well some good news. Though you can&#039;t blast your way out of it, you can at the very least stab the alien while inside of them. Simply grab either your boot knife by pressing &#039;&#039;&#039;ALT+E&#039;&#039;&#039; or any pointy object and start moving inside of them. You&#039;ll start to hear the alien take damage with a distinct squelching sound. It probably won&#039;t be enough to bust out of higher tiered aliens but with some luck, you&#039;ll be able to &#039;&#039;reverse chestburst&#039;&#039; out of an alien, killing them and freeing you in the process. &lt;br /&gt;
&lt;br /&gt;
=== Captured But Alive ===&lt;br /&gt;
In the unfortunate event that you find yourself facehugged and captured, do not lose hope. Depending on where you are, and how far marines relative to your location, rescue will come soon. Be sure that you inform them beforehand where you are, the xenomorphs will not hesitate to kill you if they feel as if the marines are closing in on your location, or will devour you again to transport you to somewhere more secure. Sadly most of the time, you will be dragged back to their hive, where unless the marines are closing in, will mean certain death due to chestbursting. Upon being secured to a hive nest, you will be given a choice to &#039;&#039;&#039;Ghost&#039;&#039;&#039; your body to spectate the rest of the round or to stay in hopes that someone will come save you. &lt;br /&gt;
&lt;br /&gt;
==== Knocking on Death&#039;s door ====&lt;br /&gt;
Now that you&#039;re here and if you have chosen to stay, it is time for self reflection and coordination with the team. Inform them of a few critical things to note if you are able to perceive these things. You don&#039;t have to do any of this, but it is sure to help in some capacity.&lt;br /&gt;
* &#039;&#039;&#039;Location of the hive.&#039;&#039;&#039; If you are unsure if they don&#039;t know where it is and communications on the radio are still possible, ask CIC if they can check your tracker location. This will give them a clear indicator of where the hive is, or at least- where you are being kept for the time being.&lt;br /&gt;
* &#039;&#039;&#039;Structure of the hive.&#039;&#039;&#039; Where the Pool, Hivecore, and other Captured People are being held. Inform them if there are any traps that they have to look out for when breaching into the hive.&lt;br /&gt;
* &#039;&#039;&#039;Where is the Queen?&#039;&#039;&#039; Are they on their Ovipositor or did they shed it and began moving elsewhere? If so, in what direction and probable location?&lt;br /&gt;
* &#039;&#039;&#039;How many other Captured People are there and their status.&#039;&#039;&#039; Be sure to be as accurate as possible, as too little will increase complacency and too many will cause panic in your team mates. Inform CIC of any changes regarding other captured marines. If they are bursted, dead, or still alive. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After that, it is up to you to decide what else to do in this situation. Is your character staying hopeful and prays to God that they will be saved? Is your character pessimistic and curses out each person that wronged them over their lifetime? Whatever happens next, it is up to chance. In any case, thank your for your service to the USCM.&lt;br /&gt;
&lt;br /&gt;
= First Aid =&lt;br /&gt;
=== First-Aid Pouch===&lt;br /&gt;
Each First-Aid Pouch ([[File:Aid-pouch.png|48px]]) contains:&lt;br /&gt;
* [[File:Splint.png|48px]] Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
* [[File:Tricord.png|48px]]  A three-use EZ version of the Tricordazine [[File:Tricord.png|48px]] autoinjector. Functions exactly the same as its standard counterpart but can be used immediately even without medical skill. &lt;br /&gt;
* [[File:Gauze.png|48px]] A gauze packet with 10 uses for bleeding and brute damage.&lt;br /&gt;
* [[File:Ointment.png|48px]] An ointment packet with 10 uses for burns.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gauze and ointment need to be targeted to the specific injured body part, you can do this by selecting the body part [[File:Hud-target.png|48px]] at the bottom right. Expended autoinjectors can be restocked at NanoMed [[File:NanoMed.png|48px]] on Almayer and Dropships by clicking on them with the injector in hand on the NanoMed. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The APC now uses a different version of the [[File:NanoMed.png|48px]] called the Vehicle NanoMed, which can restock the same things as a normal NanoMed [[File:NanoMed.png|48px]] but can additionally restock most standard autoinjectors and EZ autoinjectors (Autoinjectors that require no medical skill to immediately use) and provides restocking for Advanced Burn Kits [[File:Advburnkit.png|48px]] and Advanced Trauma Kits [[File:Advtraumakit.png|48px]]. The Vehicle NanoMed is unable to restock the following autoinjectors:&lt;br /&gt;
*[[File:Dexalin.png|64px]] The [[Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]] autoinjector.&lt;br /&gt;
*[[File:Dylovene.png|64px]] The [[Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]] autoinjector.&lt;br /&gt;
*[[File:Quickclot.png|64px]] The [[Chemistry#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]] autoinjector.&lt;br /&gt;
*[[File:Epinephrine-Injector.png|64px]] The [[Chemistry#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]] autoinjector.&lt;br /&gt;
*[[File:Oxycodone.png|64px]] The [[Chemistry#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]] autoinjector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Helping yourself ===&lt;br /&gt;
You can examine yourself for injuries by clicking yourself with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand with &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left) [[File:Intent-Wheel.gif]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Examine_injuries.png]]&lt;br /&gt;
&lt;br /&gt;
The levels of injury are&lt;br /&gt;
* Brute damage: bruised -&amp;gt; battered -&amp;gt; mangled -&amp;gt; MISSING.&lt;br /&gt;
* Burn damage: numb -&amp;gt; blistered -&amp;gt; peeling away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you catch on fire, click Resist [[File:Hud-resist.png|24px]] to roll on the floor and extinguish the flames (you can bind a hotkey for it with [[Macros]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your health went to flashing CRIT[[File:Hud-health.gif]], disengage, apply first aid and seek a medic. Otherwise, you will collapse mid-fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken bones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you see &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Something feels like it shattered/ripped in your ____! / broken bone moving in your ____!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;, stop moving unless you must, as moving with broken bones will cause organ damage. Medics can&#039;t treat broken bones other than applying a splint [[File:Splint.png]], if a Medic tells you to evac, do it. You can splint yourself too but the process will take a while, instead, you should ask another medic to splint you. Likewise, you can splint other marines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organ damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your health worsens/vision goes blurry without being attacked, you might have organ damage, seek a Medic and evac if told to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impeded objects and Shrapnel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve been impaled by sharp objects like shrapnel, bone chips or any foreign object lodged into your body, you&#039;ll need to remove them quickly so you won&#039;t sustain any further damage. It&#039;ll look something like this in chat: &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Your movement jostles the ____ in your  ____ painfully.&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; To remove them, simply grab your knife and activate it in your hand (click the knife in your active hand or press Z in hotkeys mode). There will be a small delay before you remove the shrapnel, so stay still while you&#039;re doing it. Any sharp object will do, like glass shards and machetes if you have one.&lt;br /&gt;
&lt;br /&gt;
=== Helping others ===&lt;br /&gt;
You can examine (Shift + Click or Right click -&amp;gt; Examine) other marines to see their visible injuries. If the marine &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;has blood soaking through from under his _____&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;, it means he is bleeding on that part of the body. Use gauze[[File:Gauze.png|48px]]on the body parts [[File:Hud-target.png]] to stop the bleeding. If the marine &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;has a fresh burn on his ______ &#039;&#039;&#039;&#039;&#039; &amp;lt;/span&amp;gt;, it means he has untreated burns in that part of the body. Use ointment[[File:Gauze.png|48px]]on the body parts [[File:Hud-target.png]] to salve the burns.&lt;br /&gt;
&lt;br /&gt;
It is vital to move fellow Marines out of danger and pull them to a Medic (&#039;&#039;&#039;Medics can revive dead marines&#039;&#039;&#039;). One less marine being left behind and captured means one less Xenomorph to be dealt with in the future.&lt;br /&gt;
To pull, you can:&lt;br /&gt;
* Ctrl + Click (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]], you don&#039;t need to switch to the empty hand with this method)&lt;br /&gt;
* Click with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent &lt;br /&gt;
* Right Click -&amp;gt; Pull. &lt;br /&gt;
&lt;br /&gt;
To help put out the fire on a marine, click them with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent.&lt;br /&gt;
&lt;br /&gt;
If a marine has fallen over, you can help get them up by clicking on them with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent. It works for neurotoxin spit, facehugger (after fallen off) and pain (if not critical).&lt;br /&gt;
&lt;br /&gt;
If you see a marine gasping for air, click them with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent to perform [[Guide_to_Medicine#CPR|CPR]].&lt;br /&gt;
&lt;br /&gt;
= Death =&lt;br /&gt;
Once your character is dead you have two options: &lt;br /&gt;
* Stay in your body and wait for revival. After five minutes, you will no longer be able to be revived. This is signified by a skull icon in medical HUDs.&lt;br /&gt;
* &#039;&#039;&#039;Ghost&#039;&#039;&#039; in the OOC tab, then observe the round (Medics can still revive you if you &#039;&#039;&#039;Re-enter Corpse&#039;&#039;&#039; in the Ghost tab. Otherwise you can use the &amp;quot;Go DNR&amp;quot; (Do Not Revive) verb to make yourself unrevivable).&lt;br /&gt;
[[File:Revivenotification.png|thumb|&#039;&#039;Revive notification&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
After to the point where you are not revived anymore...&lt;br /&gt;
* To play as Xeno, click &#039;&#039;&#039;Toggle SpecialRole Candidacy&#039;&#039;&#039; in the &#039;&#039;&#039;Preferences&#039;&#039;&#039; tab, then turn on Xeno preference, you will get this message: &#039;&#039;You will now be considered for Xenomorph events (where possible)&#039;&#039;. Alternatively, you can turn on &amp;quot;Xenomorph after unrevivable death&amp;quot; so you will get xeno only after the revive timer runs out. You can also click &#039;&#039;&#039;Join as Xeno&#039;&#039;&#039; in the Ghost tab to see if there is any SSD (i.e. away from keyboard) Xeno you can take up.&lt;br /&gt;
* If you see the announcement &amp;quot;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;Additional troop reinforcements are being taken out of cryo.&amp;lt;/span&amp;gt;&amp;quot; or &amp;quot;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;Emergency troop reinforcements are being taken out of cryo.&amp;lt;/span&amp;gt;&amp;quot; , you can click &#039;&#039;&#039;Join Response Team&#039;&#039;&#039; in the Ghost tab after to have a chance of respawning as marine reinforcement.&lt;br /&gt;
&lt;br /&gt;
== Dog Tags [[File:Wiki_dog_tag.png|48px]]==&lt;br /&gt;
[[File:Wiki_memorial.png|thumb]]&lt;br /&gt;
* When one of your brothers and sisters dies in battle, you&#039;re able to take their dog tags off.&lt;br /&gt;
* To do this drag their sprite onto yours while they&#039;re deceased, and remove them by clicking on the remove dogtag button. &lt;br /&gt;
* You&#039;re able to stack multiple dog tags by clicking them on each other.&lt;br /&gt;
* With your collected dog tags, you can put them on the memorial. To do this have your dog tags in your hand and click on the memorial.&lt;br /&gt;
* The names of the people whose dog tags are in the memorial will be listed at the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
[[File:Stay_away_from_corner.gif|frame|&#039;&#039;Stay away from corners&#039;&#039;]][[File:One_tile_behind_cade_close_cade.gif|frame|&#039;&#039;Stay one tile behind cades and close cades&#039;&#039;]][[File:Crusher_CIC_Tackle.gif|frame|&#039;&#039;Avoid CQC&#039;&#039;]]&lt;br /&gt;
