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	<updated>2026-04-09T17:00:26Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=22466</id>
		<title>Weapons Specialist</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=22466"/>
		<updated>2022-06-20T12:27:47Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Scout Loadout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Gl_spec.png&lt;br /&gt;
|jobtitle = Weapons Specialist [[File:Squad_specialist_icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Five hours as any squad role.&lt;br /&gt;
|duties = Employ special weapons, explosives and equipment.&lt;br /&gt;
|guides = None&lt;br /&gt;
|description = Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad&#039;s prep room.&amp;lt;br&amp;gt;&lt;br /&gt;
You are the very rare and valuable weapon expert, trained to use special equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
You can serve a variety of roles, so choose carefully.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phased plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks...&#039;&#039; &amp;quot;&lt;br /&gt;
―Pvt. Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That&#039;s where you (the &#039;&#039;&#039;Specialist&#039;&#039;&#039;) come in. Each squad is deployed with a single specialist trained in the use of a &#039;&#039;&#039;[[Marine Equipment#Specialist Weapons|squad support weapon]]&#039;&#039;&#039;. These range from the &#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039; to the devastating &#039;&#039;&#039;M5 RPG&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Person with the Big Guns (Intro)==&lt;br /&gt;
-----&lt;br /&gt;
As the Squad&#039;s Weapon Specialist, you have &#039;&#039;&#039;access to a variety of heavier weapons&#039;&#039;&#039; than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Squad Specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist&#039;s weapon is treated like an extension of themselves and as such, specialists know their chosen firearm, inside and out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
-----&lt;br /&gt;
The Weapons Specialist has their own ready-room within their squad&#039;s larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine&#039;s, however the Weapons Vendor is specific to the Specialist; it will not work without proper access. Among the other supplies it vends is the ability to vend a single specialist kit of your choice. It also contains a webbing and pouches to carry more ammo and pocket-sized equipment on the move. &#039;&#039;&#039;Keep in mind you can only use the specialist kit you choose.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue marine tactical gloves.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpack:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:USCM_satchel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:USCM_infantry_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern M82F flare gun holster rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the most common pistols. It also contains side pouches that can store most pistol magazines.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8 A General Utility Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch (Injectors)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-packet}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch(Splints, Gauze, Ointment)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-splints}}&lt;br /&gt;
|- &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold 6 pistol magazines.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Drop_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | {{Drop Pouch Description}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File: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 is currently purely cosmetic.&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;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kits&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: Only 1 kit may be chosen. All kit selections are shared among all Weapons Specialist players, if Alpha Specialist selects the &#039;Scout&#039; kit, then no other Specialist can select that kit.&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Kit:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Scout_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M4RA Battle Rifle&lt;br /&gt;
* 4 Standard A19 Magazines&lt;br /&gt;
* 2 Incendiary A19 Magazines&lt;br /&gt;
* 2 Impact A19 Magazines&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* JTAC Encryption Key&lt;br /&gt;
* Scout Laser Designator&lt;br /&gt;
* M68 Thermal Cloak&lt;br /&gt;
* M3-S Light Armour&lt;br /&gt;
* M3-S Helmet&lt;br /&gt;
* M4RA Battle Sight&lt;br /&gt;
* 2 C4 Explosive Charge&lt;br /&gt;
* V3 Reactive Thermal Tarp&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Recon_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M42A Scoped Rifle&lt;br /&gt;
* M42A Marksman Magazine&lt;br /&gt;
* 2 M42A Incendiary Magazine&lt;br /&gt;
* 2 M42A Flak Magazine&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* M3 Sniper&#039;s Smock&lt;br /&gt;
* M45 Ghillie Helmet&lt;br /&gt;
* M45 Pattern Ghillie Armor&lt;br /&gt;
* M42 Scout Sight&lt;br /&gt;
* Fullbody Paint&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gl_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Grenadier Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M92 Grenade Launcher&lt;br /&gt;
* M3-G4 Grenadier Helmet&lt;br /&gt;
* M3-G4 Grenadier Armor&lt;br /&gt;
* M276 Pattern M40 Grenade Rig MK 2&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* Binoculars&lt;br /&gt;
*M3-G4 Grenadier Gloves&lt;br /&gt;
* 2 USCM IMP M63A1 Grenade Satchel&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Demolitionist.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Demolition Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M5 RPG&lt;br /&gt;
* 2 High Explosive Rockets&lt;br /&gt;
* 2 Anti-Armor Rockets&lt;br /&gt;
* 1 White Phosphorus Rocket&lt;br /&gt;
* M3-T Light Armor&lt;br /&gt;
* 2 M22 Rocket Bags&lt;br /&gt;
* 2 C4 Explosive Charge&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Pyrotechnican.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Pyro Set&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
* M240-T Incinerator&lt;br /&gt;
* 1 Large Incinerator Tank&lt;br /&gt;
* M35 Helmet&lt;br /&gt;
* M35 Armor&lt;br /&gt;
* Broiler-T flexible refueling system&lt;br /&gt;
* Fuel Tank Pouch&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Mini Fire Extinguisher&lt;br /&gt;
* VP78 Pistol&lt;br /&gt;
* 2 VP78 Magazines&lt;br /&gt;
* Binoculars&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec/Misc Ammo&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Scout&#039;&#039;&#039; Ammunition.&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RAmag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity rounds. Lower magazine size, but better damage.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RA-Incen-mag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RA_Impact_mag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A19 High Velocity Impact Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun any targets hit with this round.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Sniper&#039;&#039;&#039; Ammunition.&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42Amag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Marksman Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm Caseless sniper rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 210 Damage.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42A_Flak_mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Flak Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 108 Damage, slow down and no flak AOE.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M42A_Incendiary_mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M42A Incendiary Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds fifteen (15) 10x28mm incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
&#039;&#039;&#039;Aimed Shot:&#039;&#039;&#039; 61 Damage and Maximum Fire Stack.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Demolitionist&#039;&#039;&#039; Ammunition.&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_HE.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive (HE) Rocket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_AP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Armor (AA or AP) Rocket&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Deals average damage to target on direct hit. Affects most of armored targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M5_RPG_PHS.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Phosphorous (PHS) Rocket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Grenades&#039;&#039;&#039;.&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40_HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenades x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Very lethal near the epicenter of the explosion.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Incingrenade.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HIDP Incendiary Grenade x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M40_HPDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HPDP Grenade x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-F 40mm Grenade x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M74 AGM-I 40mm Grenade x6&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Extra &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; Tanks.&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Specialist Ammo/Misc Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:LargeIncineratorTank.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IncineratorTanks_B_Variant.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank: B Variant&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:IncineratorTanks_X_Variant.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank: X Variant&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Utilities&#039;&#039;&#039;.&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Utility Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:SensorMate.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Sensor Mate Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A much older heads-up display that displays the last known biometric data from suit sensors of any given individual. When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fulton Device Stack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:sling_pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|10 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Powerloader-Pamphlet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Powerloader Certifcation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|45 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It can contain more handfuls of shells, or bullets if you choose to for some reason.&lt;br /&gt;
&lt;br /&gt;
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.&lt;br /&gt;
&lt;br /&gt;
Contains 7 slots. &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|10 Points&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A Large pouch dedicated to holding autoinjectors. Issued to 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|15 Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You will have 45 points to spend on these items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Radio Keys&#039;&#039;&#039;.&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Utility Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:tactics_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;JTAC Radio Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Supply_key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An encryption key for a radio headset, Allowing you to access the supply channel with :u.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|5 Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Loadouts==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=====Scout Loadout=====&lt;br /&gt;
[[File:M4RA.png|94px]] [[File:scout_spec.png|64px]] &lt;br /&gt;
&lt;br /&gt;
The Scout Loadout contains the M4RA Battle Rifle, a mid powered battle rifle with 4 A19 magazines, 2 Incendiary magazines, 2 Impact magazines and a VP78 sidearm with three magazines. The loadout also comes equipped with a set of custom armor that allows better movement speed. Finally the loadout is equipped with two sticks of C4 and a prototype backworn Cloak that can render the user nearly invisible for an indefintine period of time. &#039;&#039;&#039;You are unable to use weapons while cloaked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M4RA.png]]&amp;lt;br&amp;gt;&#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 and scope mode. Uses special A19 high velocity rounds.&lt;br /&gt;
&lt;br /&gt;
{{M4RA Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
{| 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:VP78_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&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;
 |[[File:supressor.png]][[Marine_Equipment#Muzzle|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[Marine_Equipment#Muzzle|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[Marine_Equipment#Muzzle|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[Marine_Equipment#Muzzle|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[Marine_Equipment#Rail|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[Marine_Equipment#Rail|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[Marine_Equipment#Underbarrel|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[Marine_Equipment#Underbarrel|Laser Sight]]&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;
|[[File:Tactical_Binoculars.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Scout Tactical Binoculars&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A modified version of tactical binoculars with an advanced laser targeting function. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes. This one acquires targets and co-ordinates much faster than the normal ones. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M68_Thermal_Cloak.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefininte amount of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and Helmet and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. While cloaked, the user is unable to use their weapons of any kind.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-S_light_armor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer. Must be worn to put on the M68 Thermal Cloak. As a Scout Specialist, you can wear this armor.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-S_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A custom helmet from the M3 series designed to be light weight and used for recon missions. Provides some head protection and two small inventory slots.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Battle Sight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A headset and night vision goggles system for the M4RA Battle Rifle. Allows highlighted imaging of surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:c4.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sniper Loadout=====&lt;br /&gt;
[[File:recon_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Sniper Loadout contains the &#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;, a high powered sniper rifle with one marksman magazine, one Incendiary magazine and one flak magazine as well as the VP78 Pistol, with two magazines. Lastly the sniper loadout comes with standard binoculars, along with the standard M3 sniper smock, ghillie suit, ghillie coif, scoutsight and face paint.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M42A_Scoped_rifle.png|96px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M42A Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| 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:VP78_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&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;
 |[[File:supressor.png]][[Marine_Equipment#Muzzle|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[Marine_Equipment#Muzzle|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[Marine_Equipment#Muzzle|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[Marine_Equipment#Muzzle|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[Marine_Equipment#Rail|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[Marine_Equipment#Rail|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[Marine_Equipment#Underbarrel|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[Marine_Equipment#Underbarrel|Laser Sight]]&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; |[[File:m3snipersmock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A specially designed smock with pockets for all your sniper needs. Has the capacity of the backpack, but works like a satchel. Wear on back.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Ghillie-Coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |[[File:M3-Sniper-Armor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M45 Pattern Ghillie Armour}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Binoculars.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 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; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:m42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M42 Scout sight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A headset and night vision goggles system for the M42 Scoped Rifle. Allows highlighted imaging of surroundings. Click it to toggle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Heavy Grenadier Loadout=====&lt;br /&gt;
[[File:GrenadeLauncher.png|64px]] [[File:gl_spec.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This Loadout contains both the &#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039; and it&#039;s grenade belt. The M92 is a midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
&lt;br /&gt;
In addition, this loadout also contains the &#039;&#039;&#039;M3-G4 Personal Armor&#039;&#039;&#039;. This armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and explosion resistance. In addition, the helmet  is incredibly ballistic-resistant, and it does provide some heat-proofing as well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:GrenadeLauncher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to six grenades of any variety.  The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien. Comes loaded with five HE grenades. One extra spot is available for grenades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;&lt;br /&gt;
|A heavy, reinforced helmet from the M3 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M3G4 Grenadier Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3-G4 Personal Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value. Comes with heavily armored defensive gauntlets, as well as a heavily armored M3-G4 helmet. Being much heavier than the other armor types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern M40 Grenade rig MK. II&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry 18 M40 Grenades. You spawn with one of these inside your heavy grenadier case. These fit on your belt slot if you wish to carry grenades like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:M40 HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!&amp;lt;br&amp;gt;You get six of these in a rig. More can be ordered in Cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incingrenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;&lt;br /&gt;
 |Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Alien back.&amp;lt;br&amp;gt; You get three of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&gt;
|[[File:M74 Airburst Grenade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;&lt;br /&gt;
|Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&amp;lt;br&amp;gt; You get six of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |-&lt;br /&gt;
|[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&amp;lt;br&amp;gt; You get three of these in a rig. Order more via cargo or your vendor.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| 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:VP78_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&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;
 |[[File:supressor.png]][[Marine_Equipment#Muzzle|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[Marine_Equipment#Muzzle|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[Marine_Equipment#Muzzle|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[Marine_Equipment#Muzzle|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[Marine_Equipment#Rail|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[Marine_Equipment#Rail|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[Marine_Equipment#Underbarrel|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[Marine_Equipment#Underbarrel|Laser Sight]]&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;|[[File:Grenade Satchel.png|64px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Demolitionist Loadout=====&lt;br /&gt;
[[File:M5_RPG.png|64px]] [[File:Demolitionist.png]]&lt;br /&gt;
&lt;br /&gt;
This Loadout contains mines, and a devastating, reloadable, single shot rocket launcher known as the &#039;&#039;&#039;M5 RPG&#039;&#039;&#039;. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive, armor piercing or white phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Whereas the WP rockets will ignite the tile it hits, turning that tile and the tiles surrounding into extremely hot areas that can kill quickly. Unlike the grenade launcher, M5 RPG ammo is more scarce, as well as the M5 RPG being more unwieldy to employ.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M5_RPG.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature. &amp;lt;br&amp;gt; By default, the M5 RPG comes loaded with an HE rocket.&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| 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:VP78_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&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;
 |[[File:supressor.png]][[Marine_Equipment#Muzzle|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[Marine_Equipment#Muzzle|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[Marine_Equipment#Muzzle|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[Marine_Equipment#Muzzle|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[Marine_Equipment#Rail|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[Marine_Equipment#Rail|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[Marine_Equipment#Underbarrel|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[Marine_Equipment#Underbarrel|Laser Sight]]&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:M3-T_Light_Armour.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M22 rocket bag.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:c4.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Pyrotechnician Loadout=====&lt;br /&gt;
[[File:M240-T_Incinerator.png]] [[File:Pyrotechnican.png]]&lt;br /&gt;
&lt;br /&gt;
This loadout contains the M240-T Incinerator which utilises two experimental fuel types to give it an edge over any foe the user encounters. The Pyrotechnician also comes in with highly flame-retardant armor that can brave through flames more than any armor that the user can offer. The loadout is best either for AoD (Area of Denial) or for slow pushes.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M240-T_Incinerator.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&amp;lt;br&amp;gt;This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M240-T Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M240-T Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M35_Helmet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A custom helmet from the M3 series designed to be highly flame retardant. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M35_Armour.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M35 Armour Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M240-T_ Fuel Pack.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| 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:VP78_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&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;
 |[[File:supressor.png]][[Marine_Equipment#Muzzle|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[Marine_Equipment#Muzzle|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[Marine_Equipment#Muzzle|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[Marine_Equipment#Muzzle|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[Marine_Equipment#Rail|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[Marine_Equipment#Rail|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[Marine_Equipment#Underbarrel|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[Marine_Equipment#Underbarrel|Laser Sight]]&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;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:Spec_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?1520-Guide-to-being-Special-(AKA-a-Spec-Guide) Guide to being Special (AKA a Spec Guide) Somewhat Outdated] - by Grentex&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?6012-Muffin%E2%80%99s-Specialist-Sniper-Guide Muffin&#039;s Specialist Sniper Guide] - By Sargeantmuffinman&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Cooking&amp;diff=20868</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Cooking&amp;diff=20868"/>
		<updated>2021-08-24T09:11:29Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Ingredients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All humans are able to consume food and cook food. Recipes for drinks and cocktails can be found [[Drinks|here]].&lt;br /&gt;
&lt;br /&gt;
===Kitchen Machinery and tools===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Object&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 40%; margin: auto;&amp;quot; |Locations&lt;br /&gt;
|-&lt;br /&gt;
|[[file:unigrinder.png|center]]&lt;br /&gt;
|{{anchor|All-In-One Grinder}}[[#All-In-One Grinder|All-In-One Grinder]]&lt;br /&gt;
| Can be used to either grind or juice many items. Also capable of deleting reagents from containers.&lt;br /&gt;
| Medical Chemical laboratory, Medical Research, Hydroponics&lt;br /&gt;
|-&lt;br /&gt;
|[[file:foodprocessor.png|center]]&lt;br /&gt;
|{{anchor|Food Processor}}[[#Food Processor|Food Processor]]&lt;br /&gt;
| Used to process some food items into prepared ingredients. To process an item you need to put it inside the processor and then activate the device by clicking on it with an empty hand.&lt;br /&gt;
| Kitchen&lt;br /&gt;
|-&lt;br /&gt;
|[[file:microwave.png|center]]&lt;br /&gt;
|{{anchor|Microwave}}[[#Microwave|Microwave]]&lt;br /&gt;
| Used for most cooking. You need to put the ingredients inside the microwave and then activate it. If an invalid recipe is attempted, the microwave may become dirty or break. A dirty microwave can be cleaned by using a space cleaner spray on it.&lt;br /&gt;
| Kitchen&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|condimentbottle}}[[#condimentbottle|Empty Condiment Bottle]]&lt;br /&gt;
|Used to hold chemicals you want to use as condiments. Similarly to glasses condiment bottles look different depending on what you put in them.&lt;br /&gt;
|Not stocked by default, but you can get them by emptying the condiments you have at roundstart.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
These simple items, while edible, are mostly used to cook other, more complex dishes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |How to acquire&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meat.png|center]]&lt;br /&gt;
|{{anchor|meat}}[[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Alternatively critters can be butchered with a knife&lt;br /&gt;
|Different types of meat all use the same sprite except for carp and bear meat, tomato and mushroom slices.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rawcutlet.png|center]]&lt;br /&gt;
|{{anchor|rawcutlet}}[[#rawcutlet|Raw Cutlet]]&lt;br /&gt;
|&lt;br /&gt;
* Slice meat with a knife to get 3 of these&lt;br /&gt;
|This is only used to make a cooked cutlet, which is used for other recipes.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cutlet.png|center]]&lt;br /&gt;
|{{anchor|cutlet}}[[#cutlet|Cutlet]]&lt;br /&gt;
|&lt;br /&gt;
* Cook 1 [[#rawcutlet|raw cutlet]] in the microwave&lt;br /&gt;
|When a recipe says &amp;quot;cutlet&amp;quot; this is what it is referring to.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatball.png|center]]&lt;br /&gt;
|{{anchor|meatball}}[[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
* Processed in the [[#Food Processor|food processor]] from [[#meat|meat]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_carpmeat.png|center]]&lt;br /&gt;
|{{anchor|carpmeat}}[[#carpmeat|Carp Fillet]]&lt;br /&gt;
|&lt;br /&gt;
* Butcher carps&lt;br /&gt;
|Contains 3u of carpotoxin&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenomeat.png|center]]&lt;br /&gt;
|{{anchor|xenomeat}}[[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
* Butcher xenos. You can gib xenos in the gibber .&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_egg.png|center]]&lt;br /&gt;
|{{anchor|egg}}[[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in the kitchen fridges&lt;br /&gt;
|Splash all over the place when thrown. &amp;lt;!--Also, if I read the code right, you&#039;re supposed to be able to colour these with crayons, but it doesn&#039;t actually work.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_flour.png|center]]&lt;br /&gt;
|{{anchor|flour}}[[#flour|Flour]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Processed from wheat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spaghetti.png|center]]&lt;br /&gt;
|{{anchor|spaghetti}}[[#spaghetti|Spaghetti (raw)]]&lt;br /&gt;
|&lt;br /&gt;
* Processed from [[#flour|flour]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_dough.png|center]]&lt;br /&gt;
|{{anchor|dough}}[[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* Use an egg on a [[#flour|bag of flour]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_flatdough.png|center]]&lt;br /&gt;
|{{anchor|flatdough}}[[#flatdough|Flat Dough]]&lt;br /&gt;
|&lt;br /&gt;
* Use a rolling pin on [[#dough|dough]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_doughslice.png|center]]&lt;br /&gt;
|{{anchor|doughslice}}[[#doughslice|Dough Slice]]&lt;br /&gt;
|&lt;br /&gt;
* Use a knife on [[#flatdough|flat dough]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bun.png|center]]&lt;br /&gt;
|{{anchor|bun}}[[#bun|Bun]]&lt;br /&gt;
|&lt;br /&gt;
* Microwave a piece of [[#dough|dough]]&lt;br /&gt;
|Used as an ingredient for burgers and such.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_soymilk.png|center]]&lt;br /&gt;
|{{anchor|soymilk}}[[#soymilk|Soy Milk]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Contained in soybeans&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_milk.png|center]]&lt;br /&gt;
|{{anchor|milk}}[[#milk|Space Milk]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Alternatively apply container to live cow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_cheesewheel.png|center]]&lt;br /&gt;
|{{anchor|cheesewheel}}[[#cheesewheel|Cheese Wheel]]&lt;br /&gt;
|&lt;br /&gt;
* Add 5u of [[#unienzyme|universal enzyme]] to 40u of [[#milk|milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheesewedge.png|center]]&lt;br /&gt;
|{{anchor|cheesewedge}}[[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
* Cut a [[#cheesewheel|cheese wheel]] with a knife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofu.png|center]]&lt;br /&gt;
|{{anchor|tofu}}[[#tofu|Tofu Chunk]]&lt;br /&gt;
|&lt;br /&gt;
* Add 5u of [[#unienzyme|universal enzyme]] to 10u of [[#soymilk|soy milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_soydope.png|center]]&lt;br /&gt;
|{{anchor|soydope}}[[#soydope|Soy Dope]]&lt;br /&gt;
|&lt;br /&gt;
* Process a soybean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rawsticks.png|center]]&lt;br /&gt;
|{{anchor|rawsticks}}[[#rawsticks|Raw Potato Sticks]]&lt;br /&gt;
|&lt;br /&gt;
* Process a potato&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chocolatebar.png|center]]&lt;br /&gt;
|{{anchor|chocolatebar}}[[#chocolatebar|Chocolate Bar]]&lt;br /&gt;
|&lt;br /&gt;
* 2u [[#soymilk|Soy Milk]]&lt;br /&gt;
* 2u [[#sugar|Sugar]]&lt;br /&gt;
* 2u Coco&lt;br /&gt;
|You can get coco by grinding cocoa pods.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Microwave Recipes===&lt;br /&gt;
&lt;br /&gt;
All of the following recipes are cooked in [[#microwave|the microwave]].&lt;br /&gt;
&lt;br /&gt;
====Pizzas====&lt;br /&gt;
All pizzas are sliceable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_Pizza_margherita.png|center]]&lt;br /&gt;
|{{anchor|margherita}}[[#margherita|Margherita]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 4 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_Pizza_meatpizza.png|center]]&lt;br /&gt;
|{{anchor|meatpizza}}[[#meatpizza|Meatpizza]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 3 [[#meat|Meat]]&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_vegetablepizza.png|center]]&lt;br /&gt;
|{{anchor|vegetablepizza}}[[#vegetablepizza|Vegetable Pizza]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Corn&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_mushroompizza.png|center]]&lt;br /&gt;
|{{anchor|mushroompizza}}[[#mushroompizza|Mushroom Pizza]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 5 Mushroom&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Burgers &amp;amp; Sandwiches====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeyburger.png|center]]&lt;br /&gt;
|{{anchor|burger}}[[#burger|Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#meat|Meat]] (not human)&lt;br /&gt;
|&lt;br /&gt;
|It&#039;s also possible to make this by hitting a [[#bun|bun]] with a [[#meatball|meatball]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bigbiteburger.png|center]]&lt;br /&gt;
|{{anchor|bigbiteburger}}[[#bigbiteburger|Big Bite Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#burger|Burger]]&lt;br /&gt;
* 3 [[#meat|Meat]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_superbiteburger.png|center]]&lt;br /&gt;
|{{anchor|superbiteburger}}[[#superbiteburger|Super Bite Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bigbiteburger|Big Bite Burger]]&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 [[#boiledegg|Boiled Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#salt|Salt]]&lt;br /&gt;
* 5u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_brainburger.png|center]]&lt;br /&gt;
|{{anchor|brainburger}}[[#brainburger|Brainburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 Brain&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_roburger.png.png|center]]&lt;br /&gt;
|{{anchor|roburger}}[[#roburger|Roburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 Robot Head&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenoburger.png|center]]&lt;br /&gt;
|{{anchor|xenoburger}}[[#xenoburger|Xenoburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishburger.png|center]]&lt;br /&gt;
|{{anchor|fishburger}}[[#fishburger|Fishburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|bun]]&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofuburger.png|center]]&lt;br /&gt;
|{{anchor|tofuburger}}[[#tofuburger|Tofuburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#tofu|Tofu Chunk]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_clownburger.png|center]]&lt;br /&gt;
|{{anchor|clownburger}}[[#clownburger|Clownburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 Clown Hat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_mimeburger.png|center]]&lt;br /&gt;
|{{anchor|mimeburger}}[[#mimeburger|Mimeburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 Beret&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_jellyburger.png|center]]&lt;br /&gt;
|{{anchor|jellyburger}}[[#jellyburger|Jelly Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Cherry Jelly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheeseburger.png|center]]&lt;br /&gt;
|{{anchor|humanburger}}[[#humanburger|Humanburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#meat|Human Meat]]&lt;br /&gt;
|&lt;br /&gt;
|Looks exactly the same as a [[#cheeseburger|Cheeseburger]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_taco.png|center]]&lt;br /&gt;
|{{anchor|taco}}[[#taco|Taco]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Dough Slice]]&lt;br /&gt;
* 1 [[#cutlet|Cutlet]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|sandwich}}[[#sandwich|Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
* 1 [[#steak|Steak]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|toastedsandwich}}[[#toastedsandwich|Toasted Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#sandwich|Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|grilledcheesesandwich}}[[#grilledcheesesandwich|Grilled Cheese Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_jellysandwich.png|center]]&lt;br /&gt;
|{{anchor|jellysandwich}}[[#jellysandwich|Jelly Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Cherry Jelly&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cakes====&lt;br /&gt;
All cakes are [[#slice|sliceable]]&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_plaincake.png|center]]&lt;br /&gt;
|{{anchor|plaincake}}[[#plaincake|Vanilla Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_chocolatecake.png|center]]&lt;br /&gt;
|{{anchor|chocolatecake}}[[#chocolatecake|Chocolate Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 [[#chocolatebar|Chocolate Bar]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_birthdaycake.png|center]]&lt;br /&gt;
|{{anchor|birthdaycake}}[[#birthdaycake|Birthday Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 1 Cakehat&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_braincake.png|center]]&lt;br /&gt;
|{{anchor|braincake}}[[#braincake|Brain Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 1 Brain&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_carrotcake.png|center]]&lt;br /&gt;
|{{anchor|carrotcake}}[[#carrotcake|Carrot Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 Carrot&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_cheesecake.png|center]]&lt;br /&gt;
|{{anchor|cheesecake}}[[#cheesecake|Cheese Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_applecake.png|center]]&lt;br /&gt;
|{{anchor|applecake}}[[#applecake|Apple Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 2 Apple&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_orangecake.png|center]]&lt;br /&gt;
|{{anchor|orangecake}}[[#orangecake|Orange Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 Orange&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_limecake.png|center]]&lt;br /&gt;
|{{anchor|limecake}}[[#limecake|Lime Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 Lime&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_lemoncake.png|center]]&lt;br /&gt;
|{{anchor|lemoncake}}[[#lemoncake|Lemon Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 Lemon&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_pumpkinpie.png|center]]&lt;br /&gt;
|{{anchor|pumpkinpie}}[[#pumpkinpie|Pumpkin Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 Pumpkin&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sweets====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_candiedapple.png|center]]&lt;br /&gt;
|{{anchor|candiedapple}}[[#candiedapple|Candied Apple]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Apple&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chocolategg.png|center]]&lt;br /&gt;
|{{anchor|chocolategg}}[[#chocolategg|Chocolate Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 [[#chocolatebar|Chocolate Bar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_waffles.png|center]]&lt;br /&gt;
|{{anchor|waffles}}[[#waffles|Waffles]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_muffin.png|center]]&lt;br /&gt;
|{{anchor|muffin}}[[#muffin|Muffin]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bananacreampie.png|center]]&lt;br /&gt;
|{{anchor|bananacreampie}}[[#bananacreampie|Banana Cream Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Banana&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cherrypie.png|center]]&lt;br /&gt;
|{{anchor|cherrypie}}[[#cherrypie|Cherry Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Cherries&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_berryclafoutis.png|center]]&lt;br /&gt;
|{{anchor|berryclafoutis}}[[#berryclafoutis|Berry Clafoutis]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Berries&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cookie.png|center]]&lt;br /&gt;
|{{anchor|cookie}}[[#cookie|Cookie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Dough Slice]]&lt;br /&gt;
* 1 Paper&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:amanitajelly.gif|center]]&lt;br /&gt;
|{{anchor|amanitajelly}}[[#amanitajelly|Amanita Jelly]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Fly Amanita&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[Drinks#vodka|Vodka]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spacylibertyduff.gif|center]]&lt;br /&gt;
|{{anchor|spacylibertyduff}}[[#spacylibertyduff|Spacy Libery Duff]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Liberty Cap&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[Drinks#vodka|Vodka]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rofflewaffles.png|center]]&lt;br /&gt;
|{{anchor|rofflewaffles}}[[#rofflewaffles|Roffle Waffles]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#dough| Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Psylocybin&lt;br /&gt;
* 10u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_applepie.png|center]]&lt;br /&gt;
|{{anchor|applepie}}[[#applepie|Apple Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Apple&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_goldenapplestreuseltart.png|center]]&lt;br /&gt;
|{{anchor|appletart}}[[#appletart|Golden Apple Streusel Tart]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 Golden Apple&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_mint.png|center]]&lt;br /&gt;
|{{anchor|mint}}[[#mint|Mint]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
* 5u [[#coldsauce|Frost Oil]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donut_jelly.png|center]]&lt;br /&gt;
|{{anchor|jellydonut}}[[#jellydonut|Jelly Donut]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
* 5u Cherry Jelly or Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donut.png|center]]&lt;br /&gt;
|{{anchor|donut}}[[#donut|Donut]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chaosdonut.png|center]]&lt;br /&gt;
|{{anchor|chaosdonut}}[[#chaosdonut|Chaos Donut]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#coldsauce|Frost Oil]]&lt;br /&gt;
* 5u [[#hotsauce|Capsaicin]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_poppypretzel.png|center]]&lt;br /&gt;
|{{anchor|poppypretzel}}[[#poppypretzel|Poppy Pretzel]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Poppy Seed&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fortunecookie.png|center]]&lt;br /&gt;
|{{anchor|fortunecookie}}[[#fortunecookie|Fortune Cookie]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
| 1 in 3 chances of it spawning in an MRE pack. Freshly baked ones have no fortune in them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Meat Dishes====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_steak.png|center]]&lt;br /&gt;
|{{anchor|steak}}[[#steak|Steak]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_hotchili.png|center]]&lt;br /&gt;
|{{anchor|hotchili}}[[#hotchili|Hot Chili]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Chili Pepper&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_coldchili.png|center]]&lt;br /&gt;
|{{anchor|coldchili}}[[#coldchili|Cold Chili]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Ice-Pepper&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishandchips.png|center]]&lt;br /&gt;
|{{anchor|finshandchips}}[[#fishandchips|Fish and Chips]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
* 1 [[#fries|Fries]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishfingers.png|center]]&lt;br /&gt;
|{{anchor|fishfingers}}[[#fishfingers|Fish Fingers]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#flour|Flour]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cubancarp.png|center]]&lt;br /&gt;
|{{anchor|cubancarp}}[[#cubancarp|Cuban Carp]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
* 1 Chili&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sausage.png|center]]&lt;br /&gt;
|{{anchor|sausage}}[[#sausage|Sausage]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
* 1 [[#cutlet|Cutlet]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_soylentgreen.png|center]]&lt;br /&gt;
|{{anchor|soylentgreen}}[[#soylentgreen|Soylent Green]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 2 [[#meat|Human Meat]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatpie.png|center]]&lt;br /&gt;
|{{anchor|meatpie}}[[#meatpie|Meatpie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenomeatpie.png|center]]&lt;br /&gt;
|{{anchor|xenomeatpie}}[[#xenomeatpie|Xenomeat Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_wingfanchu.png|center]]&lt;br /&gt;
|{{anchor|wingfanchu}}[[#wingfanchu|Wing Fang Chu]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#soysauce|Soy Sauce]]&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_kebab.png|center]]&lt;br /&gt;
|{{anchor|kabob}}[[#kabob|Kabob]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Metal Rods&lt;br /&gt;
* 2 [[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_enchiladas.png|center]]&lt;br /&gt;
|{{anchor|enchiladas}}[[#enchiladas|Enchiladas]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#cutlet|Cutlet]]&lt;br /&gt;
* 2 Chili&lt;br /&gt;
* 1 Corn&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Salads====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tossedsalad.png|center]]&lt;br /&gt;
|{{anchor|tossedsalad}}[[#tossedsalad|Tossed Salad]]&lt;br /&gt;
|&lt;br /&gt;
* 2 Cabbage&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Apple&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_validsalad.png|center]]&lt;br /&gt;
|{{anchor|validsalad}}[[#validsalad|Valid Salad]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Ambrosia Vulgaris&lt;br /&gt;
* 1 Potato&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_aesirsalad.png|center]]&lt;br /&gt;
|{{anchor|aesirsalad}}[[#aesirsalad|Aesir Salad]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Ambrosia Deus&lt;br /&gt;
* 1 Golden Apple&lt;br /&gt;
|&lt;br /&gt;
|Contains 8u Doctor&#039;s Delight and 8u tricordrazine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Soups====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatballsoup.png|center]]&lt;br /&gt;
|{{anchor|meatballsoup}}[[#meatballsoup|Meatball Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Potato&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_vegetablesoup.png|center]]&lt;br /&gt;
|{{anchor|vegetablesoup}}[[#vegetablesoup|Vegetable Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Corn&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
* 1 Potato&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_nettlesoup.png|center]]&lt;br /&gt;
|{{anchor|nettlesoup}}[[#nettlesoup|Nettle Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Potato&lt;br /&gt;
* 1 Nettle&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_wishsoup.png|center]]&lt;br /&gt;
|{{anchor|wishsoup}}[[#wishsoup|Wish Soup]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 20u Water&lt;br /&gt;
| 25% chance of containing 8 [[Chemistry#Nutriment|Nutriment]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tomatosoup.png|center]]&lt;br /&gt;
|{{anchor|tomatosoup}}[[#tomatosoup|Tomato Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 2 Tomato&lt;br /&gt;
|&lt;br /&gt;
* 10u water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tomatosoup.png|center]]&lt;br /&gt;
|{{anchor|bloodsoup}}[[#bloodsoup|Blood Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 2 Blood Tomato&lt;br /&gt;
|&lt;br /&gt;
* 10u Blood&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_milosoup.png|center]]&lt;br /&gt;
|{{anchor|milosoup}}[[#milosoup|Milosoup]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#soydope|Soy Dope]]&lt;br /&gt;
* 2 [[#tofu|Tofu]]&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Mystery_Soup.png|center]]&lt;br /&gt;
|{{anchor|mysterysoup}}[[#mysterysoup|Mystery Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#burnedmess|Burned Mess]]&lt;br /&gt;
* 1 [[#tofu|Tofu]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chanterellesoup.png|center]]&lt;br /&gt;
|{{anchor|chanterellesoup}}[[#chanterellesoup|Mushroom Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Mushroom&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_beetsoup.png|center]]&lt;br /&gt;
|{{anchor|borsh}}[[#borsh|Borsh]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Whitebeet&lt;br /&gt;
* 1 Cabbage&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stew.png|center]]&lt;br /&gt;
|{{anchor|stew}}[[#stew|Stew]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Potato&lt;br /&gt;
* 1 Mushroom&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spaghetti====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_boiledspagetti.png|center]]&lt;br /&gt;
|{{anchor|boiledspaghetti}}[[#boiledspaghetti|Boiled Spaghetti]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#spaghetti|Spaghetti]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_pastatomato.png|center]]&lt;br /&gt;
|{{anchor|pastatomato}}[[#pastatomato|Pasta Tomato]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#spaghetti|Spaghetti]]&lt;br /&gt;
* 2 Tomato&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatballspaghetti.png|center]]&lt;br /&gt;
|{{anchor|meatballspaghetti}}[[#meatballspaghetti|Meatball Spaghetti]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#spaghetti|Spaghetti]]&lt;br /&gt;
* 2 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spesslaw.png|center]]&lt;br /&gt;
|{{anchor|spesslaw}}[[#spesslaw|Spesslaw]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#paghetti|Spaghetti]]&lt;br /&gt;
* 4 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_friedegg.png|center]]&lt;br /&gt;
|{{anchor|friedegg}}[[#friedegg|Fried Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_egg.png|center]]&lt;br /&gt;
|{{anchor|boiledegg}}[[#boiledegg|Boiled Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_omelette.png|center]]&lt;br /&gt;
|{{anchor|omelette}}[[#omelette|Omelette Du Fromage]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#egg|Egg]]&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donkpocket.png|center]]&lt;br /&gt;
|{{anchor|donkpocket}}[[#donkpocket|Donk-Pocket (warm)]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
|Warm donk-pockets contain 5u tricordrazine.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_bread.png|center]]&lt;br /&gt;
|{{anchor|bread}}[[#bread|Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_meatbread.png|center]]&lt;br /&gt;
|{{anchor|meatbread}}[[#meatbread|Meatbread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 [[#meat|Meat]]&lt;br /&gt;
* 3 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|Sliceable&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_xenomeatbread.png|center]]&lt;br /&gt;
|{{anchor|xenomeatbread}}[[#xenomeatbread|xenomeatbread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 [[#xenomeat|Xenomeat]]&lt;br /&gt;
* 3 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_bananabread.png|center]]&lt;br /&gt;
|{{anchor|bananabread}}[[#bananabread|Banana-Nut Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 1 Banana&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_tofubread.png|center]]&lt;br /&gt;
|{{anchor|tofubread}}[[#tofubread|Tofu Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 [[#tofu|Tofu]]&lt;br /&gt;
* 3 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_creamcheesebread.png|center]]&lt;br /&gt;
|{{anchor|creamcheesebread}}[[#creamcheesebread|Cream Cheese Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_eggplantparm.png|center]]&lt;br /&gt;
|{{anchor|eggplantparm}}[[#eggplantparm|Eggplant Parmigiana]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_voylenviridians.png|center]]&lt;br /&gt;
|{{anchor|soylentviridians}}[[#soylentviridians|Soylent Virdians]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 1 Soybeans&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatpie.png|center]]&lt;br /&gt;
|{{anchor|tofupie}}[[#tofupie|Tofu Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#tofu|Tofu]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_loadedbakedpotato.png|center]]&lt;br /&gt;
|{{anchor|loadedbakedpotato}}[[#loadedbakedpotato|Loaded Baked Potato]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Potato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fries.png|center]]&lt;br /&gt;
|{{anchor|fries}}[[#fries|Space Fries]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#rawpotatosticks|Raw Potato Sticks]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheesyfries.png|center]]&lt;br /&gt;
|{{anchor|cheesyfries}}[[#cheesyfries|Cheesy Fries]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#fries|Space Fries]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_popcorn.png|center]]&lt;br /&gt;
|{{anchor|popcorn}}[[#popcorn|Popcorn]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Corn&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeysdelight.png|center]]&lt;br /&gt;
|{{anchor|monkeysdelight}}[[#monkeysdelight|Monkey&#039;s Delight]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 Mokey Cube&lt;br /&gt;
* 1 Banana&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_baguette.png|center]]&lt;br /&gt;
|{{anchor|baguette}}[[#baguette|Baguette]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stewedsoymeat.png|center]]&lt;br /&gt;
|{{anchor|stewedsoymeat}}[[#stewedsoymeat|Stewed Soy Meat]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#soydope|Soy Dope]]&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_boiledrice.png|center]]&lt;br /&gt;
|{{anchor|boiledrice}}[[#boiledrice|Boiled Rice]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 10u Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_ricepudding.png|center]]&lt;br /&gt;
|{{anchor|ricepudding}}[[#ricepudding|Rice Pudding]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 10u Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_twobread.png|center]]&lt;br /&gt;
|{{anchor|twobread}}[[#twobread|Two Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Wine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_plumphelmetbuiscuit.png|center]]&lt;br /&gt;
|{{anchor|plumphelmetbuiscuit}}[[#plumphelmetbuiscuit|Plump Helmet Buiscuit]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 Plump Helmet&lt;br /&gt;
|&lt;br /&gt;
5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chawanmushi.png|center]]&lt;br /&gt;
|{{anchor|chawanmushi}}[[#chawanmushi|Chawanmushi]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#egg|Egg]]&lt;br /&gt;
* 1 Chanterelle&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[#soysauce|Soy Sauce]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cracker.png|center]]&lt;br /&gt;
|{{anchor|cracker}}[[#cracker|Cracker]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Dough Slice]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#salt|Salt]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stuffing.png|center]]&lt;br /&gt;
|{{anchor|stuffing}}[[#stuffing|Stuffing]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bread|Bread Loaf]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofurkey.png|center]]&lt;br /&gt;
|{{anchor|tofurkey}}[[#tofurkey|Tofurkey]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#stuffing|Stuffing]]&lt;br /&gt;
* 2 [[#tofu|Tofu]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_amanitapie.png|center]]&lt;br /&gt;
|{{anchor|amanitapie}}[[#amanitapie|Amanita Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Amanita&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_plumphelmetpie.png|center]]&lt;br /&gt;
|{{anchor|plumphelmetpie}}[[#plumphelmetpie|Plump Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Plump Helmet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condiments===&lt;br /&gt;
&lt;br /&gt;
Some condiments are directly used in certain recipes. You can also apply them to food up until the piece of food has 50u in total. Food is normally consumed in a specific amount of bites, however, the more chemicals are in a certain piece of food, the longer it will take to eat it.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Condiment&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |How to acquire&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|condimentbottle}}[[#condimentbottle|Empty Condiment Bottle]]&lt;br /&gt;
|&lt;br /&gt;
* Dinnerware vendor&lt;br /&gt;
* Emptying other condiments&lt;br /&gt;
|Used to hold chemicals you want to use as condiments. Similarly to glasses condiment bottles look different depending on what you put in them.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
* Found in kitchen fridges&lt;br /&gt;
* Processed from sugarcane&lt;br /&gt;
|Looks exactly the same as an empty bottle&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Condiment_enzyme.png|center]]&lt;br /&gt;
|{{anchor|unienzyme}}[[#unienzyme|Universal Enzyme]]&lt;br /&gt;
|&lt;br /&gt;
* Found in kitchen fridges&lt;br /&gt;
* Found in the dinnerware vendor&lt;br /&gt;
|Used for making alcohol, cheese etc. Unless specified otherwise this acts as a catalyst and is not expended when used in a recipe.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_cornoil.png|center]]&lt;br /&gt;
|{{anchor|cornoil}}[[#cornoil|Corn Oil]]&lt;br /&gt;
|&lt;br /&gt;
* Grind corn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_saltshaker.png|center]]&lt;br /&gt;
|{{anchor|salt}}[[#salt|Salt]]&lt;br /&gt;
|&lt;br /&gt;
* Found in the kitchen and the dinnerware vendor&lt;br /&gt;
|These bottles can hold only 20 units. A standard condiment bottle filled with salt turns into a bigger version.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_peppermill.png|center]]&lt;br /&gt;
|{{anchor|pepper}}[[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
* Found in the kitchen and the dinnerware vendor&lt;br /&gt;
|These bottles can hold only 20 units. A standard condiment bottle filled with pepper turns into a bigger version.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_soysauce.png|center]]&lt;br /&gt;
|{{anchor|soysauce}}[[#soysauce|Soy Sauce]]&lt;br /&gt;
|&lt;br /&gt;
* Mix 4u [[#soymilk|soy milk]] and 1u sulphuric acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_ketchup.png|center]]&lt;br /&gt;
|{{anchor|ketchup}}[[#ketchup|Ketchup]]&lt;br /&gt;
|&lt;br /&gt;
* Grind tomatoes&lt;br /&gt;
|Remember that grinding and juicing are two different things.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_hotsauce.png|center]]&lt;br /&gt;
|{{anchor|hotsauce}}[[#hotsauce|Hot Sauce]]&lt;br /&gt;
|&lt;br /&gt;
* This is capsaicin. Grind chili peppers.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_coldsauce.png|center]]&lt;br /&gt;
|{{anchor|coldsauce}}[[#coldsauce|Cold Sauce]]&lt;br /&gt;
|&lt;br /&gt;
* This is frost oil. Grind ice-peppers.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_misccondiment.png|center]]&lt;br /&gt;
|{{anchor|misccondiment}}[[#misccondiment|Misc Condiment]]&lt;br /&gt;
|&lt;br /&gt;
* If you put anything not present above into an empty condiment bottle this is the bottle appearance you get.&lt;br /&gt;
|Any chems can go into this.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |How to acquire&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_slice.gif|center]]&lt;br /&gt;
|{{anchor|slice}}[[#slice|Slice]]&lt;br /&gt;
|&lt;br /&gt;
* Cut a [[#bread|loaf of bread]], [[#plaincake|cake]] or [[#margherita|pizza]] with a knife.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeyburger.png|center]]&lt;br /&gt;
|{{anchor|burger}}[[#burger|Burger]]&lt;br /&gt;
|&lt;br /&gt;
* Hit a [[#bun|bun]] with a [[#meatball|meatball]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheeseburger.png|center]]&lt;br /&gt;
|{{anchor|cheeseburger}}[[#cheeseburger|Cheeseburger]]&lt;br /&gt;
|&lt;br /&gt;
* Hit a [[#burger|burger]] with a [[#cheesewedge|cheese wedge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_open_hotdog.png|center]]&lt;br /&gt;
|[[#hotdog|hotdog]]&lt;br /&gt;
|&lt;br /&gt;
* Hit a [[#bun|bun]] with a [[#sausage|sausage]]&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;
[[category:Mess Sergeant]]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Cooking&amp;diff=20867</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Cooking&amp;diff=20867"/>
		<updated>2021-08-24T09:09:16Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Ingredients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All humans are able to consume food and cook food. Recipes for drinks and cocktails can be found [[Drinks|here]].&lt;br /&gt;
&lt;br /&gt;
===Kitchen Machinery and tools===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Object&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 40%; margin: auto;&amp;quot; |Locations&lt;br /&gt;
|-&lt;br /&gt;
|[[file:unigrinder.png|center]]&lt;br /&gt;
|{{anchor|All-In-One Grinder}}[[#All-In-One Grinder|All-In-One Grinder]]&lt;br /&gt;
| Can be used to either grind or juice many items. Also capable of deleting reagents from containers.&lt;br /&gt;
| Medical Chemical laboratory, Medical Research, Hydroponics&lt;br /&gt;
|-&lt;br /&gt;
|[[file:foodprocessor.png|center]]&lt;br /&gt;
|{{anchor|Food Processor}}[[#Food Processor|Food Processor]]&lt;br /&gt;
| Used to process some food items into prepared ingredients. To process an item you need to put it inside the processor and then activate the device by clicking on it with an empty hand.&lt;br /&gt;
| Kitchen&lt;br /&gt;
|-&lt;br /&gt;
|[[file:microwave.png|center]]&lt;br /&gt;
|{{anchor|Microwave}}[[#Microwave|Microwave]]&lt;br /&gt;
| Used for most cooking. You need to put the ingredients inside the microwave and then activate it. If an invalid recipe is attempted, the microwave may become dirty or break. A dirty microwave can be cleaned by using a space cleaner spray on it.&lt;br /&gt;
| Kitchen&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|condimentbottle}}[[#condimentbottle|Empty Condiment Bottle]]&lt;br /&gt;
|Used to hold chemicals you want to use as condiments. Similarly to glasses condiment bottles look different depending on what you put in them.&lt;br /&gt;
|Not stocked by default, but you can get them by emptying the condiments you have at roundstart.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
These simple items, while edible, are mostly used to cook other, more complex dishes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |How to acquire&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meat.png|center]]&lt;br /&gt;
|{{anchor|meat}}[[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Alternatively critters can be butchered with a knife&lt;br /&gt;
|Different types of meat all use the same sprite except for carp and bear meat, tomato and mushroom slices.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rawcutlet.png|center]]&lt;br /&gt;
|{{anchor|rawcutlet}}[[#rawcutlet|Raw Cutlet]]&lt;br /&gt;
|&lt;br /&gt;
* Slice meat with a knife to get 3 of these&lt;br /&gt;
|This is only used to make a cooked cutlet, which is used for other recipes.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cutlet.png|center]]&lt;br /&gt;
|{{anchor|cutlet}}[[#cutlet|Cutlet]]&lt;br /&gt;
|&lt;br /&gt;
* Cook 1 [[#rawcutlet|raw cutlet]] in the microwave&lt;br /&gt;
|When a recipe says &amp;quot;cutlet&amp;quot; this is what it is referring to.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatball.png|center]]&lt;br /&gt;
|{{anchor|meatball}}[[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
* Processed in the [[#Food Processor|food processor]] from [[#meat|meat]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_carpmeat.png|center]]&lt;br /&gt;
|{{anchor|carpmeat}}[[#carpmeat|Carp Fillet]]&lt;br /&gt;
|&lt;br /&gt;
* Butcher carps&lt;br /&gt;
|Contains 3u of carpotoxin&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenomeat.png|center]]&lt;br /&gt;
|{{anchor|xenomeat}}[[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
* Butcher xenos. You can gib xenos in the grinder .&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_egg.png|center]]&lt;br /&gt;
|{{anchor|egg}}[[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in the kitchen fridges&lt;br /&gt;
|Splash all over the place when thrown. &amp;lt;!--Also, if I read the code right, you&#039;re supposed to be able to colour these with crayons, but it doesn&#039;t actually work.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_flour.png|center]]&lt;br /&gt;
|{{anchor|flour}}[[#flour|Flour]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Processed from wheat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spaghetti.png|center]]&lt;br /&gt;
|{{anchor|spaghetti}}[[#spaghetti|Spaghetti (raw)]]&lt;br /&gt;
|&lt;br /&gt;
* Processed from [[#flour|flour]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_dough.png|center]]&lt;br /&gt;
|{{anchor|dough}}[[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* Use an egg on a [[#flour|bag of flour]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_flatdough.png|center]]&lt;br /&gt;
|{{anchor|flatdough}}[[#flatdough|Flat Dough]]&lt;br /&gt;
|&lt;br /&gt;
* Use a rolling pin on [[#dough|dough]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_doughslice.png|center]]&lt;br /&gt;
|{{anchor|doughslice}}[[#doughslice|Dough Slice]]&lt;br /&gt;
|&lt;br /&gt;
* Use a knife on [[#flatdough|flat dough]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bun.png|center]]&lt;br /&gt;
|{{anchor|bun}}[[#bun|Bun]]&lt;br /&gt;
|&lt;br /&gt;
* Microwave a piece of [[#dough|dough]]&lt;br /&gt;
|Used as an ingredient for burgers and such.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_soymilk.png|center]]&lt;br /&gt;
|{{anchor|soymilk}}[[#soymilk|Soy Milk]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Contained in soybeans&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_milk.png|center]]&lt;br /&gt;
|{{anchor|milk}}[[#milk|Space Milk]]&lt;br /&gt;
|&lt;br /&gt;
* Stocked in kitchen fridges&lt;br /&gt;
* Alternatively apply container to live cow&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_cheesewheel.png|center]]&lt;br /&gt;
|{{anchor|cheesewheel}}[[#cheesewheel|Cheese Wheel]]&lt;br /&gt;
|&lt;br /&gt;
* Add 5u of [[#unienzyme|universal enzyme]] to 40u of [[#milk|milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheesewedge.png|center]]&lt;br /&gt;
|{{anchor|cheesewedge}}[[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
* Cut a [[#cheesewheel|cheese wheel]] with a knife&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofu.png|center]]&lt;br /&gt;
|{{anchor|tofu}}[[#tofu|Tofu Chunk]]&lt;br /&gt;
|&lt;br /&gt;
* Add 5u of [[#unienzyme|universal enzyme]] to 10u of [[#soymilk|soy milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_soydope.png|center]]&lt;br /&gt;
|{{anchor|soydope}}[[#soydope|Soy Dope]]&lt;br /&gt;
|&lt;br /&gt;
* Process a soybean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rawsticks.png|center]]&lt;br /&gt;