* Check out the [[FAQ]] for more information.&lt;br /&gt;
* See [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16794 Collective small tips thread]&lt;br /&gt;
* If there are a bunch of items on a single tile, instead of right clicking it to see things, you can simply alt+click the tile to see its contents.&lt;br /&gt;
* Don&#039;t panic.&lt;br /&gt;
* Follow orders unless the orders are considered not advisable or illegal.&lt;br /&gt;
* Stay with the Squad Leader unless otherwise ordered.&lt;br /&gt;
* &#039;&#039;&#039;Never&#039;&#039;&#039; go anywhere alone.&lt;br /&gt;
* Communicate as much as possible with your squad. It would be hard to talk too much.&lt;br /&gt;
* Report all enemy contact.&lt;br /&gt;
* Damage is relatively realistic and getting wounded sucks. Don&#039;t rambo around or charge in.&lt;br /&gt;
* Be safe, fall back, stay alive.&lt;br /&gt;
* Stay one tile behind barricades.&lt;br /&gt;
* Wearing helmets prevents decapitation (losing your head, killing you instantly).&lt;br /&gt;
* Your M3 Personal armor has a random chance to &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;soften&amp;lt;/span&amp;gt; or even &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;absorb the blow!&amp;lt;/span&amp;gt;. The M3-H Pattern Heavy Armor can slow you down, but it has a higher chance of softening or absorbing blows while the M3-G4 Grenadier Armor (Grenadier Specialists only) has a even higher chance of doing so.&lt;br /&gt;
* If you see a dead body that may be recently deceased, drag them to a squad medic. They &#039;&#039;MAY&#039;&#039; be revivable. Remember that dead players may be also online players too!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
The following are some links that go further into explaining details and some other Marine roles:&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guide] and [http://cm-ss13.com/viewtopic.php?f=57&amp;amp;t=16108 Stricter enforcement on Round-Start shenanigans]&lt;br /&gt;
* [[FAQ|Frequently Asked Questions Page]]: Provides answers to some common questions that have been asked before.&lt;br /&gt;
* [[Marine_Equipment|Marine Equipment Wiki Page]]: Allows you to see all weapons and attachments the game has to offer.&lt;br /&gt;
* [[Standard_Marine|Standard Marine Wiki Page]]: Provides some quick tips.&lt;br /&gt;
* [[Macros]]: Making your own key bindings and one-click multi-functions for in-game actions.&lt;br /&gt;
      &amp;lt;small&amp;gt;&#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Space_Station_13_Guide#Keybinds|Keybindings]]: Easily change command function input keys, like any modern videogame.  &lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?7628-The-Guide-on-What-to-Buy-as-PFCs-(2nd-Edition)] for what to buy as PFC&lt;br /&gt;
&lt;br /&gt;
== Other combat roles ==&lt;br /&gt;
* [[Squad_Smartgunner|Squad Smartgunner Wiki Page]]: Gives tips on how to effectively use the smartgun&lt;br /&gt;
* [[Squad_Engineer|Squad Engineer Wiki Page]]: Provides in-depth information on how to build, hack, repair, and setup FOBs&lt;br /&gt;
* [[Squad_Medic|Squad Medic Wiki Page]]: Provides in-depth information on how to heal, what chemicals to do, and what to expect.&lt;br /&gt;
* [[Squad_Specialist|Squad Specialist Wiki Page]]: Teaches you how to effectively use your weapons to assist your squad&lt;br /&gt;
* [[Squad_Leader|Squad Leader Wiki Page]]: Provides insight on how to lead your squad to greatness.&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=24479</id>
		<title>Marine Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=24479"/>
		<updated>2023-01-19T21:12:13Z</updated>

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	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=24476</id>
		<title>Xeno Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=24476"/>
		<updated>2023-01-19T21:11:27Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24455 by Frozenwillpay (talk)&lt;/p&gt;
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&lt;div&gt;{{tocright}}&lt;br /&gt;
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So you&#039;ve just joined for the first time as a Xenomorph? No idea what you are doing? This [[Space Station 13 Guide]] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!  If you have any questions, we have an &#039;&#039;&#039;inbuilt mentor questions system&#039;&#039;&#039; made specifically so you can ask for help in game. Just press &#039;&#039;&#039;F1&#039;&#039;&#039; and click the &#039;&#039;&#039;(Gameplay Mechanics/ Mentorhelp)&#039;&#039;&#039; option and one of the server&#039;s mentors will be happy to help you.&lt;br /&gt;
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As a foreword, rounds on this server may last between two to three hours! Make sure you have the time commitment to sit a full round.&lt;br /&gt;
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= The Rules =&lt;br /&gt;
While it&#039;s not fair to shove the rules down your throat, CM-SS13 is a roleplay focused server and as such has an extensive list of [[Rules]]. It&#039;s highly recommended you spend some time reading the rules to ensure you don&#039;t accidentally break any. Ignorance of the rules is not an excuse. Thank you.&lt;br /&gt;
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= How to join the Hive =&lt;br /&gt;
=== Join at roundstart ===&lt;br /&gt;
In the lobby screen, open the [[Space_Station_13_Guide#Getting_Started|Setup Character]] window, Go to &#039;&#039;&#039;Setup Character&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Set Role Preferences&#039;&#039;&#039;, set xenomorph to &#039;&#039;&#039;[HIGH]&#039;&#039;&#039; and click the bottom option until it&#039;s &#039;&#039;&#039;Return to lobby if preference unavailable&#039;&#039;&#039;.&lt;br /&gt;
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=== Late join ===&lt;br /&gt;
After the round has started, click &#039;&#039;&#039;Join the Hive&#039;&#039;&#039; you can take up any SSD Xenos or pooled larva. If there is no xeno you can take up, click &#039;&#039;&#039;Observe&#039;&#039;&#039; to spawn as a ghost. Once you are a ghost, click &#039;&#039;&#039;Toggle SpecialRole Candidacy&#039;&#039;&#039; in the &#039;&#039;&#039;Preferences&#039;&#039;&#039; tab, then turn on Xeno preference, you will get this message: &#039;&#039;You will now be considered for Xenomorph events (where possible)&#039;&#039;. You can also click &#039;&#039;&#039;Join as Xeno&#039;&#039;&#039; in the &#039;&#039;&#039;Ghost&#039;&#039;&#039; tab to see if there is an SSD (i.e., away from keyboard) Xeno you can occupy (that&#039;s why ghosting is more preferable than simply closing the game if you need to go, as ghosting will free up the xeno immediately instead of freeing up after the AFK timer), or a pooled larva available.&lt;br /&gt;
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= Who Orders Who =&lt;br /&gt;
[[File:Evolution.png|thumb]]There are four tiers of aliens. Not every player can evolve to the top, because the spots are limited at each tier. The [[Queen]] is at the top who runs the Hive. The third tiers (T3) are the [[Boiler]], [[Crusher]], [[Praetorian]] and [[Ravager]]. These are comparable to Marine officers. Look to them for leadership. The second tiers (T2) are the [[Carrier]], [[Burrower]], [[Hivelord]], [[Lurker]], [[Warrior]] and [[Spitter]]. These are advanced versions of the bottom tier aliens. The [[Drone]], [[Runner]], [[Sentinel]], and [[Defender]] are the first tier (T1) and make up the meat and potatoes of the Hive. If it&#039;s your first game, avoid evolving past the first tier unless it&#039;s necessary for the Hive. Allow more experienced players to take these more complicated roles.&lt;br /&gt;
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&#039;&#039;&#039;You should obey any orders given to you by your Queen or Hive Leaders. It is a hive mind, and you have no free will.&#039;&#039;&#039; The only exception is if you are given orders that violate the rules. (Should you be given orders that would break the rules then you should contact the admins by ahelping, F1 -&amp;gt; gameplay issue.) If an alien that outranks you asks for something, try to do it. Assisting experienced players is a great way to learn the game.&lt;br /&gt;
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== Communication ==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Communication is essential! Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
* You can talk to any alien in your local area, aka with your field of vision (You cannot talk through walls. If you can&#039;t see the terrain they are on, they can&#039;t hear you).&lt;br /&gt;
* Type &#039;&#039;&#039;;&#039;&#039;&#039; before your message to talk to the whole Hive. (e.g. &#039;&#039;; There are multiple tallhosts in Medbay.&#039;&#039;)&lt;br /&gt;
* Click the &#039;&#039;&#039;LOOC&#039;&#039;&#039; verb in the OOC section to talk in local out of character (LOOC) to ask questions about the game and how to do things. e.g. &#039;&#039;How to devour?&#039;&#039;&lt;br /&gt;
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= [[Larva]] =&lt;br /&gt;
[[File:Alien-Larva.png|thumb]][[File:Queen_indicator.png|thumb]]As you spawn as a chestburster or Larva, you&#039;re very weak and should avoid conflict. If you wake up inside the Hive, stay there! If you wake up outside the Hive, follow the Queen indicator on the right side of your screen to find the Queen.&#039;&#039;&#039;You can Alt Click the Queen indicator to select a leader marker or a hivecore marker as well&#039;&#039;&#039;. If you join late in a round, you may wake up in strange places, don&#039;t panic and use your survival skills to escape from danger, &#039;&#039;&#039;clicking on doors&#039;&#039;&#039; to squeeze through them, &#039;&#039;&#039;crawl into vents&#039;&#039;&#039; (in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab, or alt-clicking them) and the &#039;&#039;&#039;hide&#039;&#039;&#039; ability which will make you hidden below tables, items and such, then ask the Queen for further commands.&lt;br /&gt;
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Wait until the &#039;&#039;&#039;Progress&#039;&#039;&#039; in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab reaches 60/60, then click the &#039;&#039;&#039;Evolve&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab. Since you are new, you may want to ask the Queen what you should evolve into (or just check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab and evolve into the fewest caste among [[Drone]], [[Runner]], [[Sentinel]] or [[Defender]]).&lt;br /&gt;
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= Larva Evolutions =&lt;br /&gt;
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[[File:Alien-Drone.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Drone|Drones]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are very important supporting players, but not in combat roles.  Drones have two primary functions. The first is building walls, doors, nests, and resin to create and protect the Hive. The second is planting as many weeds as possible to expand the Hive. You can&#039;t go too wrong if you&#039;re planting weeds! All aliens are more robust on weeds. Read more about [http://cm-ss13.com/wiki/Hives Hives].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile or if it&#039;s on unsuitable ground to plant it on. An example would be grass or water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. The default structure is a Resin Wall.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure on your tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on an item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that is not already getting emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
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[[File:Alien-Runner.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Runner|Runners]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the Hive&#039;s scouts. You&#039;re very weak at first, so don&#039;t rush out at any enemies. It&#039;s easy to tell inexperienced Runners because they tend to die quickly. Don&#039;t let that happen to you. Think of yourself as a ninja. Speed and cunning are your weapons, not brute strength. Your primary role is to scout around the Hive, identify any threats or possible hosts, and report back to the Hive. Stay in the dark. Communicate with the hive constantly. At the beginning of the round, Runners are expected to quickly bring back hosts like monkeys, etc., to the Hive to be infected. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at a target, forcing the victim on the ground and drop their weapons. Though one can quickly get up from a Runner&#039;s pounce, so some Runners tend to tackle the victim as follow up.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bone_Spur.png]]&amp;lt;br&amp;gt;Bone Spur&lt;br /&gt;