|{{anchor|rawsticks}}[[#rawsticks|Raw Potato Sticks]]&lt;br /&gt;
|&lt;br /&gt;
* Process a potato&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chocolatebar.png|center]]&lt;br /&gt;
|{{anchor|chocolatebar}}[[#chocolatebar|Chocolate Bar]]&lt;br /&gt;
|&lt;br /&gt;
* 2u [[#soymilk|Soy Milk]]&lt;br /&gt;
* 2u [[#sugar|Sugar]]&lt;br /&gt;
* 2u Coco&lt;br /&gt;
|You can get coco by grinding cocoa pods.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Microwave Recipes===&lt;br /&gt;
&lt;br /&gt;
All of the following recipes are cooked in [[#microwave|the microwave]].&lt;br /&gt;
&lt;br /&gt;
====Pizzas====&lt;br /&gt;
All pizzas are sliceable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_Pizza_margherita.png|center]]&lt;br /&gt;
|{{anchor|margherita}}[[#margherita|Margherita]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 4 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_Pizza_meatpizza.png|center]]&lt;br /&gt;
|{{anchor|meatpizza}}[[#meatpizza|Meatpizza]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 3 [[#meat|Meat]]&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_vegetablepizza.png|center]]&lt;br /&gt;
|{{anchor|vegetablepizza}}[[#vegetablepizza|Vegetable Pizza]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Corn&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_mushroompizza.png|center]]&lt;br /&gt;
|{{anchor|mushroompizza}}[[#mushroompizza|Mushroom Pizza]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 5 Mushroom&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Burgers &amp;amp; Sandwiches====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeyburger.png|center]]&lt;br /&gt;
|{{anchor|burger}}[[#burger|Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#meat|Meat]] (not human)&lt;br /&gt;
|&lt;br /&gt;
|It&#039;s also possible to make this by hitting a [[#bun|bun]] with a [[#meatball|meatball]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bigbiteburger.png|center]]&lt;br /&gt;
|{{anchor|bigbiteburger}}[[#bigbiteburger|Big Bite Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#burger|Burger]]&lt;br /&gt;
* 3 [[#meat|Meat]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_superbiteburger.png|center]]&lt;br /&gt;
|{{anchor|superbiteburger}}[[#superbiteburger|Super Bite Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bigbiteburger|Big Bite Burger]]&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 [[#boiledegg|Boiled Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#salt|Salt]]&lt;br /&gt;
* 5u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_brainburger.png|center]]&lt;br /&gt;
|{{anchor|brainburger}}[[#brainburger|Brainburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 Brain&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_roburger.png.png|center]]&lt;br /&gt;
|{{anchor|roburger}}[[#roburger|Roburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 Robot Head&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenoburger.png|center]]&lt;br /&gt;
|{{anchor|xenoburger}}[[#xenoburger|Xenoburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishburger.png|center]]&lt;br /&gt;
|{{anchor|fishburger}}[[#fishburger|Fishburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|bun]]&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofuburger.png|center]]&lt;br /&gt;
|{{anchor|tofuburger}}[[#tofuburger|Tofuburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#tofu|Tofu Chunk]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_clownburger.png|center]]&lt;br /&gt;
|{{anchor|clownburger}}[[#clownburger|Clownburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 Clown Hat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_mimeburger.png|center]]&lt;br /&gt;
|{{anchor|mimeburger}}[[#mimeburger|Mimeburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 Beret&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_jellyburger.png|center]]&lt;br /&gt;
|{{anchor|jellyburger}}[[#jellyburger|Jelly Burger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Cherry Jelly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheeseburger.png|center]]&lt;br /&gt;
|{{anchor|humanburger}}[[#humanburger|Humanburger]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Bun]]&lt;br /&gt;
* 1 [[#meat|Human Meat]]&lt;br /&gt;
|&lt;br /&gt;
|Looks exactly the same as a [[#cheeseburger|Cheeseburger]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_taco.png|center]]&lt;br /&gt;
|{{anchor|taco}}[[#taco|Taco]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Dough Slice]]&lt;br /&gt;
* 1 [[#cutlet|Cutlet]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|sandwich}}[[#sandwich|Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
* 1 [[#steak|Steak]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|toastedsandwich}}[[#toastedsandwich|Toasted Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#sandwich|Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|grilledcheesesandwich}}[[#grilledcheesesandwich|Grilled Cheese Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_jellysandwich.png|center]]&lt;br /&gt;
|{{anchor|jellysandwich}}[[#jellysandwich|Jelly Sandwich]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Cherry Jelly&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cakes====&lt;br /&gt;
All cakes are [[#slice|sliceable]]&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_plaincake.png|center]]&lt;br /&gt;
|{{anchor|plaincake}}[[#plaincake|Vanilla Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_chocolatecake.png|center]]&lt;br /&gt;
|{{anchor|chocolatecake}}[[#chocolatecake|Chocolate Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 [[#chocolatebar|Chocolate Bar]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_birthdaycake.png|center]]&lt;br /&gt;
|{{anchor|birthdaycake}}[[#birthdaycake|Birthday Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 1 Cakehat&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_braincake.png|center]]&lt;br /&gt;
|{{anchor|braincake}}[[#braincake|Brain Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 1 Brain&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_carrotcake.png|center]]&lt;br /&gt;
|{{anchor|carrotcake}}[[#carrotcake|Carrot Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 Carrot&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_cheesecake.png|center]]&lt;br /&gt;
|{{anchor|cheesecake}}[[#cheesecake|Cheese Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_applecake.png|center]]&lt;br /&gt;
|{{anchor|applecake}}[[#applecake|Apple Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 2 Apple&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_orangecake.png|center]]&lt;br /&gt;
|{{anchor|orangecake}}[[#orangecake|Orange Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 Orange&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_limecake.png|center]]&lt;br /&gt;
|{{anchor|limecake}}[[#limecake|Lime Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 Lime&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_lemoncake.png|center]]&lt;br /&gt;
|{{anchor|lemoncake}}[[#lemoncake|Lemon Cake]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 3 [[#egg|Egg]]&lt;br /&gt;
* 2 Lemon&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_pumpkinpie.png|center]]&lt;br /&gt;
|{{anchor|pumpkinpie}}[[#pumpkinpie|Pumpkin Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 Pumpkin&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sweets====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_candiedapple.png|center]]&lt;br /&gt;
|{{anchor|candiedapple}}[[#candiedapple|Candied Apple]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Apple&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chocolategg.png|center]]&lt;br /&gt;
|{{anchor|chocolategg}}[[#chocolategg|Chocolate Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 [[#chocolatebar|Chocolate Bar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_waffles.png|center]]&lt;br /&gt;
|{{anchor|waffles}}[[#waffles|Waffles]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_muffin.png|center]]&lt;br /&gt;
|{{anchor|muffin}}[[#muffin|Muffin]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bananacreampie.png|center]]&lt;br /&gt;
|{{anchor|bananacreampie}}[[#bananacreampie|Banana Cream Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Banana&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cherrypie.png|center]]&lt;br /&gt;
|{{anchor|cherrypie}}[[#cherrypie|Cherry Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Cherries&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_berryclafoutis.png|center]]&lt;br /&gt;
|{{anchor|berryclafoutis}}[[#berryclafoutis|Berry Clafoutis]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Berries&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cookie.png|center]]&lt;br /&gt;
|{{anchor|cookie}}[[#cookie|Cookie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Dough Slice]]&lt;br /&gt;
* 1 Paper&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:amanitajelly.gif|center]]&lt;br /&gt;
|{{anchor|amanitajelly}}[[#amanitajelly|Amanita Jelly]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Fly Amanita&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[Drinks#vodka|Vodka]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spacylibertyduff.gif|center]]&lt;br /&gt;
|{{anchor|spacylibertyduff}}[[#spacylibertyduff|Spacy Libery Duff]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Liberty Cap&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[Drinks#vodka|Vodka]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rofflewaffles.png|center]]&lt;br /&gt;
|{{anchor|rofflewaffles}}[[#rofflewaffles|Roffle Waffles]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#dough| Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Psylocybin&lt;br /&gt;
* 10u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_applepie.png|center]]&lt;br /&gt;
|{{anchor|applepie}}[[#applepie|Apple Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Apple&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_goldenapplestreuseltart.png|center]]&lt;br /&gt;
|{{anchor|appletart}}[[#appletart|Golden Apple Streusel Tart]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 Golden Apple&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_mint.png|center]]&lt;br /&gt;
|{{anchor|mint}}[[#mint|Mint]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
* 5u [[#coldsauce|Frost Oil]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donut_jelly.png|center]]&lt;br /&gt;
|{{anchor|jellydonut}}[[#jellydonut|Jelly Donut]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
* 5u Cherry Jelly or Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donut.png|center]]&lt;br /&gt;
|{{anchor|donut}}[[#donut|Donut]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chaosdonut.png|center]]&lt;br /&gt;
|{{anchor|chaosdonut}}[[#chaosdonut|Chaos Donut]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#coldsauce|Frost Oil]]&lt;br /&gt;
* 5u [[#hotsauce|Capsaicin]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_poppypretzel.png|center]]&lt;br /&gt;
|{{anchor|poppypretzel}}[[#poppypretzel|Poppy Pretzel]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Poppy Seed&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fortunecookie.png|center]]&lt;br /&gt;
|{{anchor|fortunecookie}}[[#fortunecookie|Fortune Cookie]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 5u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
| 1 in 3 chances of it spawning in an MRE pack. Freshly baked ones have no fortune in them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Meat Dishes====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_steak.png|center]]&lt;br /&gt;
|{{anchor|steak}}[[#steak|Steak]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_hotchili.png|center]]&lt;br /&gt;
|{{anchor|hotchili}}[[#hotchili|Hot Chili]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Chili Pepper&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_coldchili.png|center]]&lt;br /&gt;
|{{anchor|coldchili}}[[#coldchili|Cold Chili]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Ice-Pepper&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishandchips.png|center]]&lt;br /&gt;
|{{anchor|finshandchips}}[[#fishandchips|Fish and Chips]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
* 1 [[#fries|Fries]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishfingers.png|center]]&lt;br /&gt;
|{{anchor|fishfingers}}[[#fishfingers|Fish Fingers]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#flour|Flour]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cubancarp.png|center]]&lt;br /&gt;
|{{anchor|cubancarp}}[[#cubancarp|Cuban Carp]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#carpmeat|Carp Fillet]]&lt;br /&gt;
* 1 Chili&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sausage.png|center]]&lt;br /&gt;
|{{anchor|sausage}}[[#sausage|Sausage]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
* 1 [[#cutlet|Cutlet]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_soylentgreen.png|center]]&lt;br /&gt;
|{{anchor|soylentgreen}}[[#soylentgreen|Soylent Green]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 2 [[#meat|Human Meat]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatpie.png|center]]&lt;br /&gt;
|{{anchor|meatpie}}[[#meatpie|Meatpie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenomeatpie.png|center]]&lt;br /&gt;
|{{anchor|xenomeatpie}}[[#xenomeatpie|Xenomeat Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_wingfanchu.png|center]]&lt;br /&gt;
|{{anchor|wingfanchu}}[[#wingfanchu|Wing Fang Chu]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#xenomeat|Xenomeat]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#soysauce|Soy Sauce]]&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_kebab.png|center]]&lt;br /&gt;
|{{anchor|kabob}}[[#kabob|Kabob]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Metal Rods&lt;br /&gt;
* 2 [[#meat|Meat]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_enchiladas.png|center]]&lt;br /&gt;
|{{anchor|enchiladas}}[[#enchiladas|Enchiladas]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#cutlet|Cutlet]]&lt;br /&gt;
* 2 Chili&lt;br /&gt;
* 1 Corn&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Salads====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tossedsalad.png|center]]&lt;br /&gt;
|{{anchor|tossedsalad}}[[#tossedsalad|Tossed Salad]]&lt;br /&gt;
|&lt;br /&gt;
* 2 Cabbage&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Apple&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_validsalad.png|center]]&lt;br /&gt;
|{{anchor|validsalad}}[[#validsalad|Valid Salad]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Ambrosia Vulgaris&lt;br /&gt;
* 1 Potato&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_aesirsalad.png|center]]&lt;br /&gt;
|{{anchor|aesirsalad}}[[#aesirsalad|Aesir Salad]]&lt;br /&gt;
|&lt;br /&gt;
* 3 Ambrosia Deus&lt;br /&gt;
* 1 Golden Apple&lt;br /&gt;
|&lt;br /&gt;
|Contains 8u Doctor&#039;s Delight and 8u tricordrazine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Soups====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatballsoup.png|center]]&lt;br /&gt;
|{{anchor|meatballsoup}}[[#meatballsoup|Meatball Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Potato&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_vegetablesoup.png|center]]&lt;br /&gt;
|{{anchor|vegetablesoup}}[[#vegetablesoup|Vegetable Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Corn&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
* 1 Potato&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_nettlesoup.png|center]]&lt;br /&gt;
|{{anchor|nettlesoup}}[[#nettlesoup|Nettle Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Potato&lt;br /&gt;
* 1 Nettle&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_wishsoup.png|center]]&lt;br /&gt;
|{{anchor|wishsoup}}[[#wishsoup|Wish Soup]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 20u Water&lt;br /&gt;
| 25% chance of containing 8 [[Chemistry#Nutriment|Nutriment]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tomatosoup.png|center]]&lt;br /&gt;
|{{anchor|tomatosoup}}[[#tomatosoup|Tomato Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 2 Tomato&lt;br /&gt;
|&lt;br /&gt;
* 10u water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tomatosoup.png|center]]&lt;br /&gt;
|{{anchor|bloodsoup}}[[#bloodsoup|Blood Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 2 Blood Tomato&lt;br /&gt;
|&lt;br /&gt;
* 10u Blood&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_milosoup.png|center]]&lt;br /&gt;
|{{anchor|milosoup}}[[#milosoup|Milosoup]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#soydope|Soy Dope]]&lt;br /&gt;
* 2 [[#tofu|Tofu]]&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Mystery_Soup.png|center]]&lt;br /&gt;
|{{anchor|mysterysoup}}[[#mysterysoup|Mystery Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#burnedmess|Burned Mess]]&lt;br /&gt;
* 1 [[#tofu|Tofu]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chanterellesoup.png|center]]&lt;br /&gt;
|{{anchor|chanterellesoup}}[[#chanterellesoup|Mushroom Soup]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Mushroom&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_beetsoup.png|center]]&lt;br /&gt;
|{{anchor|borsh}}[[#borsh|Borsh]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Whitebeet&lt;br /&gt;
* 1 Cabbage&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stew.png|center]]&lt;br /&gt;
|{{anchor|stew}}[[#stew|Stew]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Meat]]&lt;br /&gt;
* 1 Potato&lt;br /&gt;
* 1 Mushroom&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
|&lt;br /&gt;
* 10u Water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spaghetti====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_boiledspagetti.png|center]]&lt;br /&gt;
|{{anchor|boiledspaghetti}}[[#boiledspaghetti|Boiled Spaghetti]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#spaghetti|Spaghetti]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_pastatomato.png|center]]&lt;br /&gt;
|{{anchor|pastatomato}}[[#pastatomato|Pasta Tomato]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#spaghetti|Spaghetti]]&lt;br /&gt;
* 2 Tomato&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatballspaghetti.png|center]]&lt;br /&gt;
|{{anchor|meatballspaghetti}}[[#meatballspaghetti|Meatball Spaghetti]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#spaghetti|Spaghetti]]&lt;br /&gt;
* 2 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spesslaw.png|center]]&lt;br /&gt;
|{{anchor|spesslaw}}[[#spesslaw|Spesslaw]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#paghetti|Spaghetti]]&lt;br /&gt;
* 4 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Items&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Reagents&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_friedegg.png|center]]&lt;br /&gt;
|{{anchor|friedegg}}[[#friedegg|Fried Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_egg.png|center]]&lt;br /&gt;
|{{anchor|boiledegg}}[[#boiledegg|Boiled Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_omelette.png|center]]&lt;br /&gt;
|{{anchor|omelette}}[[#omelette|Omelette Du Fromage]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#egg|Egg]]&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donkpocket.png|center]]&lt;br /&gt;
|{{anchor|donkpocket}}[[#donkpocket|Donk-Pocket (warm)]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#meatball|Meatball]]&lt;br /&gt;
|&lt;br /&gt;
|Warm donk-pockets contain 5u tricordrazine.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_bread.png|center]]&lt;br /&gt;
|{{anchor|bread}}[[#bread|Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Dough]]&lt;br /&gt;
* 1 [[#egg|Egg]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_meatbread.png|center]]&lt;br /&gt;
|{{anchor|meatbread}}[[#meatbread|Meatbread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 [[#meat|Meat]]&lt;br /&gt;
* 3 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|Sliceable&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_xenomeatbread.png|center]]&lt;br /&gt;
|{{anchor|xenomeatbread}}[[#xenomeatbread|xenomeatbread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 [[#xenomeat|Xenomeat]]&lt;br /&gt;
* 3 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|Contains [[Chemistry#xenoblood|acidic blood]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_bananabread.png|center]]&lt;br /&gt;
|{{anchor|bananabread}}[[#bananabread|Banana-Nut Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 1 Banana&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 15u [[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_tofubread.png|center]]&lt;br /&gt;
|{{anchor|tofubread}}[[#tofubread|Tofu Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#dough|Dough]]&lt;br /&gt;
* 3 [[#tofu|Tofu]]&lt;br /&gt;
* 3 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_creamcheesebread.png|center]]&lt;br /&gt;
|{{anchor|creamcheesebread}}[[#creamcheesebread|Cream Cheese Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_eggplantparm.png|center]]&lt;br /&gt;
|{{anchor|eggplantparm}}[[#eggplantparm|Eggplant Parmigiana]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Eggplant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_voylenviridians.png|center]]&lt;br /&gt;
|{{anchor|soylentviridians}}[[#soylentviridians|Soylent Virdians]]&lt;br /&gt;
|&lt;br /&gt;
* 3 [[#flour|Flour]]&lt;br /&gt;
* 1 Soybeans&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatpie.png|center]]&lt;br /&gt;
|{{anchor|tofupie}}[[#tofupie|Tofu Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 [[#tofu|Tofu]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_loadedbakedpotato.png|center]]&lt;br /&gt;
|{{anchor|loadedbakedpotato}}[[#loadedbakedpotato|Loaded Baked Potato]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
* 1 Potato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fries.png|center]]&lt;br /&gt;
|{{anchor|fries}}[[#fries|Space Fries]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#rawpotatosticks|Raw Potato Sticks]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheesyfries.png|center]]&lt;br /&gt;
|{{anchor|cheesyfries}}[[#cheesyfries|Cheesy Fries]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#fries|Space Fries]]&lt;br /&gt;
* 1 [[#cheesewedge|Cheese Wedge]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_popcorn.png|center]]&lt;br /&gt;
|{{anchor|popcorn}}[[#popcorn|Popcorn]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Corn&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeysdelight.png|center]]&lt;br /&gt;
|{{anchor|monkeysdelight}}[[#monkeysdelight|Monkey&#039;s Delight]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 Mokey Cube&lt;br /&gt;
* 1 Banana&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_baguette.png|center]]&lt;br /&gt;
|{{anchor|baguette}}[[#baguette|Baguette]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#dough|Dough]]&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stewedsoymeat.png|center]]&lt;br /&gt;
|{{anchor|stewedsoymeat}}[[#stewedsoymeat|Stewed Soy Meat]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#soydope|Soy Dope]]&lt;br /&gt;
* 1 Carrot&lt;br /&gt;
* 1 Tomato&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_boiledrice.png|center]]&lt;br /&gt;
|{{anchor|boiledrice}}[[#boiledrice|Boiled Rice]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 10u Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_ricepudding.png|center]]&lt;br /&gt;
|{{anchor|ricepudding}}[[#ricepudding|Rice Pudding]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Milk]]&lt;br /&gt;
* 10u Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_twobread.png|center]]&lt;br /&gt;
|{{anchor|twobread}}[[#twobread|Two Bread]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Bread Slice]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Wine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_plumphelmetbuiscuit.png|center]]&lt;br /&gt;
|{{anchor|plumphelmetbuiscuit}}[[#plumphelmetbuiscuit|Plump Helmet Buiscuit]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Flour]]&lt;br /&gt;
* 1 Plump Helmet&lt;br /&gt;
|&lt;br /&gt;
5u Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chawanmushi.png|center]]&lt;br /&gt;
|{{anchor|chawanmushi}}[[#chawanmushi|Chawanmushi]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#egg|Egg]]&lt;br /&gt;
* 1 Chanterelle&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 5u [[#soysauce|Soy Sauce]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cracker.png|center]]&lt;br /&gt;
|{{anchor|cracker}}[[#cracker|Cracker]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Dough Slice]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#salt|Salt]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stuffing.png|center]]&lt;br /&gt;
|{{anchor|stuffing}}[[#stuffing|Stuffing]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bread|Bread Loaf]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Water&lt;br /&gt;
* 1u [[#salt|Salt]]&lt;br /&gt;
* 1u [[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofurkey.png|center]]&lt;br /&gt;
|{{anchor|tofurkey}}[[#tofurkey|Tofurkey]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#stuffing|Stuffing]]&lt;br /&gt;
* 2 [[#tofu|Tofu]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_amanitapie.png|center]]&lt;br /&gt;
|{{anchor|amanitapie}}[[#amanitapie|Amanita Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Amanita&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_plumphelmetpie.png|center]]&lt;br /&gt;
|{{anchor|plumphelmetpie}}[[#plumphelmetpie|Plump Pie]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Flat Dough]]&lt;br /&gt;
* 1 Plump Helmet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condiments===&lt;br /&gt;
&lt;br /&gt;
Some condiments are directly used in certain recipes. You can also apply them to food up until the piece of food has 50u in total. Food is normally consumed in a specific amount of bites, however, the more chemicals are in a certain piece of food, the longer it will take to eat it.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Condiment&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |How to acquire&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|condimentbottle}}[[#condimentbottle|Empty Condiment Bottle]]&lt;br /&gt;
|&lt;br /&gt;
* Dinnerware vendor&lt;br /&gt;
* Emptying other condiments&lt;br /&gt;
|Used to hold chemicals you want to use as condiments. Similarly to glasses condiment bottles look different depending on what you put in them.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
* Found in kitchen fridges&lt;br /&gt;
* Processed from sugarcane&lt;br /&gt;
|Looks exactly the same as an empty bottle&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Condiment_enzyme.png|center]]&lt;br /&gt;
|{{anchor|unienzyme}}[[#unienzyme|Universal Enzyme]]&lt;br /&gt;
|&lt;br /&gt;
* Found in kitchen fridges&lt;br /&gt;
* Found in the dinnerware vendor&lt;br /&gt;
|Used for making alcohol, cheese etc. Unless specified otherwise this acts as a catalyst and is not expended when used in a recipe.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_cornoil.png|center]]&lt;br /&gt;
|{{anchor|cornoil}}[[#cornoil|Corn Oil]]&lt;br /&gt;
|&lt;br /&gt;
* Grind corn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_saltshaker.png|center]]&lt;br /&gt;
|{{anchor|salt}}[[#salt|Salt]]&lt;br /&gt;
|&lt;br /&gt;
* Found in the kitchen and the dinnerware vendor&lt;br /&gt;
|These bottles can hold only 20 units. A standard condiment bottle filled with salt turns into a bigger version.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_peppermill.png|center]]&lt;br /&gt;
|{{anchor|pepper}}[[#pepper|Pepper]]&lt;br /&gt;
|&lt;br /&gt;
* Found in the kitchen and the dinnerware vendor&lt;br /&gt;
|These bottles can hold only 20 units. A standard condiment bottle filled with pepper turns into a bigger version.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_soysauce.png|center]]&lt;br /&gt;
|{{anchor|soysauce}}[[#soysauce|Soy Sauce]]&lt;br /&gt;
|&lt;br /&gt;
* Mix 4u [[#soymilk|soy milk]] and 1u sulphuric acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_ketchup.png|center]]&lt;br /&gt;
|{{anchor|ketchup}}[[#ketchup|Ketchup]]&lt;br /&gt;
|&lt;br /&gt;
* Grind tomatoes&lt;br /&gt;
|Remember that grinding and juicing are two different things.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_hotsauce.png|center]]&lt;br /&gt;
|{{anchor|hotsauce}}[[#hotsauce|Hot Sauce]]&lt;br /&gt;
|&lt;br /&gt;
* This is capsaicin. Grind chili peppers.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_coldsauce.png|center]]&lt;br /&gt;
|{{anchor|coldsauce}}[[#coldsauce|Cold Sauce]]&lt;br /&gt;
|&lt;br /&gt;
* This is frost oil. Grind ice-peppers.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_misccondiment.png|center]]&lt;br /&gt;
|{{anchor|misccondiment}}[[#misccondiment|Misc Condiment]]&lt;br /&gt;
|&lt;br /&gt;
* If you put anything not present above into an empty condiment bottle this is the bottle appearance you get.&lt;br /&gt;
|Any chems can go into this.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Icon&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Result&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |How to acquire&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_slice.gif|center]]&lt;br /&gt;
|{{anchor|slice}}[[#slice|Slice]]&lt;br /&gt;
|&lt;br /&gt;
* Cut a [[#bread|loaf of bread]], [[#plaincake|cake]] or [[#margherita|pizza]] with a knife.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeyburger.png|center]]&lt;br /&gt;
|{{anchor|burger}}[[#burger|Burger]]&lt;br /&gt;
|&lt;br /&gt;
* Hit a [[#bun|bun]] with a [[#meatball|meatball]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheeseburger.png|center]]&lt;br /&gt;
|{{anchor|cheeseburger}}[[#cheeseburger|Cheeseburger]]&lt;br /&gt;
|&lt;br /&gt;
* Hit a [[#burger|burger]] with a [[#cheesewedge|cheese wedge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_open_hotdog.png|center]]&lt;br /&gt;
|[[#hotdog|hotdog]]&lt;br /&gt;
|&lt;br /&gt;
* Hit a [[#bun|bun]] with a [[#sausage|sausage]]&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;
[[category:Mess Sergeant]]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=17984</id>
		<title>Smartgunner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=17984"/>
		<updated>2020-12-26T00:27:12Z</updated>

		<summary type="html">&lt;p&gt;Smov: naming wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = USCM_SG.png&lt;br /&gt;
|jobtitle = Smartgunner [[File:Smartgunner_icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as any squad role.&lt;br /&gt;
|duties = Stay behind marines, fire past friendlies and into the enemy.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=10755 Bullet Paths and Friendly Fire]&lt;br /&gt;
|description = Your job is to provide heavy weapons support.}}&lt;br /&gt;
&#039;&#039;&amp;quot;LET&#039;S ROCK!&amp;quot;&#039;&#039; ―Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While most of the Marines can put their Pulse Rifles on burst and keep shooting, that may not be enough. You are the &#039;&#039;&#039;Squad Smartgunner&#039;&#039;&#039;, filling the futuristic role of the automatic rifleman, using your heavy machinegun to provide suppression, overwatch, fire support and turn your enemies into swiss cheese.&lt;br /&gt;
&lt;br /&gt;
=Squad Smartgunner=&lt;br /&gt;
&lt;br /&gt;
Like the [[Squad Specialist]], you&#039;ll have access to a heavy weapon -- in your case, it&#039;s the &#039;&#039;&#039;[[Marine_Equipment#Restricted_Weapons|M56 Smart Gun]]&#039;&#039;&#039;. &#039;&#039;&#039;Squad Smartgunners&#039;&#039;&#039; are expected to not only employ their special gear but also their greater understanding of tactics. Squad Smartgunners hold the rank of Corporal, putting them a cut above the typical [[Squad Marine]] and other of his [[Squad Engineer|support]] [[Squad Medic|members]]. Like all marines, the Smartgunner&#039;s weapon is treated as an extension of themselves, and as such, Smartgunners know their firearm, inside and out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Squad_Gloves.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue marine tactical gloves.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M802_Pattern_Smartgunner_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
&lt;br /&gt;
Contains 2 smartgun drums, 1 M4A3 Pistol and 1 M4A3 Hollow Point magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Magazine Pouch Description}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.  &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds 6 pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File: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 is currently purely cosmetic.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:SmartGun.png|64px]] Automated Equipment Rack[[File:Spec.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Smartgunner Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SmartGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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 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 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;
&lt;br /&gt;
&#039;&#039;&#039;Very few marines have training in the M56 Smartgun system. Among them are You, the Squad Specialists, the Commanding Officer, and the Corporate Smartgunners.&#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;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:PowerPack.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Power Pack&#039;&#039;&#039;&lt;br /&gt;
 |Contains ten thousand (10000) units of power. It&#039;s required for the use of the smartgun&#039;s abilities as well as firing the smartgun itself.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Smartgun_Drum.png]]&lt;br /&gt;
[[#Smartgun Drum|&#039;&#039;&#039;Smartgun Drum&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&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;