|Fire a blast of bone chips at your target. A limited range, perfectly accurate skillshot that slows the target for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
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Costs 30 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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[[File:Alien-Sentinel.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Sentinel|Sentinels]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the tier 1 of ranged caste, You can spit weak neurotoxin which will at first slow hosts and if hit enough times will cause them to be knocked out. &#039;&#039;&#039;The sentinel also makes an excellent choice for your first game due to its simplistic abilities and moderate health pool.&#039;&#039;&#039;&lt;br /&gt;
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{| class=&amp;quot;wikitable mw-collapsible  mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
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Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Slowing Spit&lt;br /&gt;
|Use middle mouse button to spit a glob of slowing neurotoxin to stun hosts.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 1.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Scattered Spit&lt;br /&gt;
|Use middle mouse button to spit globs of paralyzing neurotoxin, Knocking down hosts hit for 0.7 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Paralyzing Slash&lt;br /&gt;
|Empowers you next attack to inject neurotoxin into the host, Dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 12 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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[[File:Defender.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Defender|Defenders]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are as the name implies meant to defend the hive and support it&#039;s members when they are in need. This means using your tailsweep ability to knock back marines from an injured sister or covering their retreat by taking the damage for them. At the beginning of the round, you should be guarding the hive and making sure your fellow sisters are safe.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible  mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
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Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
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Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate.&lt;br /&gt;
|}&lt;br /&gt;
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= Combat =&lt;br /&gt;
== Slashing forbidden/restricted/permitted ==&lt;br /&gt;
At the beginning of the round, the Hive is desperate for hosts to infect. The Queen may issue a standing order forbidding the slashing of hosts. While this order is in place, slashing is forbidden or restricted to only when you are hurt. You might want to avoid conflict, but you can still tackle and drag hosts with your &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; intents to try and move them to the Hive. At some point, the Queen will allow the slashing of hosts and your combat power will improve significantly. Check this order in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab. As the Queen permitted slashing, use &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent to slash. You can target different body parts [[File:Hud-target.png]]. In general, target unarmored areas to inflict more damage (all armor protects the groin and protects it the same amount as it does the chest).&lt;br /&gt;
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== Capturing Hosts ==&lt;br /&gt;
While Xenos slash to wound and kill, the main goal is to weaken the hosts enough without killing them so they can be infected and give birth to new larvae.&lt;br /&gt;
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== Body Block ==&lt;br /&gt;
Body block is the act of blocking another xenomorph from moving to the direction they&#039;re trying to go, Intentionally or not. This usually happens when playing a large xenomorph (Tier 3s, Carrier, Hive-lord etc.) due to it being impossible to push them. &#039;&#039;&#039;Xenomorph leaders however can use disarm intent  to knock down a fellow xeno and escape being bodyblocked.&#039;&#039;&#039; This is important all of the time but especially during combat since it can be a matter of life and death. Be careful, Try to understand where your fellow sisters are trying to go and move out of the way!&lt;br /&gt;
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=== Drag ===&lt;br /&gt;
There are primarily two ways of moving hosts, dragging them or devouring them. To drag, you can:&lt;br /&gt;
* Ctrl + Click the host, you don&#039;t need to switch to the empty hand with this method.&lt;br /&gt;
* Click with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Grab&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;3&#039;&#039;&#039; in [[Space_Station_13_Guide#Hotkeys|hotkey mode]])&lt;br /&gt;
* Right Click -&amp;gt; Pull.&lt;br /&gt;
You can switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand (&#039;&#039;&#039;X&#039;&#039;&#039; in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) and tackle the host with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039; in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) to keep them down. However, dragging is slow (except for Runner) and you can&#039;t drag hosts into tunnels and vents (to bypass fog wall/terrain/marine force), you need to have the host devoured to do that. Note that you can only moved devoured marines through tunnels and not vents.&lt;br /&gt;
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=== Devour ===&lt;br /&gt;
{{Devour}}&lt;br /&gt;
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=== When to kill or capture ===&lt;br /&gt;
Kill when you cannot capture. E.g., His buddy will shoot you to pieces if you drag him/standstill to devour. Capture when it&#039;s safe to do so. E.g., the host is alone and tackled, simply unarmed, or you are sure you can drag the host away from his buddies before they shoot you to pieces.&lt;br /&gt;
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== Fighting techniques ==&lt;br /&gt;
[[File:Tackle_engage_two_hosts.gif|frame|right|&#039;&#039;Use tackle (and surprise) to overpower hosts&#039;&#039;]]&lt;br /&gt;
=== Tackling ===&lt;br /&gt;
Tackling with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039;) is very powerful as it forces the victim onto the floor for a period of time. Disabling their attack and escape, allowing you to devour or slash.&lt;br /&gt;
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=== Drag and slash ===&lt;br /&gt;
Much like you can tackle with another hand when devouring, you can slash with another hand when dragging. First, drag the host, switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand (&#039;&#039;&#039;X&#039;&#039;&#039;) and slash them using &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;4&#039;&#039;&#039;). If you are chased, pounce away (Runner) or simply switch back to the dragging hand and drop them (&#039;&#039;&#039;Q&#039;&#039;&#039;).&lt;br /&gt;
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=== Avoid being hit ===&lt;br /&gt;
[[File:Walk_slash2.gif|frame|right]]Avoid charging/retreating in a straight line, instead, take turns, change lanes or even circle so that you are unpredictable. When slashing a downed marine, keep moving around the marine or left and right (or up and down) to dodge.&lt;br /&gt;
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== Fight on your terms ==&lt;br /&gt;
=== Fight on weeds ===&lt;br /&gt;
Aliens heal and regenerate plasma when being on weeds, and heal much faster while resting on weeds, downed Xenos will bleed out if not on weeds. Weeds also buff Xeno&#039;s speed slightly while slows down tall hosts slightly so try to fight on weeds. Request Drones to weed/re weed if needed.&lt;br /&gt;
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=== Cover of darkness ===&lt;br /&gt;
[[File:Xeno_Toggle_night_vision.png|thumb]] Use &#039;&#039;&#039;Toggle Xenomorph Vision&#039;&#039;&#039; to toggle on and off your ability to see in the dark, and see where is lit and where isn&#039;t, allowing you to stay in the dark and ambush.&lt;br /&gt;
* Break lights and APCs to deny lights (slash to the APC to [[File:APC_Broken.png|32px]] then &#039;&#039;&#039;one more slash&#039;&#039;&#039; to cut the wires, you will see &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;APC&#039;s wires snap apart in a rain of sparks!&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* Melt flares[[File:Flare.gif]]&lt;br /&gt;
* Disable typing speech bubble to avoid revealing yourself in the dark (&#039;&#039;&#039;Preference&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Show/Hide Typing Indicator&#039;&#039;&#039;)&lt;br /&gt;
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=== Make use of vents ===&lt;br /&gt;
Stand near a vent then click &#039;&#039;&#039;Crawl into Vent&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab or alt+click the vent (you can bind a hotkey for it with [[Macros]]). It&#039;s good for scouting, ambush, flanking and transporting hosts. &#039;&#039;&#039;Note that not all castes are able to vent crawl, and if you have devoured an host you will not be able to vent either&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reducing casualties ==&lt;br /&gt;
=== Don&#039;t bunch up ===&lt;br /&gt;
Most Xeno deaths happen in choke point pushes or when they are retreating after a failed assault. To try and help reduce Xeno losses, avoid all pushes through a choke point and instead widen the choke point or try to flank around to make a new entrance for the assault. Remember to give way to retreating Xenos and drag back critically wounded Xenos to safety and onto weeds (provided that you don&#039;t risk getting killed).&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
[[File:Resist_button.png|thumb]]When you&#039;re on fire, step on a weeded tile and click &#039;&#039;&#039;RESIST&#039;&#039;&#039; (you can bind a [[Macros]]) to roll on the floor and attempt to extinguish the flames. Use &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&amp;lt;/span&amp;gt; intent&#039;&#039;&#039; clicking to extinguish a fellow xeno on fire, remember to drag them to weeds if they weren&#039;t already. Even better, bring them to Warding[[File:Warding_Pheromone.png|32px]]and Recovery[[File:Recovery_Pheromone.png|32px]]Pheromones to reduce fire damage/bleed out and speed up healing.&lt;br /&gt;
&lt;br /&gt;
=== Avoid engagements when weak ===&lt;br /&gt;
While marines need surgeries to fix serious injuries; Xenos only need to rest on weeds, so don&#039;t be greedy trying to get a kill, rest in a safe location when wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Much like marines need to stick with their SLs, you need to stick with the bigger sisters to be effective. Check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab to see everyone&#039;s location. Learn the maps and find your way to them. Since you are T1, it&#039;s hard for you to initiate attacks to the mass of marines in the frontline; instead, you need to be the follow-up after bigger sister&#039;s initiation, like Queen&#039;s screech and Boiler&#039;s Gas, but again, don&#039;t block other sisters when retreating, simply don&#039;t go in if the choke point is cramped. Instead, do support work like transporting captured hosts back to the hive.&lt;br /&gt;
&lt;br /&gt;
=Infecting Hosts=&lt;br /&gt;
[[File:Alien-Egg.png|thumb]][[File:Alien-Egg-Open.png|thumb]][[File:Alien-Egg-Dead.png|thumb]]&lt;br /&gt;
=== Eggs and facehuggers ===&lt;br /&gt;
The Queen lays eggs when in Ovipositor mode. The eggs get planted (by Queen/Drone castes) and mature after a short delay. Mature eggs contain a larval facehugger which stays in the egg until disturbed. Facehugger will attempt to attach itself to any host that gets close and infects a host by implanting a larva inside its host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nests and guards ===&lt;br /&gt;
[[File:Prison_on_aprison.png|thumb|&#039;&#039;A prison on a prison station&#039;&#039;]]Once you have a captured host, bring them to a matured egg, the egg will open (if they don&#039;t, click the egg with an empty hand) and drag the host to the facehugger to infect. Then find a nest [[File:Nest.png|32px]] &#039;&#039;&#039;click the host on it&#039;&#039;&#039; then &#039;&#039;&#039;drag the host on it&#039;&#039;&#039;. Dangerous hosts (like Marines) should be secured into a nest. Should a capture should somehow be removed from a nest, whether it be from accidents or explosions, you can try to recapture them back in with &#039;&#039;&#039;neurotoxin&#039;&#039;&#039; [[File:Toggle_Spit_Type.png|32px]] which is very good at calming enraged hosts. Alternatively, simply tackle them with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039;) and re-nest them. After some time, listen to the screams and celebrate the birth! Click the nest (any intent except &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt;) to unnest the dead host.&lt;br /&gt;
&lt;br /&gt;
=Xeno Roleplaying Guide and Expectations=&lt;br /&gt;
* You are an extension of the will of the Queen. If there is a Queen, her will MUST be followed. No exceptions. If she orders you to run to your death, start running. Queen&#039;s word is law unless it breaks a rule in which case you should ahelp it (F1 -&amp;gt; gameplay issue).&lt;br /&gt;
* You are a hive-mind, information is shared - Because a hivemind works on the INSTANT transmission of information between all those connected, you CAN use words like &amp;quot;shuttle&amp;quot; or &amp;quot;hydro&amp;quot; to describe things. It&#039;s assumed that because you are a hive-mind if you say &amp;quot;shuttle&amp;quot; your alien character understands what you&#039;re describing instantly (because it shares consciousness with you), but since we can&#039;t actually &amp;quot;emulate&amp;quot; this, using English to describe things is OK.&lt;br /&gt;
* Killing a nested+infected host at ANY TIME is a bannable offense, and don&#039;t un-nest just to kill. It&#039;s counter-productive to your cause of growing the hive. If a marine escapes the nest and uses a weapon to resist, THEN you may kill them, but you should try to tackle and re-nest them. Remember the more hosts you get and keep alive, the bigger your team. EXCEPTION: The queen MAY kill any marine she wants at any time, provided she has an RP justification (if asked by the admins). This power does NOT extend to aliens following the Queen&#039;s orders.&lt;br /&gt;
* When you die, you are a 100% NEW XENO. However, your previous life is part of the hive-mind, so you CAN use/pass on knowledge your previous &amp;quot;life&amp;quot; knew, as the hive &amp;quot;should&amp;quot; know it. (i.e., Dying to a mine near the Nexus means you can say &amp;quot;There are mines by the nexus, lookout,&amp;quot; but you can&#039;t say &amp;quot;I WAS THE PREVIOUS QUEEN, I CLAIM QUEEN, OBEY MEH.&amp;quot;&lt;br /&gt;
* Refrain from saying &amp;quot;Ayylmao,&amp;quot; &amp;quot;Ayyy,&amp;quot; &amp;quot;Reeeeee&amp;quot; as there is a [http://cm-ss13.com/viewtopic.php?f=57&amp;amp;p=160497 Stronger Enforcement for Xeno Roleplay].&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?p=181344#p181344 Common Xeno metagaming behaviors to avoid]&lt;br /&gt;
* [https://cm-ss13.com/viewtopic.php?p=188224#p188224 The aliens have 1 primary goal: EXPAND OR DIE. They don&#039;t negotiate agreeing to work out a truce with the humans.]&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some good guides and examinations that go further into explaining other details of the game:&lt;br /&gt;
* See [[Slang#Alien Slang &amp;amp; acronyms|Slang]] for Xeno in-character slangs&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=8401 The Value of Darkness]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=16635 High-end Xeno mechanics]&lt;br /&gt;
* [[Macros]]: Making your own key bindings and one-click multi-functions for in-game actions.&lt;br /&gt;
      &amp;lt;small&amp;gt;&#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Space_Station_13_Guide#Keybinds|Keybindings]]: Easily change command function input keys, like any modern videogame.&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=24473</id>
		<title>Xeno Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=24473"/>
		<updated>2023-01-19T21:10:57Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Undo revision 24456 by Frozenwillpay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=23248</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=23248"/>
		<updated>2022-10-15T04:20:06Z</updated>

		<summary type="html">&lt;p&gt;Rnager6012: Wiki had it as &amp;quot;sulphur&amp;quot; while in game it was &amp;quot;sulfur&amp;quot;, fixed to prevent further confusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Header&lt;br /&gt;
 |PrimaryColor = #C90000&lt;br /&gt;
 |SecondaryColor = #ffffff&lt;br /&gt;
 |HeaderContent = OOC Note&lt;br /&gt;
 |SubContent = Only [[Doctor|Doctors]], [[Researcher|Researchers]], [[Nurse|Nurses]] and the [[Chief Medical Officer|CMO]] should be messing with chemical substances. [[Squad Medic|Squad Medics]] should be aware of overdose thresholds and medications that cause harm when mixed in a patient.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Tools of the Trade=&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units). [[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click &amp;quot;create bottle&amp;quot; several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
# &#039;&#039;&#039;Vendor&#039;&#039;&#039;: Holds restockable vials of key reagents, syringes for faster chemical synthesizing.&lt;br /&gt;
# &#039;&#039;&#039;Beakers&#039;&#039;&#039;: Several empty beakers that can be used for various purposes, such as storing mixes for the cryo-cells.&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.&lt;br /&gt;
# &#039;&#039;&#039;Boxes of pill bottles&#039;&#039;&#039;: Empty pill bottles to hold up to 16 pills per bottle.&lt;br /&gt;
# &#039;&#039;&#039;Dropper and 2 beakers of Cryoxadone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beakers and Bottles&#039;&#039;&#039; || &lt;br /&gt;
* Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. &lt;br /&gt;
* They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dropper&#039;&#039;&#039; || &lt;br /&gt;
* Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe&#039;&#039;&#039; || &lt;br /&gt;
* Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injector&#039;&#039;&#039; || &lt;br /&gt;
* Default ones hold 15u max. Injectors with bigger capacity can be made at the medilathe in research. They can be filled at the centrifuge in research. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill&#039;&#039;&#039; || &lt;br /&gt;
* 60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and it&#039;s contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill Bottle&#039;&#039;&#039; || &lt;br /&gt;
* Holds 16 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hypospray&#039;&#039;&#039; || &lt;br /&gt;
* Holds three syringes/bottles/injectors.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe Case&#039;&#039;&#039; || &lt;br /&gt;
* Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe. Instantly injects 5u doses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Labellers and Pens&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
*Labels can be put on most things you can click on. Only one label may be applied to an item. Activate the labeller without entering a label to remove them.&lt;br /&gt;
*Pens replace the name of a chem-master bottle, so instead of bottle (Peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Chemical mixes=&lt;br /&gt;
Various common mixes of medical reagents ordered by squad medics. &#039;&#039;&#039;All of these recipes assume that you are using a bluespace beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mix Name !! Vendor and Chem Dispenser !! Chem Dispenser&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;IA&#039;&#039;&#039;. Results in 160u of Imidazoline and 80u of Alkysine.&lt;br /&gt;
Overdoses 30u for both reagents (3 pills).&lt;br /&gt;
Used for healing brain damage and eye damage. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Dylovene from the Chem Dispenser.&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Chlorine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Hydrogen&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Silicon, &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen, &#039;&#039;&#039;40u&#039;&#039;&#039; Potassium to make &#039;&#039;&#039;120u&#039;&#039;&#039; of Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Chlorine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Hydrogen&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;MB&#039;&#039;&#039;. Results in 120u of [[#Meralyne|Meralyne]] and 120u of [[#Bicaridine|Bicaridine]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[#Meralyne|Meralyne]] and 30u of [[#Bicaridine|Bicaridine]] (2 and 3 pills respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals Brute damage. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Carbon, &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Sugar&lt;br /&gt;
&lt;br /&gt;
Remove  &#039;&#039;&#039;20u&#039;&#039;&#039; Bicaridine using the ChemMaster to have &#039;&#039;&#039;120u&#039;&#039;&#039; of Bicaridine and &#039;&#039;&#039;120u&#039;&#039;&#039; Meralyne.&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;KD&#039;&#039;&#039;. Results in 120u of [[#Kelotane|Kelotane]] and 120u of [[#Dermaline|Dermaline]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses on 30u of [[#Kelotane|Kelotane]] and 15u of [[#Dermaline|Dermaline]] (2 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals burn damage. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosphorus&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Carbon, Silicon, Silicon, Oxygen, Phosphorus.&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;TB&#039;&#039;&#039;. Results in 240u of [[#Bicaridine|Bicaridine]] and 240u of [[#Tricordrazine|Tricordrazine]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at 30u for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals brute damage at a moderate rate and also slowly heals burns and toxin damage. &lt;br /&gt;
|| &lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Inaprovaline,&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Dylovene&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Inaprovaline,&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Dylovene&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor.&lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Sugar, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Carbon, Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; Nitrogen, Potassium, Silicon&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Sugar, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Carbon, Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; Nitrogen, Potassium, Silicon&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&lt;br /&gt;
More commonly referred to as &#039;&#039;&#039;NW&#039;&#039;&#039;. Helps deal with [[#Tramadol|Tramadol]] overdoses by reacting with in the body to create [[#Paracetamol|Paracetamol]], which has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[#Tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tramadol overdose &#039;&#039;&#039;neutralizer&#039;&#039;&#039;. Does &#039;&#039;&#039;not&#039;&#039;&#039; fix toxin damage caused by the overdose.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This medical reagent has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;. It should however be noted that [[#Tramadol|Tramadol]] and [[#Paracetamol|Paracetamol]] are toxic when mixed together. It is advised to double check the patient for high levels of tramadol before using &#039;&#039;&#039;NW&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of NW do not work if there is [[#Inaprovaline|Inaprovaline]] present in the recipient. As [[#Inaprovaline|Inaprovaline]] stops &#039;&#039;&#039;all&#039;&#039;&#039; reactions taking place inside the body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|| N/A &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; of Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; of Water&lt;br /&gt;
&lt;br /&gt;
Split into 4. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Also known as it&#039;s chemical name of &#039;&#039;&#039;Fe&#039;&#039;&#039;. Adding [[#Sugar|Sugar]] to the mixture does not help restore more blood. [[#Sugar|Sugar]] is nutritious to an extent (NTR 1) but not Hemogenic. Results in 240u of [[#Iron|Iron]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hemogenic level 3 (HMG 3). Restores lost blood faster. &lt;br /&gt;
|| &lt;br /&gt;
N/A &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; of [[#Iron|Iron]]&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{anchor|ironsugar}}[[#ironsugar|&#039;&#039;&#039;IronSugar (7.5u, 7.5u)&#039;&#039;&#039;]]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Also known as &#039;&#039;&#039;IS&#039;&#039;&#039;. An objectively less effective version of just Iron. Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of Sugar and &#039;&#039;&#039;120u&#039;&#039;&#039; of Iron.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; due to the Iron being present in the reagent. &amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
N/A&lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Iron,&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Sugar&lt;br /&gt;