 |&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None.&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]] (Default - Built into gun. Cannot be removed)&lt;br /&gt;
&lt;br /&gt;
[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[Marine_Equipment#Burst Fire Adapter|Burst Fire Assembly]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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:M42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Head Mounted Sight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A headset and goggles system for the M56 Smartgun. Has a low-res short range imager, allowing for view of terrain. &#039;&#039;&#039;Note that you have to wear the powerpack first then you can equip the head mounted sight in your eye slot.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M56_Combat_Harness.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A M56 Combat Harness is especially made for Smartgunners, and is required for use of the M56 Smartgun system.&lt;br /&gt;
&lt;br /&gt;
This armor is worn by [[Squad Smartgunner|Squad Smartgunners]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PowerPack.png]]&amp;lt;br&amp;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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Smartgun Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Smartgun_Drum.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smartgun drum&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. First you must toggle the reload mode in the Smartgun tab and click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you&#039;ll be able to fire five hundred rounds (500) without stopping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Smartgun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Barrel_charger.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Barrel Charger&#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;|&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;
*Greatly increases damage&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;
*Greatly decreases accuracy&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 decreases accuracy&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;
*Greatly decreases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|  [[File:Burstfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Burst Fire Adapter&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs: 15 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| &lt;br /&gt;
{| 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;
* Enables burst-fire on a weapon or enhances burst-fire capability&lt;br /&gt;
* Increases burst-fire shots by 2 (from 3 or 4)&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;|&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 decreases accuracy&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;
*Moderately decreases accuracy&lt;br /&gt;
 |}&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;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; solid black; padding: 5px;&amp;quot;| [[File:Reflex.png|60px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Reflex Sight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 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;
*Slightly increases accuracy&lt;br /&gt;
*Moderately 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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&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 increases the accuracy penalty when moving&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 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;
*Greatly increases accuracy&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;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 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 increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 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 decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Miscellaneous and Special&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid 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: 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:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Cap Power Cell&#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; |Used for powering various devices that require power. 10,000W. Can be used to refill power to the power pack by holding the power cell in one hand and pressing on the power pack.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using your Smartgun==&lt;br /&gt;
&lt;br /&gt;
To be able to use your smartgun, you must equip all the necessary components in the kit.&lt;br /&gt;
* Your armor allows you to equip your smartgun.&lt;br /&gt;
* The powerpack contains all of your power, &#039;&#039;&#039;wear it on the backpack slot&#039;&#039;&#039;.&lt;br /&gt;
* The M56 eye piece allows for low level night vision, allowing you to see into the dark.&lt;br /&gt;
* Your smartgun requires Smartgun Drums in order to fire.&lt;br /&gt;
&lt;br /&gt;
The powerpack contains the power for the smartgun. The gun needs power in order to function and for you to be able to fire it. The smartgun has in-built abilities that enhance the smartgun&#039;s overall performance. Each ability listed below shows exactly what they do, but each one requires power to be able to function properly. Each ability that is toggled on, stacks in power consumption. The powerpack only uses power when the smartgun has fired. In the case of the motion tracker and auto fire ability, power is used when it is activated. Your ammunition comes from your Smartgun Drums.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Smartgun Modes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Accuracy Improvement&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to fire more accurately at targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Auto Fire&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: High&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Lethal Mode&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the ability for the smartgun&#039;s bullets to hit friendlies or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the inbuilt motion detector that scans the area for hostiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Recoil Compensation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
As a verified badass in the USCM, you&#039;ll want to employ tactics in combat which may end up saving your life, or the life of others. The tactics you use as a smartgunner boil down to use the Smartgun&#039;s IFF tracking to your advantage. What is meant by this is that you shouldn&#039;t enter any room as the point man, &#039;&#039;&#039;You should always be behind the point man,&#039;&#039;&#039; and potentially riflemen as you can fire past them and into the enemy if they try and attack. Your rank as the Smartgunner is Corporal [Cpl] this means that you can order the standards and lance corporals around and pull rank in certain situations, keep in mind that your orders can be overturned by the [[Squad Specialist|Specialist]]/[[Squad Leader]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being a Smartgunner is a crucial support role due to how you fundamentally can&#039;t friendly fire meaning that if your squadmate gets pounced or tackled two marines in front of you, you can still fire directly at the aliens attacking. This is mostly how smartgunner should be played, and you&#039;re a support role, not a point man. Your sole purpose is &#039;&#039;&#039;to fire past friendlies and into the enemy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:Smartgunner_skill_set.png]]&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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=16854</id>
		<title>Ordnance Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=16854"/>
		<updated>2020-09-13T14:48:15Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Your Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = OrdTech.png&lt;br /&gt;
|jobtitle = Ordnance Technician&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|unlock = Three hours as any squad role.&lt;br /&gt;
|duties = Make custom ordnance for the marines to use. Maintain the orbital cannon and the dropships.&lt;br /&gt;
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = Your job is to maintain the integrity of the USCM weapons, munitions and equipment, including the orbital cannon. You can use the ordnance workshop in the portside hangar to construct new custom armaments for the marines. However you remain one of the more flexible roles on the ship and as such may receive other menial tasks from your superiors such as ship maintenance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ordnance Technician&#039;&#039;&#039; (OT) is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s engineering department. Trained in all types of engineering work and directly supervised by the commissioned [[Chief Engineer]]. They are primarily responsible for maintaining the integrity of the USCM ordnance such as tinkering with armaments and using powerloaders to reload the dropships and the orbital cannon. But as a flexible shipside technician with superior engineering skills, situations may arise where they are given orders by a superior to assist with various other duties such as ship maintenance, special construction projects or FOB duty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in either the ordnance workshop in the hangar or the engineering department at the back of the ship. Reach out over the engineering radio (&#039;&#039;&#039;:e&#039;&#039;&#039;) to report to your department, composed of fellow Ordnance Technicians and the Chief Engineer, whose orders you must carry out. The workshop has everything you need in the storage room, and you may find some additional supplies in the engineering department. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies you can use for emergency repair should an accident happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ordnance Workshop==&lt;br /&gt;
----&lt;br /&gt;
The Almayer&#039;s Ordnance Workshop is located in the portside hangar. It consists of &#039;&#039;&#039;the storage room&#039;&#039;&#039;, &#039;&#039;&#039;the workshop&#039;&#039;&#039;, and &#039;&#039;&#039;the reception&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;the storage room&#039;&#039;&#039; you will find all the materials you will need throughout most of the mission. If you run out, you can request bulk supplies from Requisitions. If medbay isn&#039;t busy you can try to ask very nicely and they might dispense chemicals for you, &#039;&#039;&#039;but they are not obligated to do so&#039;&#039;&#039;. It is also possible that the ground troops brings up more materials for you. In &#039;&#039;&#039;the workshop&#039;&#039;&#039;, you have the machinery and space required to do your work. The vendors and closets contain various spare items. Keep an eye on &#039;&#039;&#039;the reception&#039;&#039;&#039; for marines and other ship personnel who come to request your service. As your job is working on the ship, you should be providing your custom ordnance to the ground troops for use. Using the labeler is recommended to leave helpful information for how to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:OrdnanceWorkshop.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autolathe.png|64px]]|| Autolathe || The autolathe can be used to print a lot of useful things, such as &#039;&#039;&#039;assembly components&#039;&#039;&#039;, &#039;&#039;&#039;beakers&#039;&#039;&#039;, &#039;&#039;&#039;buckets&#039;&#039;&#039;. Other personnel who does not have access to an autolathe may also come to the reception to request something to be printed for them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armylathe.png|64px]]|| Armylathe || The armylathe is a specialized USCM autolathe meant for printing parts to construct various ordnance, such as grenade casings and mortar shells. These parts are printed empty, and you must add a detonator assembly and chemical filling separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DemolitionsSimulator.png|64px]]|| Demolition Simulator || So that &#039;&#039;&#039;you do not need to blow up the ship&#039;&#039;&#039;, this computer was designed to simulate the effects of demolitions in a safe virtual environment. Because the simulations take a lot of processing, the processors must cool down for 2 minutes between each simulation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Demolitions_scanner.png|64px]]|| Demolition Scanner || Because visual information may not be enough, this hand-held reagent scanner has been specially designed for providing quantitative data of your bombs. It can report explosive and fire hazards from chemical containers and explosive casings, including explosive and fire intensity. If used on an explosive casing, &#039;&#039;&#039;it will take all chemical containers in the casing and  its capacities into account&#039;&#039;&#039;. However, it cannot predict effects such as shrapnel or fire burn duration nor predict hazards &#039;&#039;&#039;caused from immediate chemical reactions&#039;&#039;&#039;. Use the scanner in-hand to print the latest scan.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Industrygrinder.png|64px]]|| Industrial Grinder || The most powerful grinder on the ship. You will need this to grind down phoron and various metals from storage. You can also use this to dispose of specific unwanted reagents in your containers should you make an error.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ComponentStorage.png|64px]]|| Component Storage Machine || A large storage machine containing various components. &#039;&#039;&#039;Contains assembly components and containers for you to get started before you need to start printing new ones.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ElectronicsStorage.png|64px]]|| Electronics Vendor || A vendor containing various things for dealing with electronics. You won&#039;t need this much, but other personnel may come to request stuff from it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ToolStorage.png|64px]]|| Tool Storage Machine || Contains many spare tools, devices and equipment needed for engineering work. Should you somehow lose your essential equipment, you can find replacements here. Other personnel might also come around to request stuff from it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FreezerCloset.png|64px]]|| Industrial Freezer || A powerful fine tuned freezer used to polymerize chemicals in the cold. This one is set to the perfect temperature for paraformaldehyde polymerization. The freezer must be kept closed for polymerization. At the beginning of the mission you will find a large silver beaker inside, which can be used as a silver catalyst. If you lose this, you can make more from silver bars.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fueltank.png|64px]]|| Chemical Storage Tank || A large capacity chemical storage tank that can store up to 1000 units. In the storage room you have tanks for &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#289092&amp;quot;&amp;gt;oxygen&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A3621D&amp;quot;&amp;gt;sulfuric acid&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#1D3fA3&amp;quot;&amp;gt;water&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#7F1DA3&amp;quot;&amp;gt;polytrinic acid&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A1A31D&amp;quot;&amp;gt;ammonia&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#3A6B2D&amp;quot;&amp;gt;methane&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#4D4D4D&amp;quot;&amp;gt;hydrogen&amp;lt;/span&amp;gt;&#039;&#039;&#039;, and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#8F1515&amp;quot;&amp;gt;fuel&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Can be un-anchored for moving it around. Click with an empty hand to quickly change the transfer amount. If you need to refill it, you must &#039;&#039;change the transfer direction&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crafting Demolitions==&lt;br /&gt;
----&lt;br /&gt;
As an Ordnance Technician you have the necessary skills for crafting custom demolitions (chembombs) to improve the USCM arsenal. The types of bombs you can make range from small / large grenades, mines, plastic explosives, and warheads for rockets / mortar shells. All of these follow a similar pattern of construction: printing the necessary casing from the armylathe, adding a detonator assembly, adding containers with chemicals up to the casing&#039;s volume, and locking the bomb to finish. With the right combination of chemicals, they can all be made significantly stronger than their standard issue counterparts. &lt;br /&gt;
&lt;br /&gt;
Chemical explosives all have a minimum falloff of 25.&lt;br /&gt;
&lt;br /&gt;
===Bomb Casings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Printing Cost&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot;|Casing Volume&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Explosive Capacity&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Combustive Capacity&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomClaymore.png|64px]]|| &#039;&#039;&#039;Claymore (M20)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Useful for setting up traps.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Will always trigger from tripwire. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly may contain proximity sensor for increased trigger range (use only igniters for tripwire trigger only).&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Tripwire and proximity sensor has IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be planted on the ground to detonate.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Can be disarmed with a multitool. || 4687 metal&amp;lt;br /&amp;gt;&#039;&#039;(1.2 sheets)&#039;&#039; || 120 || Power: 105&amp;lt;br /&amp;gt;Base Falloff: 60&amp;lt;br /&amp;gt;Shards: 32 || Intensity: 3-12&amp;lt;br /&amp;gt;Radius: 2-5&amp;lt;br /&amp;gt;Duration: 3-18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomGrenade.png|64px]]|| &#039;&#039;&#039;Grenade (M40)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039;  Smaller capacity and explosive potential than the M15.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Fits in underslung grenade launchers.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can use timers. || 4687 metal&amp;lt;br /&amp;gt;&#039;&#039;(1.2 sheets)&#039;&#039; || 60 || Power: 175&amp;lt;br /&amp;gt;Base Falloff: 75&amp;lt;br /&amp;gt;Shards: 32 || Intensity: 3-20&amp;lt;br /&amp;gt;Radius: 1-5&amp;lt;br /&amp;gt;Duration: 3-24&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomLargeGrenade.png|64px]]|| &#039;&#039;&#039;Grenade (M15)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Higher capacity and explosive potential than the M40.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Fits in M81 and M92 grenade launchers.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can use timers. || 8750  metal&amp;lt;br /&amp;gt;&#039;&#039;(2.3 sheets)&#039;&#039; || 180 || Power: 215&amp;lt;br /&amp;gt;Base Falloff: 90&amp;lt;br /&amp;gt;Shards: 32 || Intensity: 3-20&amp;lt;br /&amp;gt;Radius: 1-5&amp;lt;br /&amp;gt;Duration: 3-24&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomPlasticExplosive.png|64px]]|| &#039;&#039;&#039;Plastic Explosive (C4)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; An improvised explosive with a plastic casing. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Useful for setting up traps. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can contain timer, proximity sensor or remote signaler.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Proximity sensor has IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Small guaranteed explosion even without chemicals. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be planted on an object to detonate.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Can be disarmed with a multitool. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Does increased damage to structures (not walls) and mobs when planted on such, but this halves the power of the explosive wave. || 9375 metal&amp;lt;br /&amp;gt;&#039;&#039;(2.5 sheets)&#039;&#039;&amp;lt;br /&amp;gt;2500 plastic&amp;lt;br /&amp;gt;&#039;&#039;(1 sheet)&#039;&#039; || 180 || Power: 260&amp;lt;br /&amp;gt;Base Falloff: 90&amp;lt;br /&amp;gt;Shards: 32 || Intensity: 4-30&amp;lt;br /&amp;gt;Radius: 2-7&amp;lt;br /&amp;gt;Duration: 5-36&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomRocket.png|64px]]|| &#039;&#039;&#039;Rocket (84mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M5 RPG. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 84mm rocket warhead and rocket tube. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Rocket tube must contain 60 units of methane fuel. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 metal&amp;lt;br /&amp;gt;&#039;&#039;(3.7 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tube&#039;&#039;&#039;&amp;lt;br /&amp;gt;9375 metal&amp;lt;br /&amp;gt;&#039;&#039;(2.5 sheets)&#039;&#039; || 180 || Power: 300&amp;lt;br /&amp;gt;Base Falloff: 120&amp;lt;br /&amp;gt;Shards: 64 || Intensity: 4-30&amp;lt;br /&amp;gt;Radius: 2-7&amp;lt;br /&amp;gt;Duration: 5-36&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomMortar.png|64px]]|| &#039;&#039;&#039;Mortar Shell (80mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M402 Mortar. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 80mm mortar shell and mortar warhead.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Mortar shell must contain 60 units of hydrogen fuel. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 metal&amp;lt;br /&amp;gt;&#039;&#039;(3.7 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shell&#039;&#039;&#039;&amp;lt;br /&amp;gt;23437 metal&amp;lt;br /&amp;gt;&#039;&#039;(6.2 sheets)&#039;&#039; || 240 || Power: 360&amp;lt;br /&amp;gt;Base Falloff: 90&amp;lt;br /&amp;gt;Shards: 128 || Intensity: 5-40&amp;lt;br /&amp;gt;Radius: 3-8&amp;lt;br /&amp;gt;Duration: 5-48&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Detonation Assemblies===&lt;br /&gt;
Detonation assemblies can be made by mixing the components below in various ways. The components has two possible states: locked or ready for attachment. Use a screwdriver to switch between the states. When locked, you can use the assembly to change the settings of any sensors inside. The assembly must be locked to attach it to a bomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Igniter.png|64px]]|| Igniter || At least one igniter is required in all detonation assemblies. Two igniters can be combined for instant detonation when primed. When primed, the igniter will ignite the contents of the bomb, causing an explosion or combustion (or both), depending on the chemical contents of the bomb.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProxSensor.png|64px]]|| Proximity Sensor || When activated, the proximity sensor will detect movement within the defined radius. When a non IFF target is detected, it will trigger after the defined delay, priming the igniter. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Signaller.png|64px]]|| Remote Signaler || When activated, all other signalers using the same frequency will trigger. Signaler bombs should thus be provided with a separate signaler. Signalers on plastic explosives explode after a 3 second delay.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Timer.png|64px]]|| Timer || When activated, the timer will trigger after the specified time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explosions and Fire===&lt;br /&gt;
Ordnance Technicians are not chemists and can not make medicine. But they are familiar enough with chemistry to know how to make things go bang. Beware that some chemicals can be sensitive, spontaneously igniting when more than a certain amount is mixed at the same time (&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!&amp;lt;/span&amp;gt; = 60u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!&amp;lt;/span&amp;gt; = 5u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt; 0u). If research has been making custom explosive chemicals for you, then they will always have some sensitivity. Make sure they tell you about this. Below is a chart for all the chemical reactions you need to know. And a list of all chemicals that can be used in explosions and fire, and how they modify said explosions and fire. Additionally, iron can be used to make shrapnel and phoron can be used to make incendiary shrapnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ChembombChart.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!  class=&amp;quot;headerSort headerSortUp&amp;quot; style=&amp;quot;background-color:dimgray; color:white;&amp;quot;|Name&lt;br /&gt;
!  style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Power Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Falloff Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Intensity Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Radius Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Duration Mod&lt;br /&gt;
!  class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Burn Color Mod&lt;br /&gt;
|-&lt;br /&gt;
| Ammonium Nitrate || 0.4 || 1.5 || 0.5 || 0 || -0.2 || Orange&lt;br /&gt;
|-&lt;br /&gt;
| ANFO || 1 || -0.6 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Carbon || 0 || 0 || 0 || 0 || 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Chlorine Trifluoride || 0 || 0 || 1.6 || -0.08 || -0.8 || Dark Orange &lt;br /&gt;
|-&lt;br /&gt;
| Copper || 0 || 0 || 0 || 0 || 0 || Green &lt;br /&gt;
|-&lt;br /&gt;
| Cyclonite || 1.5 || -0.4 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Ethanol || 0 || 0 || 0.2 || 0.1 || 0.2 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Hexamine || 0 || 0 || 0 || 0 || 0.5 || Orange &lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen || 0.15 || 0 || -0.5 || 0.2 || -0.5 || Light cyan&lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 0 || 0 || 0.15 || 0 || 0 || Deep pink &lt;br /&gt;
|-&lt;br /&gt;
| Methane || 0.15 || 0 || -0.35 || 0.1 || 0.25 || Dark blue &lt;br /&gt;
|-&lt;br /&gt;
| Napalm || 0 || 0 || 0.45 || 0.06 || 0.75 || Light orange &lt;br /&gt;
|-&lt;br /&gt;
| Nitroglycerin || 1 || -0.5 || 0 || 0 || 0 || None &lt;br /&gt;
|-&lt;br /&gt;
| Octogen || 2 || -0.2|| 0.4 || -0.02 || -0.2 || Orange &lt;br /&gt;
|-&lt;br /&gt;
| Oxygen || 0 || 0 || 0.75 || -0.08 || 0 || Light Blue &lt;br /&gt;
|-&lt;br /&gt;
| Phoron || 0 || 0 || 0.4 || 0.05 || -0.75 || Dark red &lt;br /&gt;
|-&lt;br /&gt;
| Phosphorus || 0 || 0 || 1 || -0.12 || 0.1 || Peach &lt;br /&gt;
|-&lt;br /&gt;
| Potassium-chloride || 0 || 0 || 0.1 || 0 || 0 || Purple &lt;br /&gt;
|-&lt;br /&gt;
| Potassium-hydroxide || 0.5 || 0 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| Sodium-chloride || 0 || 0 || 0.1 || 0 || 0 || Yellow &lt;br /&gt;
|-&lt;br /&gt;
| Thermite || 0.5 || 1 || 0.3 || -0.08 || 0.9 || Light orange &lt;br /&gt;
|-&lt;br /&gt;
| Water || 0 || 0 || -3 || 0 || 0 || None &lt;br /&gt;
|-&lt;br /&gt;
| Welding Fuel || 0.12 || -0.1 || 0.1 || -0.08 || 0.7 || Orange &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Orbital Cannons==&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Orbital Cannon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Orbital_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Loading/Reloading:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Load a warhead onto the Orbital Cannon Tray [[File:Orbital_Cannon_Tray.png]] &#039;&#039;&#039;(Powerloader required)&#039;&#039;&#039;.&lt;br /&gt;
*Load the required amount of solid fuel [[File:Orbital_Cannon_Fuel_Block.png|32px]] in the Orbital Cannon Tray &#039;&#039;&#039;(See Orbital Cannon Console)&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;Note that each round the fuel consumption of each warhead is randomized.&#039;&#039;&lt;br /&gt;
*Open the Orbital Cannon Console&#039;s interface. &lt;br /&gt;
*Load the Tray into the Cannon. &lt;br /&gt;
*Chamber the Tray&#039;s content into the cannon barrel. &#039;&#039;&#039;(can&#039;t be undone!)&#039;&#039;&#039; &lt;br /&gt;
*Staff Officers can now fire the Orbital Cannon from their console. &lt;br /&gt;
*After firing, unload the Tray from the Orbital Cannon. &lt;br /&gt;
*Examine the Tray to make sure it is empty and operational. &lt;br /&gt;
*Repeat the process from the start to reload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|[[File:HE_Orbital_Warhead.png]]&lt;br /&gt;
| Causes a devastating explosion in a large radius upon impact with it&#039;s designated target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incendiary_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a fiery payload over the targeted area. Extremely large radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a cluster of explosives over the targeted area. To suppress any enemies advancing as well as pulverising and terrorising anything within range .&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Troubleshooting:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*If you&#039;ve loaded a tray with an incorrect payload, you can still unload the tray&#039;s payload as long as it hasn&#039;t been chambered. &lt;br /&gt;
*If an incorrect payload is chambered, it can only be removed by firing it. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using the AA Cannon ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;AA Cannon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:AA_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
The IX-50 is a state-of-the-art Micro-Gravity and Air Defense system capable of independently tracking and neutralizing threats with rockets strapped onto them.&lt;br /&gt;
&lt;br /&gt;
In order to utilise the defensive capabilities, you simply select the area you want to defend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; You must set the area to be defended before any incoming object is en-route to the ship.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Defendable Areas:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Upper Foreship (CIC Area)&lt;br /&gt;
*Upper Midship (Upper medbay/research)&lt;br /&gt;
*Upper Aftship (Upper Engineering/Self Destruct)&lt;br /&gt;
&lt;br /&gt;
*Lower Foreship (Vehicle Bay, Hangar)&lt;br /&gt;
*Lower Midship (Medbay, Brig, Briefing Room)&lt;br /&gt;
*Lower Aftship (Requisitions, Cryo-stasis, Engine) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Dropships==&lt;br /&gt;
----&lt;br /&gt;
As an Ordnance Technician, your faster use of the powerloader and inferior rank to the [[Pilot Officer]] means &#039;&#039;&#039;you&#039;&#039;&#039; are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -&amp;gt; enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the dropships seats have been flattened you can re-build them by using a [[File:Welder.gif|32px]] welder and then a [[File:Wrench.png|32px]]wrench.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Duties==&lt;br /&gt;
----&lt;br /&gt;
Because of your engineering skills, you may occasionally be tasked to perform other duties such as ship maintenance, vehicle maintenance, or FOB duty. You will find the [https://cm-ss13.com/wiki/Guide_to_Engineering guide to engineering] and [https://cm-ss13.com/wiki/Guide_to_construction guide to construction] useful for this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Vehicles===&lt;br /&gt;
As an ordnance technician you are capable of repairing and replacing vehicle modules. [https://cm-ss13.com/wiki/Vehicle_Crewman The Vehicle Crewmen] will usually take care of this themselves, but special circumstances may require you to assist. Remember to check with the vehicle crewman about which modules they&#039;d like attached. &lt;br /&gt;
&lt;br /&gt;
===FOB duty===&lt;br /&gt;
Command may find it necessary to send a few OTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.&lt;br /&gt;
&lt;br /&gt;
===Grunt Work===&lt;br /&gt;
You may get ordered to replace lights, do cleaning, or look through the disposals room for anything valuable tossed away, because of your maintenance access and often not being particularly busy. Don&#039;t whine about it.&lt;br /&gt;
&lt;br /&gt;
===Almayer Projects===&lt;br /&gt;
If you&#039;ve gotten chamber sick from the workshop, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something creative. If you can&#039;t think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:OT skill set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
==Reading and Sources==&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5511-Kryth-s-Guide-for-blowing-up-marines-OT-Guide Kryth&#039;s Guide for blowing up marines] - By Kryth&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:OTskill.PNG&amp;diff=16852</id>
		<title>File:OTskill.PNG</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:OTskill.PNG&amp;diff=16852"/>
		<updated>2020-09-13T14:45:56Z</updated>

		<summary type="html">&lt;p&gt;Smov: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
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		<title>File:Doctor skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Doctor_skill_set.png&amp;diff=16846"/>
		<updated>2020-09-13T14:41:52Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:Doctor skill set.png&lt;/p&gt;
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		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Standard_Skill_set.png&amp;diff=16843</id>
		<title>File:Standard Skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Standard_Skill_set.png&amp;diff=16843"/>
		<updated>2020-09-13T14:39:59Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:Standard Skill set.png&lt;/p&gt;
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		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:SEA_skill_set.png&amp;diff=16837</id>
		<title>File:SEA skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:SEA_skill_set.png&amp;diff=16837"/>
		<updated>2020-09-13T14:35:58Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:SEA skill set.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:IO_skill_set.png&amp;diff=16834</id>
		<title>File:IO skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:IO_skill_set.png&amp;diff=16834"/>
		<updated>2020-09-13T14:32:41Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:IO skill set.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warden&amp;diff=16671</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warden&amp;diff=16671"/>
		<updated>2020-08-28T15:24:53Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = Warden.png&lt;br /&gt;
|jobtitle = Military Warden&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lieutenant &lt;br /&gt;
|superior = Command Officers, [[Chief MP]] and [[Marine Law]]&lt;br /&gt;
|unlock = Nine 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;. 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;
[[File:Warden_Skill_Set.png]]&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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=16668</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=16668"/>
		<updated>2020-08-27T13:16:34Z</updated>

		<summary type="html">&lt;p&gt;Smov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = MilitaryPolice.png&lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Staff Sergeant&lt;br /&gt;
|superior = Command Officers, [[Chief MP]], [[Warden]] and [[Marine Law]]&lt;br /&gt;
|unlock = Nine hours as any squad role.&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 taser. &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;Taser&#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 Taser can shoot through glass windows and glass panes. This is a feature not a bug. Use it to catch henchmen unaware.&lt;br /&gt;
* Tasers have unlimited charge and do not need to be recharged.&lt;br /&gt;
&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]]&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: Police tape.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Police tape&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|  Useful for detecting entry into a crime scene or warning personnel to stay out of a area.&lt;br /&gt;
* Can lift up the tape to allow non-MP access by clicking on it. (Currently not in the game)&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;
=Your Skillset=&lt;br /&gt;
[[File:MP_Skill_set.png]]&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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=16577</id>
		<title>Nurse</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=16577"/>
		<updated>2020-08-24T20:14:02Z</updated>

		<summary type="html">&lt;p&gt;Smov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Almayer Nurse&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|unlock = None.&lt;br /&gt;
|duties = Maintain Medbay, assist the Doctors, conduct Chemistry, and ensure that the patients are organized and healed for Surgery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine],  [http://cm-ss13.com/wiki/Chem_Guide 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 are tasked with keeping the marines healthy and strong, through the form of basic drugs and medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
You are quite advanced when it comes to medication and treatment. If you do not know what you are doing, adminhelp so a mentor can assist you.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Be nice to the Nurses. They keep the doctors from accidentally killing you.&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;― A  Random Patient&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Nurse is in charge of overseeing that each and every patient has been prepped and healed enough for their visit to the Doctor. Your goal is to assist wherever needed in Medbay and provide helping hands to anyone who needs it. Much like a real Nurse, however with additional tasks. &lt;br /&gt;
&lt;br /&gt;
=== Duties ===&lt;br /&gt;
&lt;br /&gt;
Like I said before, you are essentially a tad above a Squad Medic. You get access to do little more than them, but less than a Doctor. You will find yourself double checking patients that are sent up, prioritizing treatments, getting Marines ready for more advanced First Aid. You can do things such as: &lt;br /&gt;
&lt;br /&gt;
* Perform Chemistry duties.&lt;br /&gt;
*Use the Cryo Tubes.&lt;br /&gt;
*Provide First Aid. &lt;br /&gt;
*Give Medications (Pills). &lt;br /&gt;
*Transfer Blood. &lt;br /&gt;
*Assign Holo Tags.&lt;br /&gt;
*Provide aid in Triage. &lt;br /&gt;
*Treat basic Wounds and Infections.&lt;br /&gt;
*Move patients from the Dropships to Medbay.&lt;br /&gt;
*Move bodies to the Morgue.&lt;br /&gt;
*And Assist Doctors wherever needed.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
As a Nurse you have access to the exact same equipment that any Doctor or Medic has. However, does this mean you can use some advanced tools, no. &lt;br /&gt;
&lt;br /&gt;
What can I use?&lt;br /&gt;
As a Nurse you can use:&lt;br /&gt;
&lt;br /&gt;
*Cryogenic Tubes.&lt;br /&gt;
*Chemistry Dispensers. &lt;br /&gt;
*IV Drips. &lt;br /&gt;
*Defibrillators. &lt;br /&gt;
*Any Autoinjector and Pill Bottle. &lt;br /&gt;
*Advanced Trauma Kits and Burn Kits. &lt;br /&gt;
*Health Scanners.&lt;br /&gt;
*and Body Scanners. &lt;br /&gt;
&lt;br /&gt;
So as you can see from this basic list, you can use all the same equipment as a medic and almost as much as a Doctor. So what is the difference from Doctor and Nurse? The answer is that the Nurse role is meant to be an interim training role for newer players who don&#039;t want the stress of [[Squad Medic]] or the more advanced procedures of a [[Doctor]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, what can I not do?&lt;br /&gt;
You cannot: &lt;br /&gt;
&lt;br /&gt;
*Perform Surgery. &lt;br /&gt;
*Conduct Research. &lt;br /&gt;
*Use Autodocs.&lt;br /&gt;
&lt;br /&gt;
== Rank Structure ==&lt;br /&gt;
&lt;br /&gt;
While in Medbay their is no Military Ranking like the Marines, you do still have orders to follow. As a Nurse you will find yourself listening to Doctors mostly, as they will be the ones working closest to you. However, the CMO will be there to give you direction on what course of action they prefer most. &lt;br /&gt;
&lt;br /&gt;
So in the end the [[Chief Medical Officer]] has complete control of the department and final say on everything that takes place within it.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
&lt;br /&gt;
As soon as you wake up from Cryo bay you should head down to Medbay. This is located to the East of the Hangar and West of the Brig. Upon arrival you should gather your things as quick as possible, you have around 20ish minutes until the department will become flooded. &lt;br /&gt;
&lt;br /&gt;
So first thing you should do is wander into the medical storage room to the bottom left corner of Medbay. There you will be able to grab any gear that you need for your day. Once said is done you can make yourself useful by either performing Chemistry for Squad Medics or making a Cryo mix for the Cryogenic Cells, you can also prep the operating rooms for the Doctors, and perhaps sanitize the area. You should ensure that all of Medbay is prepped, because in 20 minutes it will most likely be hectic. How you spend your round is up to you, as a trainer/beginner role not much should be expected, just read up on your guides and you will succeed. &lt;br /&gt;
&lt;br /&gt;
*Medical Hud&#039;s. &lt;br /&gt;
*Splints&lt;br /&gt;
*Lifesaver Belts.&lt;br /&gt;
*Emergency Defibrillators.&lt;br /&gt;
*Advanced First Aid Kits. &lt;br /&gt;
*Latex Gloves and Sterile Masks. &lt;br /&gt;
*Health Scanners. &lt;br /&gt;
*Blood Dispensers. &lt;br /&gt;
*Personal Closets. &lt;br /&gt;
*And Medical Dispensers. &lt;br /&gt;
&lt;br /&gt;
Essentially everything stated above you can find in the storage room. &lt;br /&gt;
&lt;br /&gt;
(Refer yourself to the Medical Equipment, which can be found here [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== What should I grab? ===&lt;br /&gt;
&lt;br /&gt;
Each person might choose something different. However it is mainly what you are comfortable with. Since you will be operating in Medbay the whole operation you have access to a plethora of supplies at your will. So will you have to cram like a medic, no. &lt;br /&gt;
&lt;br /&gt;
I will be going through each slot and what is the optimal decision for each:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head&#039;&#039;&#039; - For this slot a basic a scrub hat will do, you do not want your hair getting into the patients, do you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; - The mask slot is a great place to for a sterile mask, not only does it help stop the spread of infection and disease, but also looks very professional. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039; - If you have anything other than a Med Hud here, stop. A Medical Hud will allow you to visibly see whether or not a patient is dying or stable; as well as if they have holo tags assigned to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ears&#039;&#039;&#039; - Obviously your Department Radio, this allows you to communicate with the Medics and Doctors more efficiently. ((:m to speak over med comms))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undershirt/Uniform&#039;&#039;&#039; - For this slot I recommend wearing your basic scrubs, which now come in various colours!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overshirt&#039;&#039;&#039; - Not much can go here other than a lab coat, with a coat you gain access to two more slots to add anything you wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloves&#039;&#039;&#039; - Sterility is the best choice, so latex gloves would be the best option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoes&#039;&#039;&#039; - Running shoes or sneakers will help you move quickly from patient to patient. White shoes should be avoided unless you want blood all over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; - Holds your ID, allows you to gain entry to your department. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt&#039;&#039;&#039; - This is by far the most important, here I would recommend the Lifesaver Belt. The belt can hold more objects and is the personal choice of nearly anyone in the medical field. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Back&#039;&#039;&#039; - This is honestly a personal choice, the satchel allows more quick methods of grabbing objects, but the backpack can hold more at the cost of time. Essentially you can either be a portable pharmacy, or be a fast treatment. The choice is yours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pouches&#039;&#039;&#039; - I suggest placing your Health Scanner in one pouch, and the other occupied with a medical pouch, inside said pouch I usually place autoinjectors for a fast treatment if needed.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
Being a Nurse you will be always on your feet, moving from place to place you should always be on the lookout, because in a matter of seconds you could have seven critical patients wandering into Medbay with missing limbs or overdoses. &lt;br /&gt;
&lt;br /&gt;
What are some tips?&lt;br /&gt;
&lt;br /&gt;
*Remember you are just a beginner, don&#039;t expect to be great of the bat. Take your time and enjoy yourself. &lt;br /&gt;
**(Be sure to read all the guides and fully understand them)&lt;br /&gt;
*Organise patients from worst condition to least, this way when the Doctor can finally aid them he doesn&#039;t leave the dying guy in the back. &lt;br /&gt;
*Put infected patients into stasis bags, this will help slow down the chest bursting. &lt;br /&gt;
*Always close any bleeding or open wounds, this can lead to blood loss and infection. &lt;br /&gt;
*Inject Marines with Epinephrine when Defibbing, this increases their chances, get nearby people to perform CPR to slow the death timer. &lt;br /&gt;
*If you successfully Defib and the patient dies it resets the death timer. If you have lots of near dead people, give them a quick zap to give more time. &lt;br /&gt;
*If you run out of meds in your autoinjectors you can refill them at med vendors. &lt;br /&gt;
*Overdosing a person on 3 Bicardine Pills and Offsetting with 1 Kelotane can heal Internal Bleeding. The Cryocell also heals IB. &lt;br /&gt;
*Always try to make advanced pills, ImiAlky, Keloderm, Tribica, etc. These can be really helpful in stressful situations. &lt;br /&gt;
*Double check all treated patients at the body scanner, sometimes Doctors miss things. &lt;br /&gt;
*If a patient is low on blood you can feed them Iron pills.&lt;br /&gt;
&lt;br /&gt;
=== Guidance === &lt;br /&gt;
Don&#039;t leave patients waiting in Medbay, pull them into triage, give meds and form a line. As a Nurse this will be your main job, to organize and admit new patients to Medbay. By organizing patients and providing basic treatment, you reduce the work that has to be done for the Doctor; making their life generally better.&lt;br /&gt;
&lt;br /&gt;
Moving dead bodies to the Morgue will earn yourself a gold sticker, not only does the CMO appreciate this but the Intel team and Command, as the more bodies in the morgue helps to lower [[Defcon]], a fundamental tool for the marines. Also moving Xenomorph corpses outside of Research is helpful, this way the Research team doesn&#039;t have to run downstairs to get them. &lt;br /&gt;
&lt;br /&gt;
Always listen for the sound of a Dropship landing, you should always expect a boat load of injured Marines to come limping out. Be ready at the side with a roller bed for fast movement. &lt;br /&gt;
&lt;br /&gt;
=== Communication === &lt;br /&gt;
Talk with the Medics and Doctors over comms, ask how the groundside operation is, what are the losses, etc. This can give you a good sense of what to expect during your shift. Listen over Medical comms for MEDEVAC requests, this lets you know if critical patients are inbound and require assistance. Talk with Doctors over comms about an influx of patients, who is the most important, who has the worst injuries, what forms of treatment are needed. Communication is key.&lt;br /&gt;
&lt;br /&gt;
== Your Skillset ==&lt;br /&gt;
[[File:Nurseskill.PNG|800px]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?1463-Doctor-101 All out Doctor Guide]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=16368</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=16368"/>
		<updated>2020-08-13T07:37:58Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* USCM Weapons */ we dumb at maths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 millimeter, with over-and-under thirty millimeter 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 credits 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 armor.&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 armor.&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.&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: 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 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; |An M4A3 Service Pistol, the standard issue sidearm of the Colonial Marines. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case if a one doesn&#039;t have any more ammo. Fires 9mm pistol rounds.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors.&lt;br /&gt;
All &#039;&#039;&#039;[[Cargo Technician|Cargo Technicians]]&#039;&#039;&#039; start with one.&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:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Magazine|&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-AP-mag.png]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine|&#039;&#039;&#039;M4A3 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Hollow Point|&#039;&#039;&#039;M4A3 Hollow Point&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Not obtainable except from the Surplus Ammo Crate which can be ordered by [[Requisitions]].&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-Incen-mag.png]]&lt;br /&gt;
[[#M4A3 Incendiary Magazine|&#039;&#039;&#039;M4A3 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Not obtainable except from the Surplus Ammo Crate which can be ordered by [[Requisitions]].&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]] &lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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; |A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armor piercing pistol rounds and is capable of 3-round burst. It rivals the M4A3 service pistol in capacity and its burst fire mode, but loses it in accuracy and raw damage.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the &#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039; for self defense. It is also a standard sidearm for &#039;&#039;&#039;[[Corporate PMCs]]&#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:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#88M4 AP Magazine|&#039;&#039;&#039;88M4 AP Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eighteen (18) armor piercing 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;
&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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;|A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It&#039;s usually held in speed-loaders, and holds a maximum of 7 bullets.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors.&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:M44SL.png]]&lt;br /&gt;
[[#M44 Speed Loader|&#039;&#039;&#039;M44 Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-MM-SL.png]]&lt;br /&gt;
[[#M44 Marksman Speed Loader|&#039;&#039;&#039;M44 Marksman Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-HR-SL.png]]&lt;br /&gt;
[[#M44 heavy speed Loader|&#039;&#039;&#039;M44 heavy speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Sscope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnum_stock.png]][[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]&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;
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, [[Combat Engineer|engineers]] and [[Squad Medic|medics]]. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.&lt;br /&gt;
&lt;br /&gt;
The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| 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:M39mag.png]]&lt;br /&gt;
[[#M39 Magazine|&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-extended-mag.png]]&lt;br /&gt;
[[#M39 Extended Magazine|&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine|&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Smg_Stock.png|64px]][[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]][[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.png|64px]][[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&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; |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.&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:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-extended-mag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Not obtainable from any part of [[Requisitions]].&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Quickfire.png|64px]][[#Quickfire_Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png|64px]][[#M41A Solid Stock|M41A Solid Stock]]&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; |A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy and superior stopping power compared to other rifles. Can very quickly change barrel attachments. Due to its superior accuracy, all shots, regardless of range, will have no loss in velocity. Holds 25 rounds in a standard magazine.&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:L42mag.png]]&lt;br /&gt;
[[#L42A Magazine|&#039;&#039;&#039;L42A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty five (25) 10x24mm rifle rounds.&amp;lt;br&amp;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;
 |[[File:L42 extended mag.png]]&lt;br /&gt;
[[#L42A Extended Magazine|&#039;&#039;&#039;L42A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty five (35) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&amp;lt;br&amp;gt;Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available through normal gameplay&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:L42 AP mag.png]]&lt;br /&gt;
[[#L42A Armor Piercing Magazine|&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&amp;lt;br&amp;gt;Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:L42 Incen mag.png]]&lt;br /&gt;
[[#L42A Incendiary Magazine|&#039;&#039;&#039;L42A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&amp;lt;br&amp;gt;Uses the same caliber bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines. Not obtainable from any part of [[Requisitions]].&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:L42Sstock.png|64px]][[#L42A Synthetic Stock|L42A Synthetic Stock]] (Default)&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; |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. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a [[Macros|Macro]].&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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories such as the Armory on Solaris Ridge and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:M37_stock.png|64px]][[#M37 Wooden Stock|M37 Wooden Stock]]&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; |{{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;
| 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;
| 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;
|}&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|96px]]&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;
&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:M42Amag.png]]&lt;br /&gt;
[[#M42A Marksman Magazine|&#039;&#039;&#039;M42A Marksman Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Caseless sniper rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42A_Flak_mag.png]]&lt;br /&gt;
[[#M42A Flak Magazine|&#039;&#039;&#039;M42A Flak Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42A_Incendiary_mag.png]]&lt;br /&gt;
[[#M42A Incendiary Magazine|&#039;&#039;&#039;M42A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;
&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:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |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. Slightly better radius than the M40 HEDP.&lt;br /&gt;
They&#039;re only available in by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; have these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens  back.&lt;br /&gt;
&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; start with 2 of these 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;
 |[[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;
 |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 smoke grenades available in their vendors at round start.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
 &lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;
{| 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:M5_RPG_HE.png|64px]]&lt;br /&gt;
[[#High Explosive (HE) Rocket|&#039;&#039;&#039;High Explosive (HE) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M5_RPG_AP.png|64px]]&lt;br /&gt;
[[#Anti-Armor (AA or AP) Rocket|&#039;&#039;&#039;Anti-Armor (AA or AP) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Deals average damage to target on direct hit. Affects most of armored targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M5_RPG_PHS.png|64px]]&lt;br /&gt;
[[#White Phosphorous (PHS) Rocket|&#039;&#039;&#039;White Phosphorous (PHS) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.&lt;br /&gt;
 |}&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4RAmag.png]]&lt;br /&gt;
[[#A19 High Velocity Magazine|&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixteen (16) high velocity rounds. Lower magazine size, but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4RA-Incen-mag.png]]&lt;br /&gt;
[[#A19 High Velocity Incendiary Magazine|&#039;&#039;&#039;A19 High Velocity Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixteen (16) High velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4RA_Impact_mag.png]]&lt;br /&gt;
[[#A19 High Velocity Impact Magazine|&#039;&#039;&#039;A19 High Velocity Impact Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 | Holds sixteen (16) high velocity Impact rounds.  Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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 refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&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;
&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:LargeIncineratorTank.png]]&lt;br /&gt;
[[#Large Incinerator Tank|&#039;&#039;&#039;Large Incinerator Tank&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:IncineratorTanks_B_Variant.png]]&lt;br /&gt;
[[#Incinerator Tank: B Variant|&#039;&#039;&#039;Incinerator Tank: B Variant&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units.&lt;br /&gt;
A large fuel tank of Ultra Thick Napthal Fuel type B, a wide-spreading sticky combustable liquid chemical that burns up fast with a low temperature, for use in the M240-T incinerator unit. Handle with care.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:IncineratorTanks_X_Variant.png]]&lt;br /&gt;
[[#Incinerator Tank: X Variant|&#039;&#039;&#039;Incinerator Tank: X Variant&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
[[#Large Incinerator Tank (Gel)|&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;]]&lt;br /&gt;
 |A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&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 Special|&#039;&#039;&#039;Mateba Autorevolver Special&#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 one is stamped &#039;&#039;&#039;Major Ike Saker, 7th &#039;Falling Falcons&#039; Battalion.&#039;&#039;&#039; 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;
{| 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:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speed loader|&#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds. Carried by [[Senior_Enlisted_Advisor|Senior Enlisted Advisors]] and [[Requisitions_Officer|Requisition Officers]].&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:M44SL.png]]&lt;br /&gt;
[[#M44 Speed Loader|&#039;&#039;&#039;M44 Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-MM-SL.png]]&lt;br /&gt;
[[#M44 Marksman Speed Loader|&#039;&#039;&#039;M44 Marksman Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-HR-SL.png]]&lt;br /&gt;
[[#M44 heavy speed Loader|&#039;&#039;&#039;M44 heavy speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Sscope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnum_stock.png]][[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]&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;, [[Intelligence_Officer|&#039;&#039;&#039;Intelligence Officers&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#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:VP78_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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 special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.&lt;br /&gt;
Standard issue to &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#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:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Magazine|&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-AP-mag.png]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine|&#039;&#039;&#039;M4A3 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Hollow Point|&#039;&#039;&#039;M4A3 Hollow Point&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol rounds. Has lower overall penetration but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-Incen-mag.png]]&lt;br /&gt;
[[#M4A3 Incendiary Magazine|&#039;&#039;&#039;M4A3 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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; |The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the &#039;&#039;&#039;Experimental Trooper Kits&#039;&#039;&#039; located in squad requisitions or requisitions itself.&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:SU6 Smart Pistol_Magazine.png|32px]]&lt;br /&gt;
[[#Smart Pistol Magazine|&#039;&#039;&#039;Smart Pistol Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Cannot be used with signal flares. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved?&lt;br /&gt;
It additionally has IFF capabilities.&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:flare.gif|32px]]&lt;br /&gt;
[[#Flare|&#039;&#039;&#039;Flares&#039;&#039;&#039;]]&lt;br /&gt;
 |A red USCM issued flare. There are instructions on the side, it reads &#039;pull cord, make light&#039;. But in this case, load it into the flare gun. This cannot be used in lit or dead flares. It can be used to light up enemies.&lt;br /&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: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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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 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 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;
The Smartgun has several different options for the operator to configure:&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;Smartgun Modes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Accuracy Improvement&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to fire more accurately at targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Auto Fire&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: High&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Lethal Mode&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the ability for the smartgun&#039;s bullets to hit friendlies or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the inbuilt motion detector that scans the area for hostiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Recoil Compensation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;[[Squad Smartgunner|Smartgunners]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad Specialist|Squad Specialists]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Commanding Officer|the Commanding Officer]]&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; can use this weapon, it&#039;s only available inside the Smartgunners Equipment vendor.&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:PowerPack.png]]&lt;br /&gt;
[[#M56 Power Pack|&#039;&#039;&#039;M56 Power Pack&#039;&#039;&#039;]]&lt;br /&gt;
 |Contains ten thousand (10000) units of power. It&#039;s required for the use of the smartgun&#039;s abilities as well as firing the smartgun itself.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Smartgun_Drum.png]]&lt;br /&gt;
[[#Smartgun Drum|&#039;&#039;&#039;Smartgun Drum&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]] (Default - Cannot be removed)&lt;br /&gt;
&lt;br /&gt;
[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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;
{| 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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at longer ranges, 4 meter effective range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and from certain crates orderable from [[Requisitions]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:MK221_Tactical_Stock.png]][[#MK221_Tactical_Stock|MK221 Tactical Stock]]&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; |{{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; |A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.&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;
&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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
|Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and from certain crates orderable from [[Requisitions]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:MOU53_Stock.png|64px]][[#MOU53 Tactical Stock|MOU53 Tactical Stock]]&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; |{{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;
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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the [[Squad_Specialist#Pyrotechnician Loadout|Pyrotechnician]] to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.&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:IncineratorTanks.png]]&lt;br /&gt;
[[#Incinerator Tank|&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
[[#Large Incinerator Tank (Gel)|&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;]]&lt;br /&gt;
|A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast, but it doesn&#039;t burn anywhere near as hot. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]].&lt;br /&gt;
&lt;br /&gt;
It can be ordered from Cargo via the &#039;&#039;&#039;LMG Crate&#039;&#039;&#039; or in &#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;s.&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: M41AE2_Magazine.png]]&lt;br /&gt;
[[#M41AE2 Ammo Box|&#039;&#039;&#039;M41AE2 Ammo Box&#039;&#039;&#039;]]&lt;br /&gt;
 |A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.&lt;br /&gt;
Uses the same caliber bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]].&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments.&lt;br /&gt;
&lt;br /&gt;
Four rifles can be found in the command armory on the Almayer as well as the &#039;&#039;&#039;Veteran Kits&#039;&#039;&#039; available at the Colonial Marines Automated Vendor. It is also one of the standard rifles for the &#039;&#039;&#039;[[Freelancer Mercenaries]]&#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:M41AMK1mag.png]]&lt;br /&gt;