&lt;br /&gt;
Split to 16. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|atd}}[[#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (5u, 5u, 5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;ATD&#039;&#039;&#039;. Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Dylovene|Dylovene]], and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[#Dylovene|Dylovene]] and [[#Tricordrazine|Tricordrazine]]. (3 and 4 pills respectively).&lt;br /&gt;
&lt;br /&gt;
Potent Toxin damage healer. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosperous,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Inaprovaline&lt;br /&gt;
&lt;br /&gt;
Remove &#039;&#039;&#039;40u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]] to make &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Dylovene|Dylovene]], and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]]&lt;br /&gt;
Split into 16 pills. &amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;55u&#039;&#039;&#039; Silicon, &#039;&#039;&#039;55u&#039;&#039;&#039; Carbon, &#039;&#039;&#039;55u&#039;&#039;&#039; Potasssium to make &#039;&#039;&#039;165u&#039;&#039;&#039; of Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosperous,&lt;br /&gt;
*Add &#039;&#039;&#039;15u&#039;&#039;&#039; Oxygen, &#039;&#039;&#039;15u&#039;&#039;&#039; Sugar, &#039;&#039;&#039;15u&#039;&#039;&#039; Carbon to make &#039;&#039;&#039;45u&#039;&#039;&#039; of Inaprovaline&lt;br /&gt;
 &lt;br /&gt;
Remove &#039;&#039;&#039;5u&#039;&#039;&#039; Dylovene and &#039;&#039;&#039;5u&#039;&#039;&#039; Inaprovaline using the Chemaster to have 80u of [[#Arithrazine|Arithrazine]], 80u of [[#Dylovene|Dylovene]], and 80u of [[#Tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;Dex+&#039;&#039;&#039;. Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[#Dexalin Plus|Dexalin Plus]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overdoses on 15u of [[#Dexalin Plus|Dexalin Plus]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dexalin Plus instantly removes any initial oxygen damage.&amp;lt;br&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Dexalin,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Iron&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
 || &lt;br /&gt;
*Add &#039;&#039;&#039;23u&#039;&#039;&#039; of Phoron (grind a bar up and use a dropper)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Iron&lt;br /&gt;
&lt;br /&gt;
To fill up a bottle of Dex+, split ONLY the 120u of Dex+ into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Iron&lt;br /&gt;
&lt;br /&gt;
Repeat the above step for 3 more times.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Description !! Bottle !! Tank&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UNGA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UNGA is a mix of commonly used medicines combined into one substance: &amp;quot;UNGA juice&amp;quot;. The final product should be pink once everything is mixed in. &#039;&#039;&#039;UNGA should only be bottled (60u), do not make UNGA pills.&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
OD limits depend on the chemicals in contained in the UNGA juice. The OD limit for this version of UNGA will be &#039;&#039;&#039;15u&#039;&#039;&#039; due to containing Dermaline. It is recommended to add all the medicines in the Bluespace beaker first, then remove certain amounts in the ChemMaster so that every chemical is 12u. This used to make a full bottle (60u) containing equal proportions.&lt;br /&gt;
&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Tricordrazine,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Dermaline,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Oxycodone,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Meralyne&lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; Inaprovaline,&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosphorus,&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; Oxycodone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
The amount of a certain chemical in a marine&#039;s blood decreases by its &#039;&#039;&#039;metabolism&#039;&#039;&#039; value every life tick. Life ticks happen once every 2 seconds. The &amp;quot;effect&amp;quot; column contains the chemical&#039;s effects per tick unless stated otherwise.&lt;br /&gt;
The ratio column indicates how much of the chem you get when mixing. For example: a chem with a ratio of 4:4 takes 4 units of its component chemicals to make 4 units of the chemical itself.&lt;br /&gt;
Chems marked with &#039;&#039;&#039;(CATALYST)&#039;&#039;&#039; are not expended during the reaction.&lt;br /&gt;
The &amp;quot;OD&amp;quot; column for some chemicals has two numbers. The first is the threshold for the &amp;quot;normal&amp;quot; OD, the second is for critical OD. The next column &amp;quot;OD effects&amp;quot; contains the consequences of overdosing on this reagent. &#039;&#039;&#039;(C)&#039;&#039;&#039; indicates the effect of a critical overdose.&lt;br /&gt;
&lt;br /&gt;
Cocktails and drinks can be found [[Drinks|here]]. &lt;br /&gt;
&lt;br /&gt;
==Basic==&lt;br /&gt;
Most of these chemicals have little use outside of making more complex ones and can be acquired while on the Almayer from chemical dispensers or via other means. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|water}}[[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
* Gets things wet. &lt;br /&gt;
* Extinguishes fires.&lt;br /&gt;
* Explodes when mixed with [[#potassium|potassium]].&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Water}}&lt;br /&gt;
|3:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|holywater}}[[#holywater|Holy Water]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethanol}}[[#ethanol|Ethanol]]&lt;br /&gt;
|&lt;br /&gt;
* Basic alcohol type. [[Drinks#Alcoholic|All other ones]] are a subtype of this.&lt;br /&gt;
* Gets you drunk.&lt;br /&gt;
* Can be used to remove ink from paper.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ALH|ALH]] 4&lt;br /&gt;
* [[Researcher#FUL|FUL]] 3&lt;br /&gt;
* [[Researcher#OXI|OXI]] 3&lt;br /&gt;
* [[Researcher#FLW|FLW]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxygen}}[[#oxygen|Oxygen]]&lt;br /&gt;
|&lt;br /&gt;
* Fire.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Oxygen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|copper}}[[#copper|Copper]]&lt;br /&gt;
|&lt;br /&gt;
* Green fire colouring&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Copper}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogen}}[[#nitrogen|Nitrogen]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nitrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hydrogen}}[[#hydrogen|Hydrogen]]&lt;br /&gt;
|&lt;br /&gt;
* Explosives&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hydrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassium}}[[#potassium|Potassium]]&lt;br /&gt;
|&lt;br /&gt;
* Explodes when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mercury}}[[#mercury|Mercury]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 7 brain damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mercury}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Deals 12 brain damage per tick&lt;br /&gt;
* Makes you jittery&lt;br /&gt;
* Makes you drowsy&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulfur}}[[#sulfur|Sulfur]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphur}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carbon}}[[#carbon|Carbon]]&lt;br /&gt;
|&lt;br /&gt;
* Chemfire modifier&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Carbon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chlorine}}[[#chlorine|Chlorine]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute and burn damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chlorine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute and burn damage&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute and burn damage&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorine}}[[#fluorine|Fluorine]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Flourine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sodium}}[[#sodium|Sodium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sodium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phosphorus}}[[#phosphorus|Phosphorus]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phosphorus}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lithium}}[[#lithium|Lithium]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Makes you less confused and sends messages in chat.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXI|OXI]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lithium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brain damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you hallucinate&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Nutriment}}[[#nutriment|Nutriment]]&lt;br /&gt;
|&lt;br /&gt;
* Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
* [[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nutriment}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
* Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
* [[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sugar}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|iron}}[[#iron|Iron]]&lt;br /&gt;
|&lt;br /&gt;
* Restores lost blood&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HMG|HMG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Iron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Applies 6 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you really hungry&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|gold}}[[#gold|Gold]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Gold}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silver}}[[#silver|Silver]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silver}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|uranium}}[[#uranium|Uranium]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 radiation damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Uranium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|aluminium}}[[#aluminium|Aluminium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Aluminium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silicon}}[[#silicon|Silicon]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silicon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|weldingfuel}}[[#weldingfuel|Welding Fuel]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FUL|FUL]] 5&lt;br /&gt;
* [[Researcher#OXI|OXI]] 3&lt;br /&gt;
* [[Researcher#VIS|VIS]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Welding Fuel}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phoron}}[[#phoron|Phoron]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phoron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|radium}}[[#radium|Radium]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 radiation damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Radium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
These chemicals are used for healing damage and generally keeping marines healthy. Some reagents that technically don&#039;t have a tangible gameplay effect but are in the medical chem code are included. (Mainly various antidepressants)&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|inaprovaline}}[[#inaprovaline|Inaprovaline]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents gaining further oxygen damage from being in crit.&lt;br /&gt;
* Stops ALL reactions from taking place in the body.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CSL|CSL]] 3&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Inaprovaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* Causes Jitter&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,5 heart damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paracetamol}}[[#paracetamol|Paracetamol]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paracetamol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ryetalyn}}[[#ryetalyn|Ryetalyn]]&lt;br /&gt;
|&lt;br /&gt;
* Fixes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AID|AID]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ryetalyn}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you confused.&lt;br /&gt;
* Deals 1 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 radiation damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tramadol}}[[#tramadol|Tramadol]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 5&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Tramadol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 2.5 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxycodone}}[[#oxycodone|Oxycodone]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 8&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Oxycodone}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 20&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 4 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|leporazine}}[[#leporazine|Leporazine]]&lt;br /&gt;
|&lt;br /&gt;
* Attempts to stabilise your temperature.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TSL|TSL]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Leporazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|kelotane}}[[#kelotane|Kelotane]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 2 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ACR|ACR]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Kelotane}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute and toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dermaline}}[[#dermaline|Dermaline]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 3 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ACR|ACR]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dermaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 brute and toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Meralyne}}[[#dermaline|Meralyne]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 3 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Meralyne}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 burn damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 burn and 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalin}}[[#dexalin|Dexalin]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 4 oxygen damage. &amp;lt;!--The code for this shit is weird. It looks like it should remove ALL oxygen damage, like dex+, but it doesn&#039;t. So I used the formula for if it doesn&#039;t.--&amp;gt;&lt;br /&gt;
* Removes 4u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Dexalin}}&lt;br /&gt;
|2,1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalinplus}}[[#dexalinplus|Dexalin Plus]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs all oxygen damage instantly.&lt;br /&gt;
* Removes 6u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dexalin Plus}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricordrazine}}[[#tricordrazine|Tricordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5 brute damage.&lt;br /&gt;
* Heals 0.5 burn damage.&lt;br /&gt;
* Heals 0.5 toxin damage.&lt;br /&gt;
* Heals 0.5 oxygen damage.&lt;br /&gt;
* Removes 1u of &amp;lt;!--[[#generictoxin|generic toxin]] and--&amp;gt; all types of [[#toxin|toxin]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#ACR|ACR]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#OXG|OXG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Tricordrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 0.5 burn damage&lt;br /&gt;
* Deals 0.5 brute damage.&lt;br /&gt;
* Deals 0.25 toxin damage.&lt;br /&gt;
* Deals 0.5 Eye damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brute damage.&lt;br /&gt;
* &amp;quot;(C)&amp;quot; Sleeps you&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dylovene}}[[#dylovene|Dylovene]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 toxin damage.&lt;br /&gt;
* Removes 1u of [[#toxin|toxin]] of any type.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker toxin]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]]&lt;br /&gt;
* Reduces the potency of hallucinations and other drug related effects.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 2&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Dylovene}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 eye damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|adminordrazine}}[[#adminordrazine|Adminordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thwei}}[[#thwei|Thwei]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1,2 brute damage.&lt;br /&gt;
* Heals 2,2 burn damage.&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Heals 1 organ damage.&lt;br /&gt;
* Removes 1u of [[#toxin|toxin]] of any type.&lt;br /&gt;
* Heals all oxygen damage.&lt;br /&gt;
* Removes 6u of [[#lexorin|lexorin]].&lt;br /&gt;
* Heals 6 radiation damage per tick.&lt;br /&gt;
* Repairs bones (splinted/unsplinted in minutes)&lt;br /&gt;
** Chest and groin:  3 / 7&lt;br /&gt;
** Head: 1 / 5&lt;br /&gt;
** Hands and feet: 0,5 / 0,5&lt;br /&gt;
** Arms and legs: 0,5 / 1&lt;br /&gt;
* Rapidly restores lost blood.&lt;br /&gt;
** &#039;&#039;&#039;(HUMAN ONLY)&#039;&#039;&#039; After blood is over maximum starts deals 9 brute, 9 burn and 18 oxygen damage per tick.&lt;br /&gt;
* Fixes disabilities and disfigurements.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Weakens drug related effects.&lt;br /&gt;
* Removes 6u of [[#ethanol|ethanol]] and [[Drinks|other alcohol]].&lt;br /&gt;
* Fixes confusion, stuttering, temporary blindness, dizziness, jitteriness and wakes you up.&lt;br /&gt;
* Fixes eye damage.&lt;br /&gt;
* Cures the zombie virus (black goo).&lt;br /&gt;
* Cures a certain other rare disease. &amp;lt;!--As with anti-zed. Not giving a precise explanation--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#XMB|XMB]] 1&lt;br /&gt;
* [[Researcher#HGN|HGN]] 1&lt;br /&gt;
* [[Researcher#ACR|ACR]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#HMG|HMG]] 9&lt;br /&gt;
* [[Researcher#OXG|OXG]] 6&lt;br /&gt;
* [[Researcher#ACG|ACG]] 6&lt;br /&gt;
* [[Researcher#BNM|BNM]] 6&lt;br /&gt;
* [[Researcher#AID|AID]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
* [[Researcher#FCS|FCS]] 6&lt;br /&gt;
* [[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thwei}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|synaptizine}}[[#synaptizine|Synaptizine]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Reduces drug related effects.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1&lt;br /&gt;
* [[Researcher#NST|NST]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 1&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Synaptizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
* 10&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 6 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neuraline}}[[#neuraline|Neuraline]]&lt;br /&gt;
|&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Fixes stuttering, blurry vision, confusion, dizziness, jittiriness and drowsyness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NST|NST]] 5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neuraline}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 2&lt;br /&gt;
* 3&lt;br /&gt;
|&lt;br /&gt;
* Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|arithrazine}}[[#arithrazine|Arithrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Removes 1u of any type of [[#toxin|toxin]].&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Arithrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage.&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|russianred}}[[#russianred|Russian Red]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Removes 1u of any type of [[#toxin|toxin]].&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Russian Red}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
* 20&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage.&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|alkysine}}[[#alkysine|Alkysine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 6 brain damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRP|NRP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Alkysine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imidazoline}}[[#imidazoline|Imidazoline]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 eye damage.&lt;br /&gt;
* Fixes blurry vision and blindness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OCP|OCP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Imidazoline}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
* Deals 2 brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|peridaxon}}[[#peridaxon|Peridaxon]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents you from suffering consequences of organ damage.&lt;br /&gt;
* Does &#039;&#039;&#039;NOT&#039;&#039;&#039; fix organs.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OGS|OGS]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Peridaxon}}&lt;br /&gt;
|4:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|bicaridine}}[[#bicaridine|Bicaridine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Bicaridine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
* If there is &#039;&#039;&#039;NO&#039;&#039;&#039; brute damage present in the patient instantly fixes internal bleeding.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|quickclot}}[[#quickclot|Quickclot]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Temporarily&#039;&#039;&#039; stops all bleeding.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 6 &amp;lt;!--Actual effect handled by blood code--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Quickclot}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|epinephrine}}[[#epinephrine|Epinephrine]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;MUST BE INJECTED. CANNOT TAKE IN PILLS.&#039;&#039;&#039;&lt;br /&gt;
* Increases defibrillator healing by 16 per damage type.&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Makes you move faster.&lt;br /&gt;
* A small amount is consumed on each defib attempt.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1,5 &amp;lt;!--WHY/ Still asking that to this day-  Niv--&amp;gt;&lt;br /&gt;
* [[Researcher#EGN|EGN]] 4&lt;br /&gt;
* [[Researcher#INV|INV]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Epinephrine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 10,5&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ultrazine}}[[#ultrazine|Ultrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you much faster.&lt;br /&gt;
* Makes you addicted to it.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#MST|MST]] 40&lt;br /&gt;
* [[Researcher#ADT|ADT]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ultrazine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,0167 &amp;lt;!--bruh, Indeed--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* 10,5&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* Deals 40 heart damage.&lt;br /&gt;
* Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 40 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous. &amp;lt;!--I have no idea what this means--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|stimulant}}[[#stimulant|Stimulant]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces stamina damage by 75%&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stimulant}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryoxadone}}[[#cryoxadone|Cryoxadone]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039; &amp;lt;!--Fun fact: for some reason it has BOTH the cryometabolizing property AND a piece of snowflake code that makes it work at low temperatures. So the effect is better than it should be.--&amp;gt;&lt;br /&gt;
* Heals 3 radiation damage.&lt;br /&gt;
* Heals 3 brute damage.&lt;br /&gt;
* Heals 3 burn damage.&lt;br /&gt;
* Heals 3 toxin damage.&lt;br /&gt;
* Heals 1 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CMB|CMB]] 2&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#ACR|ACR]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#ACG|ACG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cryoxadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|clonexadone}}[[#clonexadone|Clonexadone]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;AS ABOVE&#039;&#039;&#039; &amp;lt;!--Not as above part: no snowflake code here.--&amp;gt;&lt;br /&gt;
* Heals 6 radiation damage.&lt;br /&gt;
* Heals 6 brute damage.&lt;br /&gt;
* Heals 6 burn damage.&lt;br /&gt;
* Heals 6 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CMB|CMB]] 6&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
* [[Researcher#ACR|ACR]] 3&lt;br /&gt;
* [[Researcher#ATX|ATX]] 3&lt;br /&gt;
* [[Researcher#ACG|ACG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Clonexadone}}&lt;br /&gt;
|2,1:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|rezadone}}[[#rezadone|Rezadone]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 brute damage.&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
* Heals 2 radiation damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#AID|AID]] 3&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
* [[Researcher#ACG|ACG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Rezadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
* Makes you confused.&lt;br /&gt;
* Deals 11 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 13 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 radiation damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spaceacillin}}[[#spaceacillin|Spaceacillin]]&lt;br /&gt;
|&lt;br /&gt;
* Cures mundane infections like the flu.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Spaceacillin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethylredoxrazine}}[[#ethylredoxrazine|Ethylredoxrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Removes confusion, drowsyness, stuttering, blurry vision, blindness, dizziness and jitteriness.&lt;br /&gt;