[[#M41A MK1 Magazine|&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |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 caliber as the new versions.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
 [[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;. In addition to 3-round burstfire, this rifle is capable of firing 5-rounds in one burst which can be set after 3-round burstfire mode and 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;
{| 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:M41AMK1mag.png]]&lt;br /&gt;
[[#M41A MK1 Magazine|&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |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 caliber as the new versions.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-extended-mag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Not obtainable from any part of Requisitions.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] &lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png|64px]][[#M41A Skeleton Stock|M41A Skeleton Stock]]  (Default - Cannot be removed)&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 Defensive&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid 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; |These engineer-only mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be bought from the &#039;&#039;&#039;ColMarTech Automated Closet&#039;s&#039;&#039;&#039; Mini-Engineer Kits. They come pre-assembled.&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;Construction and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Construct It:&#039;&#039;&#039;&lt;br /&gt;
* Click on the mount once it&#039;s in your hand,&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver it,&lt;br /&gt;
* Mount the Gun,&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver it,&lt;br /&gt;
* Apply Ammo Drum.&lt;br /&gt;
* Drag the gun on yourself to man it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tripod Construction&#039;&#039;&#039;&lt;br /&gt;
* Make 5 plasteel rods.&lt;br /&gt;
* Click on the 5 plasteel rods with 10 metal.&lt;br /&gt;
* Weld the Tripod to finish construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* To toggle burst fire, &#039;&#039;&#039;Ctrl-click&#039;&#039;&#039; the M56D while you are manning it&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver for disassembling.&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for rotating.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&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|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 4 M20 Claymore anti-personnel mines per mine box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Deactivation:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy A Mine:&#039;&#039;&#039;&lt;br /&gt;
* Take an M20 mine out of the box with an empty hand,&lt;br /&gt;
* Stand on top of the tile you want to place the mine on,&lt;br /&gt;
* Face the tile you want the mine to detect enemies on,&lt;br /&gt;
* Click on the mine in your active hand.&lt;br /&gt;
&#039;&#039;&#039;Keep in mind that any mob that enters the mine&#039;s tile, or the tile it&#039;s facing, living or dead, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How To Deactivate Mines:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Multitool.png|32px]] Use a security access tuner (multitool) on the deployed mine.&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;Tactics:&#039;&#039;&#039;&lt;br /&gt;
|width=150|&lt;br /&gt;
* Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.&lt;br /&gt;
* The trigger area is two tiles, the mine&#039;s tile and the tile it&#039;s facing. Cover the whole two tiles corridor instead of leaving one tile open.&lt;br /&gt;
* Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.&lt;br /&gt;
* Deploy the mines facing north or west, because they can easily be concealed with a lit flare.&lt;br /&gt;
|}&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;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;M30 Ammo Drum (10x28mm Caseless)&#039;&#039;&#039;&lt;br /&gt;
 |Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;Sentry Incinerator Fuel Tank&#039;&#039;&#039;&lt;br /&gt;
 |A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the Tesla Coil to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File: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;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the Bell Tower in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the Bell to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Bell Tower, making it moveable.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Bell Tower to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the Flag in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the Flag to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Flag, making it moveable.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&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;
{| 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:80mm_Flare_Shell.png]]&lt;br /&gt;
[[#80mm Flare Shell|&#039;&#039;&#039;80mm Flare Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deploys a flare to the target area which can&#039;t be melted or destroyed however it doesn&#039;t last as long as traditional flares.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Flash_Powder_Shell.png]]&lt;br /&gt;
[[#80mm Flash Powder Shell|&#039;&#039;&#039;80mm Flash Powder Shell&#039;&#039;&#039;]]&lt;br /&gt;
 |Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Smoke_Shell.png]]&lt;br /&gt;
[[#80mm Smoke Shell|&#039;&#039;&#039;80mm Smoke Shell&#039;&#039;&#039;]]&lt;br /&gt;
 |Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_High_Explosive_Shell.png]]&lt;br /&gt;
[[#80mm High Explosive Shell|&#039;&#039;&#039;80mm High Explosive Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Napalm_Shell.png]]&lt;br /&gt;
[[#80mm Napalm Shell|&#039;&#039;&#039;80mm Napalm Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Fragmentation_Shell.png]]&lt;br /&gt;
[[#80mm Fragmentation Shell|&#039;&#039;&#039;80mm Fragmentation Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.&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;Usage:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
* Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can deploy the Mortar but you&#039;ll need [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Expert&#039;&#039;&#039;] level of engineering to use it.&lt;br /&gt;
* Recruit a squad member to be your spotter and make sure they have tactical binoculars.&lt;br /&gt;
* Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then &#039;&#039;&#039;&#039;&#039;Ctrl Click&#039;&#039;&#039;&#039;&#039; an enemy position and wait, once the binoculars beep you&#039;ll be given coordinates in chat.&lt;br /&gt;
* Upon receiving the longitude and latitude coordinates, enter them into the &#039;&#039;&#039;&#039;&#039;Target&#039;&#039;&#039;&#039;&#039; section. &amp;lt;small&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: After entering in a target the mortar will fire upon being loaded.&#039;&#039;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
* Load a flare shell and after it has fired notify your spotter to inform you of any corrections that need to be given. For more accurate spotter adjustments it&#039;s better to fire a smoke/flash shell as they both only leave an explosion mark on the impacted tile.&lt;br /&gt;
* Once the spotter has relayed the corrections to you, enter them into the &#039;&#039;&#039;&#039;&#039;Dial&#039;&#039;&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.&#039;&#039;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
* Keep firing on that position until new coordinates are given.&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; The flare lands and the spotter notices that it missed the targetted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialing Graph:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_Graph.jpg|500px]]&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;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;
|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 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;
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;
It is light blue, while the smoke nade is dark blue &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(Currently not implemented in the main branch of the game yet, not yet obtainable)&amp;lt;/font&amp;gt;&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 3-5 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-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter 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|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;Combat 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;
|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 colored 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|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;
&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;
&#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|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, M41A MK1 magazines 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;
*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;
[[#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 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: 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;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. 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;
&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:M42Amag.png]]&lt;br /&gt;
[[#M42C Marksman Magazine|&#039;&#039;&#039;M42C Marksman Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) 10x99mm supersonic rifle rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |A special variant of the M56 Smartgun only issued to PMC Gunners and 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;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; and the Death Squad &#039;&#039;&#039;Terminator&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&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;Smartgun Modes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Accuracy Improvement&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to fire more accurately at targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Auto Fire&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: High&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Lethal Mode&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the ability for the smartgun&#039;s bullets to hit friendlies or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the inbuilt motion detector that scans the area for hostiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Recoil Compensation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
{| 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:PowerPack.png]]&lt;br /&gt;
[[#M56 Power Pack|&#039;&#039;&#039;M56 Power Pack&#039;&#039;&#039;]]&lt;br /&gt;
 |Contains ten thousand (10000) units of power. It&#039;s required for the use of the smartgun&#039;s abilities as well as firing the smartgun itself.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Smartgun_Drum.png]]&lt;br /&gt;
[[#Smartgun Drum|&#039;&#039;&#039;Smartgun Drum&#039;&#039;&#039;]]&lt;br /&gt;
|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;
|[[File:Smartgun_Drum_Dirty.png]]&lt;br /&gt;
[[#Smartgun Drum Dirty|&#039;&#039;&#039;Smartgun Drum Dirty&#039;&#039;&#039;]]&lt;br /&gt;
|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. This is a special variant that is much more lethal than the standard issue Smartgun drums.&lt;br /&gt;
&lt;br /&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: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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]] (Default - Cannot be removed)&lt;br /&gt;
&lt;br /&gt;
[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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. This rifle deals more damage per rifle bullet.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#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:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-extended-mag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Not obtainable from any part of [[Requisitions]].&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4 2x Telescopic Mini-Scope|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png|64px]][[#M41A Solid Stock|M41A Solid Stock]]&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;
{| 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:M39mag.png]]&lt;br /&gt;
[[#M39 Magazine|&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-extended-mag.png]]&lt;br /&gt;
[[#M39 Extended Magazine|&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine|&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
  |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4 2x Telescopic Mini-Scope|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Smg_Stock.png|64px]][[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]][[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.png]][[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&lt;br /&gt;
&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;, [[Intelligence_Officer|&#039;&#039;&#039;Intelligence Officers&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#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:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;
{| 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:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speed loader|&#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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:FN_Magazine.png]]&lt;br /&gt;
[[#FN Magazine|&#039;&#039;&#039;FN Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]] &lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&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;
{| 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: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]] (Improved Variant - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&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;
{| 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: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 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;
{| 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: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png]][[#S4 2X Telescopic sight|S4 2X Telescopic sight]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
This is the standard firearm for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&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:LTAA_AP_Minigun_Magazine.png]]&lt;br /&gt;
[[#Rotating Ammo Drum|&#039;&#039;&#039;Rotating Ammo Drum&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) 7.62x51mm minigun rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;, &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#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:M4A3mag.png]]&lt;br /&gt;
[[#Korovin PK-9 Magazine|&#039;&#039;&#039;Korovin PK-9 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#PK-9 Tranquilizer (Tranq) Magazine|&#039;&#039;&#039;PK-9 Tranquilizer (Tranq) Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#PK-9 Hollowpoint Magazine|&#039;&#039;&#039;PK-9 Hollowpoint Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .22 Hollowpoint rounds. Has better overall damage, but lower penetration.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&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: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;
{| 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: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Magazine|&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Extended Magazine|&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Magazine|&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Extended Magazine|&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |[[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;
{| 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: M16_Magazine.png|64px]]&lt;br /&gt;
[[#M16 Magazine|&#039;&#039;&#039;M16 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm rifle rounds.&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:60%&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |[[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;
&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:MP5_Magazine.png]]&lt;br /&gt;
[[#MP27 Magazine|&#039;&#039;&#039;MP27 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (30) 4.6x30mm Amour-Piercing SMG rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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: Basira_Mag.png |64px]]&lt;br /&gt;
[[#Basira-Strongarm Magazine|&#039;&#039;&#039;Basira-Strongarm Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds ten (10) 6.5mm rifle rounds.&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:80%&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |[[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;
{| 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:MP5_Magazine.png|32px]]&lt;br /&gt;
[[#MP5 Magazine|&#039;&#039;&#039;MP5 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty (30) 9mm SMG rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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. Fires fast armor piercing rounds and can fire in bursts.&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;
&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:FN_Magazine.png]]&lt;br /&gt;
[[#FN Magazine|&#039;&#039;&#039;FN Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]] &lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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, 20th century firearm that&#039;s a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round 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; and &#039;&#039;&#039;Colonial Liberation Front&#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:CZ-81_Magazine.png]]&lt;br /&gt;
[[#CZ-81 Magazine|&#039;&#039;&#039;CZ-81 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) .32 ACP SMG rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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:MAC15_Magazine.png]]&lt;br /&gt;
[[#MAC15 Magazine|&#039;&#039;&#039;MAC15 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty-two (32) 9mm SMG rounds.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:MAC15_Magazine.png]]&lt;br /&gt;
[[#MAC15 Extended Magazine|&#039;&#039;&#039;MAC15 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG Pump Shotgun}}&lt;br /&gt;
[[#HG Pump Shotgun|&#039;&#039;&#039;HG Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.&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; and the &#039;&#039;&#039;Colonial Liberation Front&#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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4 2x Telescopic Mini-Scope|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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 Ice Colony 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;
&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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |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;
{| 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;
{| 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:M4A3_.45_Magazine.png|32px]]&lt;br /&gt;
[[#M1911 Magazine|&#039;&#039;&#039;M1911 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) .45 ACP pistol rounds. Better damage but difficult to come by.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:M4A3_.45_Magazine.png]]&lt;br /&gt;
[[#Desert Eagle Magazine|&#039;&#039;&#039;Desert Eagle Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .50AE heavy pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:KT42_Magazine.png|32px]]&lt;br /&gt;
[[#KT-42 Magazine|&#039;&#039;&#039;KT-42 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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.&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;
{| 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:S&amp;amp;W_Speedloader.png]]&lt;br /&gt;
[[#S&amp;amp;W Speed loader|&#039;&#039;&#039;S&amp;amp;W Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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:Spearhead_Speedloader.png]]&lt;br /&gt;
[[#Spearhead Speed loader|&#039;&#039;&#039;Spearhead Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:M4A3mag.png]]&lt;br /&gt;
[[#Tiny Pistol Magazine|&#039;&#039;&#039;Tiny Pistol Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds five (5) .22 light pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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:M4A3mag.png]]&lt;br /&gt;
[[#Highpower Magazine|&#039;&#039;&#039;Highpower Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirteen (13) 9mm Amour-Piercing pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |[[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;
{| 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:M4A3mag.png|32px]]&lt;br /&gt;
[[#Beretta 92FS Magazine|&#039;&#039;&#039;Beretta 92FS Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 9mm pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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;
|-&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 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.&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:SVD_Magazine.png]]&lt;br /&gt;
[[#SVD Magazine|&#039;&#039;&#039;SVD Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds ten (10) 7.62x54mmR caliber sniper rifle rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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; |Was 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. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.&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:Drum_mag.png]]&lt;br /&gt;
[[#PPSh Drum Magazine|&#039;&#039;&#039;PPSh Drum Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty-five (35) 7.62x25mm SMG rounds.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Drum_mag.png]]&lt;br /&gt;
[[#PPSh Extended Drum Magazine|&#039;&#039;&#039;PPSh Extended Drum Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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; |Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber.&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:NY_Speedloader.png|32px]]&lt;br /&gt;
[[#N-Y Speed loader|&#039;&#039;&#039;N-Y Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) 7.62x38mmR revolver rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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: M16_Magazine.png|64px]]&lt;br /&gt;
[[#M16 Magazine|&#039;&#039;&#039;M16 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|[[File: M16_AP_Magazine.png|64px]]&lt;br /&gt;
[[#M16 AP Magazine|&#039;&#039;&#039;M16 AP Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm AP rifle rounds. Has better armor penetration, but lower overall damage.&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:60%&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&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;
=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;
{| 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:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#Auto 9 Magazine|&#039;&#039;&#039;Auto 9 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 9mm squash-head pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |[[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;
{| 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:RotatingAmmoDrum .png]]&lt;br /&gt;
[[#Rotating Ammo Drum|&#039;&#039;&#039;Rotating Ammo Drum&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) 7.62x51mm minigun rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speedloader|&#039;&#039;&#039;Mateba Speedloader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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;
{| 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:RotatingAmmoDrum .png]]&lt;br /&gt;
[[#CHIMP70 Magazine|&#039;&#039;&#039;CHIMP70 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) live monkey rounds. Will set ablaze any and all targets hit with this round as well as knocking them down. Also spawns a live monkey to any targets hit.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:M60_Ammo_Box.png]]&lt;br /&gt;
[[#M60 Ammo Box (7.62X51mm)|&#039;&#039;&#039;M60 Ammo Box (7.62X51mm)&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred (100) 7.62X51mm NATO M60 rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bipod.png|64px]][[#Bipod|Bipod]]  (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&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 their &#039;&#039;&#039;Squad Requisitions&#039;&#039;&#039; located in the center of the Almayer&#039;s lower deck or the west side of your designated 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. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.&lt;br /&gt;
&lt;br /&gt;
Squad Requisition rooms are manned by your squad leader or specialist.&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;big&amp;gt;&#039;&#039;&#039;Attachment Tier System&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!width=150 | The Tier&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Tier 1: Slightly--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 1: &#039;&#039;&#039;Slightly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The lowest increase/decrease in attachment stats.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 2: &#039;&#039;&#039;Moderately&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A moderate increase/decrease in attachment stats that&#039;s higher then slightly.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 3: &#039;&#039;&#039;Greatly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A great increase/decrease in attachment stats, higher than moderately.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 4: &#039;&#039;&#039;Majorly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The highest increase/decrease in attachment stats.&lt;br /&gt;
|}&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;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Suppressor}}[[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&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;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&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;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Bayonet}}[[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.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;
* Greatly increases weapon melee damage&lt;br /&gt;
&lt;br /&gt;
* When removed from weapons acts like a regular knife&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;One handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Extended Barrel}}[[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&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;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Barrel Charger}}[[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.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;
*Greatly increases damage&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;
*Moderately decreases accuracy&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 decreases accuracy&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;
*Moderately decreases firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Recoil Compensator}}[[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
[[File:Recoil_compensator.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&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;
*Moderately reduces recoil&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;
* Moderately increases accuracy&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;|&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 decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rail Flashlight}}[[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:mountedflash.png]]&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;
* Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)&lt;br /&gt;
* Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.&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;
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Red Dot Sight}}[[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]]&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;
*Moderately increases accuracy&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;
*Slightly increases accuracy&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;
* Slight increase of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|S6 Reflex Sight}}[[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png|60px]]&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;
*Slightly increases accuracy&lt;br /&gt;
*Moderately 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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&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 increases the accuracy penalty when moving&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Quickfire Adapter--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Quickfire Adapter}}[[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]]&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 increases firing speed&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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly increases spread.&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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases spread.&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;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magnetic Harness}}[[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]]&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 suit 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;
* Slightly decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|S8 Telescopic sight}}[[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
[[File:railscope.png]]&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;
*Majorly increases accuracy only when scoped.&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&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;
*Slightly decreases accuracy.&lt;br /&gt;
* Majorly increased 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;
*Moderately decreases accuracy.&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;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
* Slightly decreases firing speed when in use.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|S4 Telescopic Sight}}[[#S4 Telescopic Sight|S4 Telescopic Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png]]&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;
*Majorly increases accuracy&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&lt;br /&gt;
* Allows for slow movement when zoomed in.&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;
* Slightly decreases accuracy when not in use.&lt;br /&gt;
* Majorly increased 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;
* Moderately decreases accuracy.&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;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
* Slightly decreases firing speed when in use.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|B8 Smart-Scope}}[[#Smart-Scope|B8 Smart-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png]]&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;
*Majorly increases accuracy&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&lt;br /&gt;
* Allows for slow movement when zoomed in.&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;
* Allows the user to have IFF capabilities&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;
* Majorly increased wield delay&lt;br /&gt;
* Slightly decreases accuracy when not in use.&lt;br /&gt;
* Slight delay before use.&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;
* Moderately decreases accuracy.&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;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
* Slightly reduces firing speed.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
|-&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Vertical Grip}}[[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:forwardgrip.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&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;
*Moderately reduces burst spread&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Angled Grip}}[[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&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;|&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;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flashlight Grip}}[[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly reduces recoil&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;
* Generates a light source akin to the rail light.&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;
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Gyroscopic Stabilizer}}[[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
[[File:gyro.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&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 reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&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;
*Moderately reduces burst spread&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;
&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 decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Bipod}}[[#Bipod|Bipod]]&lt;br /&gt;