* Removes 3u [[#ethanol|ethanol]] and [[Drinks|other alcohols]] from the body.&lt;br /&gt;
* Reacts with [[#ethanol|ethanol]] to turn into water.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FCS|FCS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethylredoxrazine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|methylphenidate}}[[#methylphenidate|Methylphenidate]]&lt;br /&gt;
|&lt;br /&gt;
* Gives you messages about your mind becoming clearer.&lt;br /&gt;
* Removes confusion.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methylphenidate}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|citalopram}}[[#citalopram|Citalopram]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Citalopram}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paroxetine}}[[#paroxetine|Paroxetine]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 6&lt;br /&gt;
* [[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paroxetine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antized}}[[#antized|Anti-Zed]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents zombies from reviving.&lt;br /&gt;
* Cures the zombie virus.&lt;br /&gt;
* Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CUR|CUR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Zed}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sterilizine}}[[#sterilizine|Sterilizine]]&lt;br /&gt;
|&lt;br /&gt;
* Sterilizes surfaces. Since we don&#039;t actually need to do that, this has no use outside of RP.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sterilizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|soporific}}[[#soporific|Soporific]]&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 10&lt;br /&gt;
* [[Researcher#SDT|SDT]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Soporific}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 30 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|vaccine}}[[#vaccine|Vaccine]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents you from catching the virus this is a vaccine against.&lt;br /&gt;
* Cures the zombie virus.&lt;br /&gt;
* Prevents dead zombies from reviving.&lt;br /&gt;
* Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Vaccine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antineurotoxin}}[[#antineurotoxin|Anti-Neurotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Note that &#039;&#039;&#039;technically&#039;&#039;&#039;, as far as the code is concerned, this is a subtype of xeno plasmas.&lt;br /&gt;
* Protects you from [[Sentinel|getting shot with any kind of neuro]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRS|NRS]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Neurotoxin}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lipozine}}[[#lipozine|Lipozine]]&lt;br /&gt;
|&lt;br /&gt;
* Causes you to lose fat and makes you hungry&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#KTG|KTG]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lipozine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you even more hungry&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Toxins and acids==&lt;br /&gt;
Most of these chemicals generally don&#039;t have much use outside of murder.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|generictoxin}}[[#generictoxin|Generic Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Most other chemicals in this table are a subtype of this one.&lt;br /&gt;
* Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Generic Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|toxin}}[[#toxin|Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Toxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|sdtoxin}}[[#sdtoxin|Toxin (syna+dylo)]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/SDToxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|amatoxin}}[[#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Amatoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mutagen}}[[#mutagen|Unstable Mutagen]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Unstable Mutagen}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lexorin}}[[#lexorin|Lexorin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 16 oxygen damage.&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 8&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lexorin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 10 brute damage.&lt;br /&gt;
* Deals 8 toxin damage.&lt;br /&gt;
* Deals 40 oxygen damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 44 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cyanide}}[[#cyanide|Cyanide]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 8 oxygen damage.&lt;br /&gt;
* Puts you to sleep after a while.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 4&lt;br /&gt;
* [[Researcher#SDT|SDT]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyanide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|minttoxin}}[[#minttoxin|Mint Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mint Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carpotoxin}}[[#carpotoxin|Carpotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Carpotoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|zombiepowder}}[[#zombiepowder|Zombie Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* By the power of snowflake code:&lt;br /&gt;
** Silences you.&lt;br /&gt;
** Makes you seem dead (but not on the medihud, fools the analyzer though).&lt;br /&gt;
** Knocks you down.&lt;br /&gt;
** Deals a shitload of oxygen damage. This kills you instantly.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Zombie Powder}}&lt;br /&gt;
|15:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chloralhydrate}}[[#chloralhydrate|Chloral Hydrate]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#SDT|SDT]] 6&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chloral Hydrate}}&lt;br /&gt;
|&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 30 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchloride}}[[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier.&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
* Slows you.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
* [[Researcher#RLX|RLX]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Deals 10 oxygen damage.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchlorophoride}}[[#potassiumchlorophoride|Potassium Chlorophoride]]&lt;br /&gt;
|&lt;br /&gt;
* Slows you down.&lt;br /&gt;
* Deals 8 oxygen damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#RLX|RLX]] 8&lt;br /&gt;
* [[Researcher#HPX|HPX]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chlorophoride}}&lt;br /&gt;
|3:4&lt;br /&gt;
|0,2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* Deals 20 oxygen damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|beer}}[[#beer|Beer]]&lt;br /&gt;
|&lt;br /&gt;
* Toxic beer.&lt;br /&gt;
* Deals 6 toxin damage per tick.&lt;br /&gt;
* Makes you drunk.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AOL|AOL]] 2&lt;br /&gt;
* [[Researcher#TOX|TOX]] 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,15&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 13 toxin damage.&lt;br /&gt;
* Makes you extremely drunk.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 24 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 liver damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulphuricacid}}[[#sulphuricacid|Sulphuric Acid]]&lt;br /&gt;
|&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphuric Acid}}&lt;br /&gt;
|7:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|polytrinicacid}}[[#polytrinicacid|Polytrinic Acid]]&lt;br /&gt;
|&lt;br /&gt;
* As above, but a higher chance to melt.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Polytrinic Acid}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|formaldehyde}}[[#formaldehyde|Formaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 0,5 radiation damage.&lt;br /&gt;
* Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Formaldehyde}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paraformaldehyde}}[[#paraformaldehyde|Paraformaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paraformaldehyde}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|impedrezene}}[[#Impedrezene|Impedrezene]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3,5 brain damage.&lt;br /&gt;
* Slows you down.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 2&lt;br /&gt;
* [[Researcher#RLX|RLX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Impedrezene}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 6 brain damage.&lt;br /&gt;
* Makes you sleepier.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 oxygen damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,75 heart damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
Reagents that get marines high.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mindbreaker}}[[#mindbreaker|Mindbreaker Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Literally LSD.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mindbreaker Toxin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacedrugs}}[[#spacedrugs|Space Drugs]]&lt;br /&gt;
|&lt;br /&gt;
* Baby&#039;s first drug.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Drugs}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|psilocybin}}[[#psilocybin|Psilocybin]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Psilocybin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nicotine}}[[#nicotine|Nicotine]]&lt;br /&gt;
|N/A &amp;lt;!--Put it here because even though there&#039;s no ingame effects this is still probably the best category.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nicotine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xeno blood and plasma==&lt;br /&gt;
Chemicals acquired from xenos.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|xenoblood}}[[#xenoblood|Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalxenoblood}}[[#royalxenoblood|Dark Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 6 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dark Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasma}}[[#plasma|Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Base type for all of the following.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|pheromoneplasma}}[[#pheromoneplasma|Pheromone Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Helps you with knockdowns, knockouts and stuns.&lt;br /&gt;
* Fixes stuttering, confusion, blurry vision, drowsyness, dizziness and jitteriness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 8&lt;br /&gt;
* [[Researcher#NST|NST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Pheromone Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Deals 12 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 18 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chitinplasma}}[[#chitinplasma|Chitin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents fractures.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HDN|HDN]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chitin Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Slows you down.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|catecholamineplasma}}[[#catecholamineplasma|Catecholamine Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Applies pain.&lt;br /&gt;
* Makes you faster.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNG|PNG]] 2&lt;br /&gt;
* [[Researcher#MST|MST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Catecholamine Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Increased pain.&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* Deals 6 heart damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|eggplasma}}[[#eggplasma|Egg Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Infects with a xeno larva.&lt;br /&gt;
* Makes more of itself by draining blood.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HST|HST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Egg Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 80&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Drains blood and replicates itself faster.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neurotoxinplasma}}[[#neurotoxinplasma|Neurotoxin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Not to be confused with the [[Drinks#neurotoxin|drink]].&lt;br /&gt;
* Deals 7 brain damage.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neurotoxin Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 12 brain damage.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you more jittery.&lt;br /&gt;
* Makes you drowsy.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Applies the same effect as getting shot with [[Sentinel|neuro]].&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|purpleplasma}}[[#purpleplasma|Purple Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Purple Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalplasma}}[[#royalplasma|Royal Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you addicted to itself.&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#BCD|BCD]] 4&lt;br /&gt;