[[File:bipod.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;
These benefits will only take place once the bipod is deployed.&lt;br /&gt;
* Greatly increases accuracy&lt;br /&gt;
* Greatly reduces burst spread&lt;br /&gt;
* Slightly increases firing speed.&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;
* Majorly increases 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;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Increased weapon size&lt;br /&gt;
* Moderately decreases firing speed when not deployed.&lt;br /&gt;
* Requires setup on flipped tables and barricades by Activating Weapon Attachment[[File:Activate-Weapon-Attachment.png]] while facing the object before you get the benefits.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Underslung Grenade Launcher}}[[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
[[File:Undernade.png]]&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;
* Adds the ability to fire up to two M40 tube grenades of any kind.&lt;br /&gt;
* Reloadable with any M40 tube grenades&lt;br /&gt;
* Default M41A Pulse Rifle Mk2 attachment&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;
* Starts unloaded&lt;br /&gt;
* Grenades cannot be unloaded once loaded into the launcher.&lt;br /&gt;
* Moderately reduced attachment firing speed&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Mini Flamethrower}}[[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.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;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire several short flame bursts&lt;br /&gt;
* Refillable with standard flamer fuel tanks or USCM Technician Welderpacks&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;
&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;
* Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.&lt;br /&gt;
* Has a lower max range of 4 tiles versus the M240 Incinerator Unit&#039;s 5 tile range.&lt;br /&gt;
* Greatly reduced attachment firing speed.&lt;br /&gt;
* Cannot be refilled using B or X Variant fuel tanks.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|U7 Underbarrel Shotgun}}[[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
[[File:Undershot.png]]&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;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;|&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;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Burst Fire Adapter}}[[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.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;
* Enables burst-fire on a weapon or enhances burst-fire capability&lt;br /&gt;
* Increases burst-fire shots by 2 (from 3 or 4)&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;|&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 decreases accuracy&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;
*Moderately decreases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Laser Sight}}[[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly reduces bullet spread&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;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&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;
* None.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--UnderBarrel Extinguisher--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Underbarrel Extinguisher}}[[#Underbarrel Extinguisher|Underbarrel Extinguisher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underbarrel_Extinguisher.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;
* Allows you to fire a 3 tile wide blast of water to quickly extinguish flames.&lt;br /&gt;
* Can be refilled from water tanks.&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;
* None. Unless it&#039;s empty.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M41A Solid Stock}}[[#M41A Solid Stock|M41A Solid Stock]]&lt;br /&gt;
[[File:m41astock.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|L42A Synthetic Stock}}[[#L42ASynthetic Stock|L42A Synthetic Stock]]&lt;br /&gt;
[[File:L42Sstock.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;|&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;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&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;
* Increases weapon size&lt;br /&gt;
* Slightly decreases melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M44 Magnum Sharpshooter Stock}}[[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]&lt;br /&gt;
[[File:Magnum_stock.png]]&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;
*Majorly increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&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;
*When collapsed it can fit into a holster.&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
*Greatly increases bullet spread&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases weapon melee damage&lt;br /&gt;
* Can&#039;t fire the weapon when the stock is collapsed.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M37 Wooden Stock}}[[#M37 Wooden Stock|M37 Wooden Stock]]&lt;br /&gt;
[[File:M37_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;
{| 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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|MK221 Tactical Stock}}[[#MK221 Tactical Stock|MK221 Tactical Stock]]&lt;br /&gt;
[[File:MK221_Tactical_Stock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Submachinegun Stock}}[[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_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;
*Greatly increases accuracy&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Collapsible Submachinegun Stock}}[[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
*When collapsed it can fit into a holster.&lt;br /&gt;
 |}&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;|&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Only applies benefits when the stock is extended.&lt;br /&gt;
*Increases weapon size when extended.&lt;br /&gt;
*Moderately increases bullet spread if collapsed.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Submachinegun Arm Brace}}[[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.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 increases accuracy&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 accuracy&lt;br /&gt;
* Greatly reduces recoil&lt;br /&gt;
* Majorly decreases bullet spread&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 decreases accuracy penalty when moving&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;
* Greatly increases recoil&lt;br /&gt;
* Greatly increases 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;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Increases weapon size&lt;br /&gt;
* Majorly decreases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--M-OU53 Tactical Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M-OU53 Tactical Stock}}[[#M-OU53 Tactical Stock|M-OU53 Tactical Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:MOU53_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;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
* Slight reduces recoil&lt;br /&gt;
* Slightly decreases accuracy penalty when moving&lt;br /&gt;
* Slightly decreases scatter&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;
* Slightly increases 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;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Increases weapon size&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;
= 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 is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#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;
 &lt;br /&gt;
|-&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|48px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|48px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;3 M40 HIDP Incendiary Grenades&#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&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* MB-6 Folding Barricade&lt;br /&gt;
* M56D Mounted Heavy Machine Gun&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 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;
* Document pouch&lt;br /&gt;
* Data Detector&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:Veteran kit.png]]&amp;lt;br&amp;gt;{{Anchor|Veteran Kit}}&#039;&#039;&#039;Veteran 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 give you access to the old MK1 Pulse Rifle as well as spare magazines for it and under barrel attachments. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M41A MK1 Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 5 MK1 Magazines&lt;br /&gt;
* Mini Flamer&lt;br /&gt;
* U7 under barrel shotgun&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: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;
* MB-6 Folding Barricade&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 slugs&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;
* Quick Fire Attachment&lt;br /&gt;
* Laser Sight&lt;br /&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;
|Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. Contains 2 slots.&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;
|Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists, but is also a part of the Veteran Enlist Kit. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. &lt;br /&gt;
Contains 3 slots.&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;
|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;
!{{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, used for long deployments. Normally found occupying the pockets of [[Survivor|Civilians]]. Contains a 15u tramadol pill, 10 sterile gauze rolls, crowbar and a flashlight; 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&#039;&#039;&#039;]]&lt;br /&gt;
|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 (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
It contains the following:&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;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Pain-stop autoinjector|&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
[[#First-aid autoinjector|&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 |}&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|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;
=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|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 6 throwing knives.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Notably smaller than most rigs, able to fit in standard bags and satchels.&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 HEDP 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 to carry bulk quantities of M40 HEDP Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Frontline Grenadier Kits&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{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 HEDP Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 HEDP 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 Combat Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat 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 additionally hold a roller bed and defibrillator.&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|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;
|A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel.&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 Lightweight Expedition Pack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight Expedition Pack|&#039;&#039;&#039;USCM Lightweight Expedition Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty IMP based backpack that can be slung around the front or to the side, and can quickly be accessed with only one hand. Usually issued to USCM intelligence officers. &lt;br /&gt;
This is the standard issue backpack for &#039;&#039;&#039;Intelligence Officers.&#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. 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. 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|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, MK88, 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;
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;
![[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|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 signaling 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 [[Defcon#Objectives|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).&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 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 is currently purely cosmetic.&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;
=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. Makes you feel drowsy and slower while wearing.&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&lt;br /&gt;
!{{Anchor|Tank Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tank Crewman Officer Uniform|&#039;&#039;&#039;Tank 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;
 |}&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;
!{{Anchor|Heat absorbent coif}}[[File:Heat_absorbent_coif.png|64px]]&lt;br /&gt;
[[#Heat absorbent coif|&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;]]&lt;br /&gt;
|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;Ice Colony&#039;&#039;&#039;, &#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;
!{{Anchor|Combat Boots}}[[File:Boots.png|64px]]&lt;br /&gt;
[[#Combat Boots|&#039;&#039;&#039;Combat Boots&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|SWAT Mask}}[[File:swat_mask.png|64px]]&lt;br /&gt;
[[#SWAT Mask|&#039;&#039;&#039;SWAT Mask&#039;&#039;&#039;]]&lt;br /&gt;
|A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M8 pattern armored balaclava}}[[File:PMC mask.png|64px]]&lt;br /&gt;
[[#M8 pattern armored balaclava|&#039;&#039;&#039;M8 pattern armored balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|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 [[Corporate_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M8 pattern armored balaclava}}[[File:PMC SL Mask.png|64px]]&lt;br /&gt;
[[#M8 pattern armored balaclava|&#039;&#039;&#039;M8 pattern armored balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|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 [[Corporate_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP armored commando balaclava}}[[File:UPP Mask.png|64px]]&lt;br /&gt;
[[#UPP armored commando balaclava|&#039;&#039;&#039;UPP armored commando balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|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;
|}&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
[[#M10 Pattern Marine Helmet|&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&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;
&#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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M11Helm.png|64px]]&lt;br /&gt;
[[#M11 Pattern Leader Helmet|&#039;&#039;&#039;M11 Pattern Leader Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-S_helmet.png|64px]]&lt;br /&gt;
[[#M3-S Helmet|&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Ghillie-Coif.png|64px]]&lt;br /&gt;
[[#M45 Ghillie Helmet|&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M35_Helmet.png]]&lt;br /&gt;
[[#M35 Helmet|&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
[[#M3-G4 Helmet|&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MP_Helmet.png|64px]]&lt;br /&gt;
[[#Riot Helmet|&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&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;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &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;
[[#M50 Tanker Helmet|&#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;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
[[#B18 Helmet|&#039;&#039;&#039;B18 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM12 Pattern Intel Helmet.png|64px]]&lt;br /&gt;
[[#XM12 Pattern Intel Helmet|&#039;&#039;&#039;XM12 Pattern Intel Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An experimental brain-bucket that works better as a brain-plate. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work. Issued to &#039;&#039;&#039;[[Intelligence_Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Cap.png|64px]]&lt;br /&gt;
[[#PMC Tactical Cap|&#039;&#039;&#039;PMC Tactical Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Sniper-Helmet.png|64px]]&lt;br /&gt;
[[#PMC Tactical Cap|&#039;&#039;&#039;PMC Tactical Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Beret.png|64px]]&lt;br /&gt;
[[#PMC Beret|&#039;&#039;&#039;PMC Beret&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Gunner-Helmet.png|64px]]&lt;br /&gt;
[[#PMC_Gunner_Helmet|&#039;&#039;&#039;PMC Gunner Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CommandoHelmet.png|64px]]&lt;br /&gt;
[[#M5X Helmet|&#039;&#039;&#039;M5X Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UM4Helm.png|64px]]&lt;br /&gt;
[[#UM4 Helmet|&#039;&#039;&#039;UM4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UPP-Armored-Cap.png|64px]]&lt;br /&gt;
[[#Armored UPP Cap|&#039;&#039;&#039;Armored UPP Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UH7Helm.png|64px]]&lt;br /&gt;
[[#UH7 Helmet|&#039;&#039;&#039;UH7 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UPP Beret.png|64px]]&lt;br /&gt;
[[#UPP Beret|&#039;&#039;&#039;UPP Beret&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Freelancer-Cap.png|64px]]&lt;br /&gt;
[[#Armored Freelancer Cap|&#039;&#039;&#039;Armored Freelancer Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Freelancer-Beret.png|64px]]&lt;br /&gt;
[[#Freelancer Armored Beret|&#039;&#039;&#039;Freelancer Armored Beret&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:ArmoredCowl.png|64px]]&lt;br /&gt;
[[#Armored Militia Cowl|&#039;&#039;&#039;Armored Militia Cowl&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Bucket Helmet.png|64px]]&lt;br /&gt;
[[#Bucket|&#039;&#039;&#039;Bucket&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Dutch-Dozens-Helmet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Dutch&#039;s Dozen Helmet|&#039;&#039;&#039;Dutch&#039;s Dozen Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [https://cm-ss13.com/wiki/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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Dutch-Dozens-Cap.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Dutch&#039;s Dozen Cap|&#039;&#039;&#039;Dutch&#039;s Dozen Cap&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [https://cm-ss13.com/wiki/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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:HEFA Helmet.png|64px]]&lt;br /&gt;
[[#HEFA Helmet|&#039;&#039;&#039;HEFA Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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 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;
&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.&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_light_armor.png|64px]]&lt;br /&gt;
[[#M3-L Pattern Light Armor|&#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_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#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;
&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;
|- &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;
[[#M3-H Pattern Heavy Armor|&#039;&#039;&#039;M3-H Pattern Heavy Armor&#039;&#039;&#039;]]&lt;br /&gt;
&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:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
[[#B12 Pattern Personal Armor|&#039;&#039;&#039;B12 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. This one is specifically made for the Squad Leaders. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-S_light_armor.png|64px]]&lt;br /&gt;
[[#M3-S Light Armor|&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-T_Light_Armour.png|64px]]&lt;br /&gt;
[[#M3-T Light Armor|&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-Sniper-Armor.png]]&lt;br /&gt;
[[#M45 Pattern Ghillie Armor|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight ghillie camouflage suit, used by USCM snipers on recon missions. Very lightweight, but doesn&#039;t protect much.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M35 Armour.png]]&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom piece of M3 armor designed to be highly flame retardant. Has an activate-able ability called &amp;quot;Fire Walk&amp;quot; which allows the user to walk through flames unharmed for 6 seconds with a 15 second cooldown. In order to activate fire walk yourself, go to the Pyro tab and click &amp;lt;code&amp;gt;Activate-Fire-Shield&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the ability as well. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3G4_Grenadier_Armour.png|64px]]&lt;br /&gt;
[[#M3-G4 Grenadier Armor|&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom set of M3 armor 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. This armor is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&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;
[[#M2 Pattern Personal Armor|&#039;&#039;&#039;M2 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
&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.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&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;
[[#Riot Armor|&#039;&#039;&#039;Riot Armor&#039;&#039;&#039;]]&lt;br /&gt;
&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;
* 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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M56_Combat_Harness.png|64px]]&lt;br /&gt;
[[#M56 Combat Harness|&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Officer_Armor.png|64px]]&lt;br /&gt;
[[#M2 Pattern Officer Armor|&#039;&#039;&#039;M2 Pattern Officer Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &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;
[[#M3 Pattern Tanker Armor|&#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 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 armor is worn by &#039;&#039;&#039;[[Tank_Crewman|Tank Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B18_Experimental_Personal_Armour.png|64px]]&lt;br /&gt;
[[#B18 Experimental Personal Armor|&#039;&#039;&#039;B18 Experimental Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &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;
[[#XM4 Pattern Intel Armor|&#039;&#039;&#039;XM4 Pattern Intel Armor&#039;&#039;&#039;]]&lt;br /&gt;
&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. This armor is worn by &#039;&#039;&#039;[[Intelligence_Officer|Intelligence Officers.]]&#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;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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4_Pattern_PMC_Armour.png|64px]]&lt;br /&gt;
[[#M4 Pattern PMC Armor|&#039;&#039;&#039;M4 Pattern PMC Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;Weston Yamada PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4_Pattern_PMC_Sniper_Armour.png|64px]]&lt;br /&gt;
[[#M4 Pattern PMC Sniper Armor|&#039;&#039;&#039;M4 Pattern PMC Sniper Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;Weston Yamada PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC_M56_Combat_Harness.png|64px]]&lt;br /&gt;
[[#PMC_M56_Combat_Harness|&#039;&#039;&#039;PMC M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4_Pattern_PMC_Leader_Armour.png|64px]]&lt;br /&gt;
[[#M4 Pattern PMC Leader Armor|&#039;&#039;&#039;M4 Pattern PMC Leader Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;Weston Yamada PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:X-13_Apesuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M5X Exoskeleton Armor|&#039;&#039;&#039;M5X Exoskeleton Armor&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UM5_Personal_Armor.png|64px]]&lt;br /&gt;
[[#UM5 Personal Armor|&#039;&#039;&#039;UM5 Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UH7_Heavy_Plated_Armor.png|64px]]&lt;br /&gt;
[[#UH7 Heavy Plated Armor|&#039;&#039;&#039;UH7 Heavy Plated Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|}&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Cuirass.png|64px]]&lt;br /&gt;
[[#Freelancer Cuirass|&#039;&#039;&#039;Freelancer Cuirass&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|}&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Hauberk.png|64px]]&lt;br /&gt;
[[#Colonial Militia Hauberk|&#039;&#039;&#039;Colonial Militia Hauberk&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CLF Partial Haurberk.png|64px]]&lt;br /&gt;
[[#Colonial Militia Partial Hauberk|&#039;&#039;&#039;Colonial Militia Partial Hauberk&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CLF Brace.png|64px]]&lt;br /&gt;
[[#Colonial Militia Brace|&#039;&#039;&#039;Colonial Militia Brace&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CLF Vest.png|64px]]&lt;br /&gt;
[[#Colonial Militia Vest|&#039;&#039;&#039;Colonial Militia Vest&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|- &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;
[[#Bulletproof Vest|&#039;&#039;&#039;Bulletproof Vest&#039;&#039;&#039;]]&lt;br /&gt;
&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;
|}&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:D2_armored_vest.png]]&lt;br /&gt;
&lt;br /&gt;
[[#D2 Armored Vest|&#039;&#039;&#039;D2 Armored Vest&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [https://cm-ss13.com/wiki/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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:HEFA Knight Armor.png|64px]]&lt;br /&gt;
[[#HEFA Knight Armor|&#039;&#039;&#039;HEFA Knight Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Image Goes Here.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Name of Image goes here&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16262</id>
		<title>The Skill System</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16262"/>
		<updated>2020-08-09T23:01:27Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skill System===&lt;br /&gt;
This is a general overview and introduction to the skill system in place on the server. The skill system works by defining your job with a set of skill categories, these categories each have their own tier of skill, for example the Master tier is the highest a skill can be and the Novice tier is the lowest a skill can be. Depending on what tier a skill is will affect how your character performs in tasks relating to that category, to simplify this take the Engineering skill, if that is designated at a master tier it means your character will be able to construct all of the items on the build menu, if you don&#039;t have the master skill you&#039;ll have a limited selection.&lt;br /&gt;
&lt;br /&gt;
===Pamphlets[[File:Instructional_Pamphlet.png|64px|]]===&lt;br /&gt;
Pamphlets are unique items that, when used, give one or more skill points in a specific field, depending on the pamphlet. For example, a person that use one for medicine will receive one skill point in medicine. They will receive the level of trained, allowing them basic operation of auto-injectors and a faster use of splints and other medical items. The pamphlets will not be used or stack if they already have the level equal to the pamphlet or higher.&lt;br /&gt;
&lt;br /&gt;
===Skill Tiers===&lt;br /&gt;
The skill tiers determine your characters knowledge of a skill, this then affects how you perform in that skill.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skill Tier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Master level knowledge of a skill.&#039;&#039;&#039; Due to how this is the highest level of knowledge a character can have, you will be vastly superior to other players in that specific skill. An example for this is that the Synthetic has a master level of knowledge for CQC, making him almost unbeatable.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Elite level knowledge of a skill.&#039;&#039;&#039; This is the second highest level of knowledge you may have. Having an Elite skill, gives you access to wide range of new capabilities that will allow you to work at a faster rate and better.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Expert knowledge of a skill.&#039;&#039;&#039; In practice this tier means that you&#039;ll have access to state of the art techniques relating to the specific skill and be able to perform them better and faster than someone who is specially trained.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specially Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Advanced knowledge of a skill.&#039;&#039;&#039; In round this tier means that you&#039;ll have access to more advanced techniques relating to the specific skill and be able to perform better than average on them as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Basic knowledge of a skill.&#039;&#039;&#039; Effectively this is the fresh out of bootcamp tier, what this means in action is that you&#039;ll be able to use certain weapons and skill techniques at an average level.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Limited to no knowledge of a skill.&#039;&#039;&#039; In practice this means that your character will either perform worse in the specific skill or you simply won&#039;t be able to complete the task relating to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
A list of the twenty skills that make up the skill system.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;CQC&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s hand to hand self-defense prowess, the higher the skill is, the less likely you&#039;ll disarm weapons without discharging them. Melee weapons does not affect its skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s melee combat prowess, like using the M5 Survival knife and other melee weapons that can be found on the planet or station.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Powerloaders&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects your Character&#039;s powerloader efficiency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Firearms&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Concerns your Character&#039;s firearm [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specialist Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters specialist weapons / SmartGun knowledge and combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Each specialist kit, gives you a Specialist Weapons skill that goes from 2-8, depending on the kit you choose. If the kit you have chosen has that skill set at 8, that means that you can use all kinds of specialist guns and ammo, but if you have this skill at 6, this means you can use Specialist equipment that goes from 2-6 included, but not the one that requires 8 skill, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smartguns&#039;&#039; have a specialist weapons skill of 6.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Endurance&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters effectiveness at resisting internal bleeding and broken bones when attacked as well as stun resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you can repair and hack, from repairing simple barricades to planting C4 explosive charges. If you are trained in this skill you can examine the tank to see the integrity of each module on the tank. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you are able to build, from building sandbags up to building plasteel barricades.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Leadership&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier, the more advanced leadership devices you&#039;re able to use, such as the Overwatch console. This skill also effects the buff strength of the orders you give and the speed at which you laze targets with the tactical binoculars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced medical procedures are available and overall speed increases, such as basic first aid (applying bandages) to the more complex medical procedures (knowledge of pills). This does not affect surgery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Surgery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the faster you can complete surgical procedures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Police&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects whether your Character is knowledgeable in policing techniques and devices, like Military Police gear (Flash, tasers, etc) and their related consoles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Pilot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s piloting knowledge, in short whether you&#039;re some top gun watching ace pilot or someone who thinks they can complete a close air support mission by flapping their arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Vehicle Operating&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s armored vehicular operating knowledge, in short whether you&#039;re a real vehicle crewman or someone who gets ran over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skill System Tables===&lt;br /&gt;
The below table represents how the skill system will be shown on the wiki, hopefully this&#039;ll provide some good visual aid about the skill system to new and old alike.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard_Skill_set.png]]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16261</id>
		<title>The Skill System</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16261"/>
		<updated>2020-08-09T22:55:49Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skill System===&lt;br /&gt;