* [[Researcher#ADT|ADT]] 1&lt;br /&gt;
* [[Researcher#HLG|HLG]] 4&lt;br /&gt;
* [[Researcher#CIP|CIP]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Royal Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brain damage.&lt;br /&gt;
* Deals 8 brute damage.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you more jittery&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This contains reagents that don&#039;t neatly fit into other categories.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fertilizer}}[[#fertilizer|Fertilizer]]&lt;br /&gt;
|&lt;br /&gt;
* Usable as fertilizer for plants.&lt;br /&gt;
* Deals 0,5 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 0,5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fertilizer}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plantbgone}}[[#plantbgone|Plant-B-Gone]]&lt;br /&gt;
|&lt;br /&gt;
* Kills xeno weeds.&lt;br /&gt;
* Kills normal weeds.&lt;br /&gt;
* Harms helpful plants in hydro trays too.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Plant-B-Gone}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|smoke}}[[#smoke|Smoke]]&lt;br /&gt;
|&lt;br /&gt;
* Creates smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Smoke}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|flashpowder}}[[#flashpowder|Flash Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Creates a bright light that lasts for a while.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Flash Powder}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blood}}[[#blood|Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Spreads diseases if injected.&lt;br /&gt;
* Restores blood volume when injected into a human.&lt;br /&gt;
** Deals toxin damage if blood type is incorrect. (Just use O-)&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasticide}}[[#plasticide|Plasticide]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Turns into plastic when mixed at a 20:10 ratio with [[#sulphuricacid|Sulphuric Acid]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|{{:Chemical/Plasticide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|serotrotium}}[[#serotrotium|Serotrotium]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you sneeze, blink and cough.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ALG|ALG]] 2&lt;br /&gt;
|{{:Chemical/Serotrotium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|glycerol}}[[#glycerol|Glycerol]]&lt;br /&gt;
|&lt;br /&gt;
* Used for making nitroglycerin.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Gylcerol}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|virusfood}}[[#virusfood|Virus Food]]&lt;br /&gt;
|&lt;br /&gt;
* No pathology on CM. So this is entirely useless.&lt;br /&gt;
* Satiates you.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NTR|NTR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Virus Food}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thermite}}[[#thermite|Thermite]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier.&lt;br /&gt;
* Deals 2 burn damage.&lt;br /&gt;
* Can be applied to walls either directly or with a spray bottle and then ignited to melt through them.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FUL|FUL]] 7&lt;br /&gt;
* [[Researcher#OXI|OXI]] 5&lt;br /&gt;
* [[Researcher#VIS|VIS]] 4&lt;br /&gt;
* [[Researcher#CRS|CRS]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacecleaner}}[[#spacecleaner|Space Cleaner]]&lt;br /&gt;
|&lt;br /&gt;
* Cleans objects when splashed/sprayed on them.&lt;br /&gt;
* Use a spray bottle filled with it to clean a dirty microwave.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Cleaner}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Unless there&#039;s some snowflake code tucked away in a deep dark corner of CM, this has no effects on OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryptobiolin}}[[#cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|&lt;br /&gt;
* Used for making spaceacillin.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cryptobiolin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|nanites}}[[#nanites|Nanites]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;01010100 01101000 01100101 00100000 01100110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00101110&#039;&#039;&#039;&lt;br /&gt;
** Beep boop, motherfucker.&lt;br /&gt;
*** Copper to counteract.&lt;br /&gt;
* Commented out because this doesn&#039;t actually work. The disease just vanishes after stage 5. Pretty sure this is a bug, since the &amp;quot;object spawner&amp;quot; item spawns on the ground briefly.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking#roburger|Roburgers]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|xenomicrobes}}[[#xenomicrobes|Xenomicrobes]]&lt;br /&gt;
|&lt;br /&gt;
* Commented out, since you can&#039;t get this without admins, and I&#039;d rather keep this whole thing reasonably secret.&lt;br /&gt;
** Takes a LONG time. Be patient.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorosurfactant}}[[#fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
|&lt;br /&gt;
* Turns into foam when mixed with [[#water|water]] at a 1:1 ratio. &lt;br /&gt;
* Applies all other chems present in the container to mobs through the foam.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fluorosurfactant}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|foamingagent}}[[#foamingagent|Foaming Agent]]&lt;br /&gt;
|&lt;br /&gt;
* Creates metal foam when 1u is mixed with 1u [[#polytrinicacid|polytrinic acid]] and 3u [[#aluminuim|aluminium]] or 3u [[#iron|iron]].&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Foaming Agent}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ammonia}}[[#ammonia|Ammonia]]&lt;br /&gt;
|&lt;br /&gt;
* Used for explosives.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonia}}&lt;br /&gt;
|4:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hexamine}}[[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|ultraglue}}[[#ultraglue|Ultraglue]]&lt;br /&gt;
|&lt;br /&gt;
* Literally does nothing.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Ultraglue}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|diethylamine}}[[#diethylamine|Diethylamine]]&lt;br /&gt;
|&lt;br /&gt;
* Fertilizer.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Diethylamine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blackgoo}}[[#blackgoo|Black Goo]]&lt;br /&gt;
|&lt;br /&gt;
* Gives you the zombie virus.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#RAV|RAV]] 1&lt;br /&gt;
|{{:Chemical/Black Goo}}&lt;br /&gt;
|N/A&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dinitronaline}}[[#dinitronaline|Dinitronaline]]&lt;br /&gt;
|&lt;br /&gt;
* A herbicide and pesticide mixture used in hydroponics &lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dinitronaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives and flammable chems==&lt;br /&gt;
This contains reagents that can be used for making explosives. They may be duplicates of ones already present in one of the previous tables.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Power&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Falloff&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Intensity&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Radius&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Fire colour&lt;br /&gt;
|-&lt;br /&gt;
| [[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Water}}&lt;br /&gt;
| 3:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#oxygen|Oxygen]]&lt;br /&gt;
| {{:Chemical/Oxygen}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,75&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0&lt;br /&gt;
| #58daff (light blue)&lt;br /&gt;
|-&lt;br /&gt;
| [[#copper|Copper]]&lt;br /&gt;
| {{:Chemical/Copper}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #78be5a (green)&lt;br /&gt;
|-&lt;br /&gt;
| [[#hydrogen|Hydrogen]]&lt;br /&gt;
| {{:Chemical/Hydrogen}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0,15&lt;br /&gt;
| 0&lt;br /&gt;
| -0,5&lt;br /&gt;
| 0,2&lt;br /&gt;
| -0,5&lt;br /&gt;
| #b6f8ff (super light blue)&lt;br /&gt;
|-&lt;br /&gt;
| [[#carbon|Carbon]]&lt;br /&gt;
| {{:Chemical/Carbon}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| #ffd700 (gold)&lt;br /&gt;
|-&lt;br /&gt;
| [[#phosphorus|Phosphorus]]&lt;br /&gt;
| {{:Chemical/Phosphorus}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| -0,12&lt;br /&gt;
| 0,1&lt;br /&gt;
| #ffdba4&lt;br /&gt;
|-&lt;br /&gt;
| [[#lithium|Lithium]]&lt;br /&gt;
| {{:Chemical/Lithium}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,35&lt;br /&gt;
| -0,01&lt;br /&gt;
| -0,1&lt;br /&gt;
| #ff356f (dark pink)&lt;br /&gt;
|-&lt;br /&gt;
| [[#thermite|Thermite]]&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
| 3:3&lt;br /&gt;
| 0,5&lt;br /&gt;
| 1&lt;br /&gt;
| 0,3&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0,9&lt;br /&gt;
| #ffb300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#fuel|Welding Fuel]]&lt;br /&gt;
| {{:Chemical/Welding Fuel}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0,12&lt;br /&gt;
| -0,1&lt;br /&gt;
| 0,1&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0,7&lt;br /&gt;
| #ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hexamine}}&lt;br /&gt;
| 5:2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,5&lt;br /&gt;
| #ff9900 (as above)&lt;br /&gt;
|-&lt;br /&gt;
| [[#napalm|Napalm]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Napalm}}&lt;br /&gt;
| 3:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,45&lt;br /&gt;
| 0,06&lt;br /&gt;
| 0,75&lt;br /&gt;
| #D05006 (dark orange)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|clf3}}[[#clf3|CLF3 (Chlorine Trifluoride )]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chlorine Triflouride}}&lt;br /&gt;
| 4:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1,6&lt;br /&gt;
| -0,08&lt;br /&gt;
| -0,8&lt;br /&gt;
| #ff9300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#methane|Methane]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methane}}&lt;br /&gt;
| 5:1&lt;br /&gt;
| 0,15&lt;br /&gt;
| 0&lt;br /&gt;
| -0,35&lt;br /&gt;
| 0,095&lt;br /&gt;
| 0,25&lt;br /&gt;
| #00a5ff (blue)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|ammoniumnitrate}}[[#ammoniumnitrate|Ammonium Nitrate]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonium Nitrate}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 0,4&lt;br /&gt;
| 1,5&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0&lt;br /&gt;
| -0,2&lt;br /&gt;
| #ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|anfo}}[[#anfo|Ammonium Nitrate Fuel Oil]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonium Nitrate Fuel Oil}}&lt;br /&gt;
| 3:2&lt;br /&gt;
| 1&lt;br /&gt;
| -0,6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|nitroglycerin}}[[#nitroglycerin|Nitroglycerin]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nitroglycerin}}&lt;br /&gt;
| 3:2&lt;br /&gt;
| 1&lt;br /&gt;
| -0,5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|cyclonite}}[[#cyclonite|Cyclonite]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyclonite}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 1,5&lt;br /&gt;
| -0,4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|octogen}}[[#octogen|Octogen]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Octogen}}&lt;br /&gt;
| 4:2&lt;br /&gt;
| 2&lt;br /&gt;
| -0,2&lt;br /&gt;
| 0,4&lt;br /&gt;
| -0,02&lt;br /&gt;
| -0,2&lt;br /&gt;
| Orange &amp;lt;!--I have no clue what the exact hex code is. But it looks orange.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|potassiumhydroxide}}[[#potassiumhydroxide|Potassium Hydroxide]]&lt;br /&gt;
|&lt;br /&gt;
* Explodes INSTANTLY and can&#039;t be stabilized. Don&#039;t use this. It&#039;s garbage.&lt;br /&gt;
{{:Chemical/Potassium Hydroxide}}&lt;br /&gt;
| 2:1&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#phoron|Phoron]]&lt;br /&gt;
| {{:Chemical/Phoron}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,4&lt;br /&gt;
| 0,05&lt;br /&gt;
| -0,8&lt;br /&gt;
| #e01e1e (red)&lt;br /&gt;
|-&lt;br /&gt;
| [[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #800080 (purple)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|salt}}[[#salt|Table Salt]]&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Table Salt}}&lt;br /&gt;
| 1:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #ffff00 (yellow)&lt;br /&gt;
|-&lt;br /&gt;
| [[#ethanol|Ethanol]] and [[Drinks#Alcoholic|subtypes]].&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
| 9:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,2&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0,2&lt;br /&gt;
| #6897f7 (blue)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional User made information=&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson&lt;/div&gt;</summary>
		<author><name>Rnager6012</name></author>
	</entry>
</feed>