This is a general overview and introduction to the skill system in place on the server. The skill system works by defining your job with a set of skill categories, these categories each have their own tier of skill, for example the Master tier is the highest a skill can be and the Novice tier is the lowest a skill can be. Depending on what tier a skill is will affect how your character performs in tasks relating to that category, to simplify this take the Engineering skill, if that is designated at a master tier it means your character will be able to construct all of the items on the build menu, if you don&#039;t have the master skill you&#039;ll have a limited selection.&lt;br /&gt;
&lt;br /&gt;
===Pamphlets[[File:Instructional_Pamphlet.png|64px|]]===&lt;br /&gt;
Pamphlets are unique items that, when used, give one or more skill points in a specific field, depending on the pamphlet. For example, a person that use one for medicine will receive one skill point in medicine. They will receive the level of trained, allowing them basic operation of auto-injectors and a faster use of splints and other medical items. The pamphlets will not be used or stack if they already have the level equal to the pamphlet or higher.&lt;br /&gt;
&lt;br /&gt;
===Skill Tiers===&lt;br /&gt;
The skill tiers determine your characters knowledge of a skill, this then affects how you perform in that skill.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skill Tier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Master level knowledge of a skill.&#039;&#039;&#039; Due to how this is the highest level of knowledge a character can have, you will be vastly superior to other players in that specific skill. An example for this is that the Synthetic has a master level of knowledge for CQC, making him almost unbeatable.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Elite level knowledge of a skill.&#039;&#039;&#039; This is the second highest level of knowledge you may have. Having an Elite skill, gives you access to wide range of new capabilities that will allow you to work at a faster rate and better.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Expert knowledge of a skill.&#039;&#039;&#039; In practice this tier means that you&#039;ll have access to state of the art techniques relating to the specific skill and be able to perform them better and faster than someone who is specially trained.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specially Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Advanced knowledge of a skill.&#039;&#039;&#039; In round this tier means that you&#039;ll have access to more advanced techniques relating to the specific skill and be able to perform better than average on them as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Basic knowledge of a skill.&#039;&#039;&#039; Effectively this is the fresh out of bootcamp tier, what this means in action is that you&#039;ll be able to use certain weapons and skill techniques at an average level.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Limited to no knowledge of a skill.&#039;&#039;&#039; In practice this means that your character will either perform worse in the specific skill or you simply won&#039;t be able to complete the task relating to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
A list of the twenty skills that make up the skill system.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;CQC&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s hand to hand self-defense prowess, the higher the skill is, the less likely you&#039;ll disarm weapons without discharging them. Melee weapons does not affect its skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s melee combat prowess, like using the M5 Survival knife and other melee weapons that can be found on the planet or station.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Powerloaders&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects your Character&#039;s powerloader efficiency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Firearms&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Concerns your Character&#039;s firearm [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specialist Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters specialist weapons / SmartGun knowledge and combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Each specialist kit, gives you a Specialist Weapons skill that goes from 2-8, depending on the kit you choose. If the kit you have chosen has that skill set at 8, that means that you can use all kinds of specialist guns and ammo, but if you have this skill at 6, this means you can use Specialist equipment that goes from 2-6 included, but not the one that requires 8 skill, and so on.&lt;br /&gt;
&lt;br /&gt;
Smartguns have a specialist weapons skill of 6.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Endurance&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters effectiveness at resisting internal bleeding and broken bones when attacked as well as stun resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you can repair and hack, from repairing simple barricades to planting C4 explosive charges. If you are trained in this skill you can examine the tank to see the integrity of each module on the tank. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you are able to build, from building sandbags up to building plasteel barricades.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Leadership&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier, the more advanced leadership devices you&#039;re able to use, such as the Overwatch console. This skill also effects the buff strength of the orders you give and the speed at which you laze targets with the tactical binoculars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced medical procedures are available and overall speed increases, such as basic first aid (applying bandages) to the more complex medical procedures (knowledge of pills). This does not affect surgery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Surgery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the faster you can complete surgical procedures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Police&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects whether your Character is knowledgeable in policing techniques and devices, like Military Police gear (Flash, tasers, etc) and their related consoles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Pilot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s piloting knowledge, in short whether you&#039;re some top gun watching ace pilot or someone who thinks they can complete a close air support mission by flapping their arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Vehicle Operating&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s armored vehicular operating knowledge, in short whether you&#039;re a real vehicle crewman or someone who gets ran over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skill System Tables===&lt;br /&gt;
The below table represents how the skill system will be shown on the wiki, hopefully this&#039;ll provide some good visual aid about the skill system to new and old alike.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard_Skill_set.png]]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Standard_Skill_set.png&amp;diff=16259</id>
		<title>File:Standard Skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Standard_Skill_set.png&amp;diff=16259"/>
		<updated>2020-08-09T22:50:23Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:Standard Skill set.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16257</id>
		<title>The Skill System</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16257"/>
		<updated>2020-08-09T22:48:27Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skill System===&lt;br /&gt;
This is a general overview and introduction to the skill system in place on the server. The skill system works by defining your job with a set of skill categories, these categories each have their own tier of skill, for example the Master tier is the highest a skill can be and the Novice tier is the lowest a skill can be. Depending on what tier a skill is will affect how your character performs in tasks relating to that category, to simplify this take the Engineering skill, if that is designated at a master tier it means your character will be able to construct all of the items on the build menu, if you don&#039;t have the master skill you&#039;ll have a limited selection.&lt;br /&gt;
&lt;br /&gt;
===Pamphlets[[File:Instructional_Pamphlet.png|64px|]]===&lt;br /&gt;
Pamphlets are unique items that, when used, give one or more skill points in a specific field, depending on the pamphlet. For example, a person that use one for medicine will receive one skill point in medicine. They will receive the level of trained, allowing them basic operation of auto-injectors and a faster use of splints and other medical items. The pamphlets will not be used or stack if they already have the level equal to the pamphlet or higher.&lt;br /&gt;
&lt;br /&gt;
===Skill Tiers===&lt;br /&gt;
The skill tiers determine your characters knowledge of a skill, this then affects how you perform in that skill.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skill Tier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Master level knowledge of a skill.&#039;&#039;&#039; Due to how this is the highest level of knowledge a character can have, you will be vastly superior to other players in that specific skill. An example for this is that the Synthetic has a master level of knowledge for CQC, making him almost unbeatable.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Elite level knowledge of a skill.&#039;&#039;&#039; This is the second highest level of knowledge you may have. Having an Elite skill, gives you access to wide range of new capabilities that will allow you to work at a faster rate and better.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Expert knowledge of a skill.&#039;&#039;&#039; In practice this tier means that you&#039;ll have access to state of the art techniques relating to the specific skill and be able to perform them better and faster than someone who is specially trained.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specially Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Advanced knowledge of a skill.&#039;&#039;&#039; In round this tier means that you&#039;ll have access to more advanced techniques relating to the specific skill and be able to perform better than average on them as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Basic knowledge of a skill.&#039;&#039;&#039; Effectively this is the fresh out of bootcamp tier, what this means in action is that you&#039;ll be able to use certain weapons and skill techniques at an average level.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Limited to no knowledge of a skill.&#039;&#039;&#039; In practice this means that your character will either perform worse in the specific skill or you simply won&#039;t be able to complete the task relating to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
A list of the twenty skills that make up the skill system.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;CQC&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s hand to hand self-defense prowess, the higher the skill is, the less likely you&#039;ll disarm weapons without discharging them. Melee weapons does not affect its skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s melee combat prowess, like using the M5 Survival knife and other melee weapons that can be found on the planet or station.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Powerloaders&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects your Character&#039;s powerloader efficiency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Firearms&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Concerns your Character&#039;s firearm [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specialist Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters specialist weapons / SmartGun knowledge and combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Endurance&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters effectiveness at resisting internal bleeding and broken bones when attacked as well as stun resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you can repair and hack, from repairing simple barricades to planting C4 explosive charges. If you are trained in this skill you can examine the tank to see the integrity of each module on the tank. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you are able to build, from building sandbags up to building plasteel barricades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Leadership&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier, the more advanced leadership devices you&#039;re able to use, such as the Overwatch console. This skill also effects the buff strength of the orders you give and the speed at which you laze targets with the tactical binoculars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced medical procedures are available and overall speed increases, such as basic first aid (applying bandages) to the more complex medical procedures (knowledge of pills). This does not affect surgery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Surgery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the faster you can complete surgical procedures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Police&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects whether your Character is knowledgeable in policing techniques and devices, like Military Police gear (Flash, tasers, etc) and their related consoles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Pilot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s piloting knowledge, in short whether you&#039;re some top gun watching ace pilot or someone who thinks they can complete a close air support mission by flapping their arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Vehicle Operating&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s armored vehicular operating knowledge, in short whether you&#039;re a real vehicle crewman or someone who gets ran over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skill System Tables===&lt;br /&gt;
The below table represents how the skill system will be shown on the wiki, hopefully this&#039;ll provide some good visual aid about the skill system to new and old alike.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard_Skill_set.png]]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16256</id>
		<title>The Skill System</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=16256"/>
		<updated>2020-08-09T22:45:30Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Skill Tiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skill System===&lt;br /&gt;
This is a general overview and introduction to the skill system in place on the server. The skill system works by defining your job with a set of skill categories, these categories each have their own tier of skill, for example the Master tier is the highest a skill can be and the Novice tier is the lowest a skill can be. Depending on what tier a skill is will affect how your character performs in tasks relating to that category, to simplify this take the Engineering skill, if that is designated at a master tier it means your character will be able to construct all of the items on the build menu, if you don&#039;t have the master skill you&#039;ll have a limited selection.&lt;br /&gt;
&lt;br /&gt;
===Pamphlets[[File:Instructional_Pamphlet.png|64px|]]===&lt;br /&gt;
Pamphlets are unique items that, when used, give one or more skill points in a specific field, depending on the pamphlet. For example, a person that use one for medicine will receive one skill point in medicine. They will receive the level of trained, allowing them basic operation of auto-injectors and a faster use of splints and other medical items. The pamphlets will not be used or stack if they already have the level equal to the pamphlet or higher.&lt;br /&gt;
&lt;br /&gt;
===Skill Tiers===&lt;br /&gt;
The skill tiers determine your characters knowledge of a skill, this then affects how you perform in that skill.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skill Tier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Master level knowledge of a skill.&#039;&#039;&#039; Due to how this is the highest level of knowledge a character can have, you will be vastly superior to other players in that specific skill. An example for this is that the Synthetic has a master level of knowledge for CQC, making him almost unbeatable.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Elite level knowledge of a skill.&#039;&#039;&#039; This is the second highest level of knowledge you may have. Having an Elite skill, gives you access to wide range of new capabilities that will allow you to work at a faster rate and better.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Expert knowledge of a skill.&#039;&#039;&#039; In practice this tier means that you&#039;ll have access to state of the art techniques relating to the specific skill and be able to perform them better and faster than someone who is specially trained.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specially Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Advanced knowledge of a skill.&#039;&#039;&#039; In round this tier means that you&#039;ll have access to more advanced techniques relating to the specific skill and be able to perform better than average on them as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Trained&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Basic knowledge of a skill.&#039;&#039;&#039; Effectively this is the fresh out of bootcamp tier, what this means in action is that you&#039;ll be able to use certain weapons and skill techniques at an average level.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Limited to no knowledge of a skill.&#039;&#039;&#039; In practice this means that your character will either perform worse in the specific skill or you simply won&#039;t be able to complete the task relating to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
A list of the twenty skills that make up the skill system.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;CQC&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s hand to hand self-defense prowess, the higher the skill is, the less likely you&#039;ll disarm weapons without discharging them. Melee weapons does not affect its skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s melee weapon combat prowess, like using the M5 Survival knife and other melee weapons that can be found on the planet or station.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Powerloaders&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects your Character&#039;s powerloader efficiency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Firearms&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Concerns your Character&#039;s firearm [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s pistol [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;SMGs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s sub machinegun [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s rifle [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s shotgun [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s heavy specialised weapons (M5 RPG, M42A) combat prowess.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters smartgun knowledge and combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Specialist Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters specialist weapons knowledge and combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Endurance&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters effectiveness at resisting internal bleeding and broken bones when attacked as well as stun resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you can repair and hack, from repairing simple barricades to planting C4 explosive charges. If you are trained in this skill you can examine the tank to see the integrity of each module on the tank. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you are able to build, from building sandbags up to building plasteel barricades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Leadership&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier, the more advanced leadership devices you&#039;re able to use, such as the Overwatch console. This skill also effects the buff strength of the orders you give and the speed at which you laze targets with the tactical binoculars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced medical procedures are available and overall speed increases, such as basic first aid (applying bandages) to the more complex medical procedures (knowledge of pills). This does not affect surgery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Surgery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the faster you can complete surgical procedures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Policing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects whether your Character is knowledgeable in policing techniques and devices, like Military Police gear (Flash, tasers, etc) and their related consoles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Piloting&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s piloting knowledge, in short whether you&#039;re some top gun watching ace pilot or someone who thinks they can complete a close air support mission by flapping their arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Vehicle Operating&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s armored vehicular operating knowledge, in short whether you&#039;re a real vehicle crewman or someone who gets ran over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skill System Tables===&lt;br /&gt;
The below table represents how the skill system will be shown on the wiki, hopefully this&#039;ll provide some good visual aid about the skill system to new and old alike.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard_Skill_set.png]]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Doctor_skill_set.png&amp;diff=16252</id>
		<title>File:Doctor skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Doctor_skill_set.png&amp;diff=16252"/>
		<updated>2020-08-09T22:18:52Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:Doctor skill set.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Senior_Enlisted_Advisor&amp;diff=16245</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=16245"/>
		<updated>2020-08-09T22:11:43Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Guides */&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 / Sergeant Major &lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Nine hours as any squad role, six hours as a [[Military Police]], three hours as a [[Squad Medic]], [[Squad Engineer]], [[Squad Leader]], [[Doctor]], [[Ordnance Technician]], [[Cargo Technician]], [[Pilot Officer]] and [[Staff Officer]]. [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 seeks 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;
= Your Skillset =&lt;br /&gt;
[[File:SEA_skill_set.png]]&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 research regarding how to make chemical grenades or telling 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;
&lt;br /&gt;
= Guides =&lt;br /&gt;
https://docs.google.com/presentation/d/1VCacxf_B2SES3nXBacncOJdCrOsVgWubcNRIc4gVOjo/edit - Made by Jonathon Granger&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Standard_Skill_set.png&amp;diff=16243</id>
		<title>File:Standard Skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Standard_Skill_set.png&amp;diff=16243"/>
		<updated>2020-08-09T22:07:37Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:Standard Skill set.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:SEA_skill_set.png&amp;diff=16237</id>
		<title>File:SEA skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:SEA_skill_set.png&amp;diff=16237"/>
		<updated>2020-08-09T22:00:05Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:SEA skill set.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:IO_skill_set.png&amp;diff=16235</id>
		<title>File:IO skill set.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:IO_skill_set.png&amp;diff=16235"/>
		<updated>2020-08-09T21:57:05Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:IO skill set.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=16231</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=16231"/>
		<updated>2020-08-09T21:53:40Z</updated>

		<summary type="html">&lt;p&gt;Smov: Undo revision 16223 by Smov (talk)&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 = Captain / Commodore ( CO Council )&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 small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&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;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#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]] where you have been tasked with a mission to investigate an automatic distress call from the Weston-Yamada&#039;s Colony - Big Red planet or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, 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 Marine Platoon&#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;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&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 here to hunt anyone that breaks the [[Marine Law]] and to protect you and your crew from any hostile threats. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. 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;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&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]]&#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, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&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 do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. 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.&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, and anyone of any faction shipside, excluding xenomorphs. 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.&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 and one located in the brig.&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]] or an infected pod full of xenomorphs (very unlikely to spawn xenomorphs) composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&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 used by the queen to hijack.&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;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. 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 your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&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. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&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 bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer 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. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&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;
=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 players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 recieve 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&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;
[[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;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=16223</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=16223"/>
		<updated>2020-08-09T21:36:07Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Your Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Captain / Commodore ( CO Council )&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 small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&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;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#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]] where you have been tasked with a mission to investigate an automatic distress call from the Weston-Yamada&#039;s Colony - Big Red planet or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, 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 Marine Platoon&#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;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&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 here to hunt anyone that breaks the [[Marine Law]] and to protect you and your crew from any hostile threats. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. 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;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&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]]&#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, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&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 do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. 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.&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, and anyone of any faction shipside, excluding xenomorphs. 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.&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 and one located in the brig.&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]] or an infected pod full of xenomorphs (very unlikely to spawn xenomorphs) composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&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 used by the queen to hijack.&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;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. 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 your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&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. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&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 bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer 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. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&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;
=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 players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 recieve 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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;
=Your Skillset=&lt;br /&gt;
[[File:CO.PNG|600px]]&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;
[[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;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15948</id>
		<title>Staff Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15948"/>
		<updated>2020-08-03T09:22:11Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Quickstart Guide */&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 = Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Squad Leader]] and [[Cargo Technician]].&lt;br /&gt;
|duties = Provide overwatch, assist the Commanding Officer.&lt;br /&gt;
|guides = [[Leadership]] ; [[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;CMP II&#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 CMP II unit is currently just reserved for Rp, though it may hold a function in the future.&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, the tank 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 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 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 heavy cannon (one of the two) after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in approximately a six tile radius (13x13) around the location itself, 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.&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 apropriate 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 &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.&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;Communications Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Pink&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. Lastly your Commanding Officer is able to choose a main landing zone for the operation here, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Station_Alert_Computer.png]]&lt;br /&gt;
&#039;&#039;&#039;Ship Alert Computer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Green&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Alerts for problems with atmospherics, and power. Little actual use.&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&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: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; | Orange&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 (Use :i to talk to the whole ship (or click on the intercomm unit and engage the mic). &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&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;
&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;
[[File:SO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15947</id>
		<title>Staff Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15947"/>
		<updated>2020-08-03T09:02:40Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Messaging the Squad */&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 = Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Squad Leader]] and [[Cargo Technician]].&lt;br /&gt;
|duties = Provide overwatch, assist the Commanding Officer.&lt;br /&gt;
|guides = [[Leadership]] ; [[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;CMP II&#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 CMP II unit is currently just reserved for Rp, though it may hold a function in the future.&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, the tank 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 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 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 heavy cannon (one of the two) after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in approximately a six tile radius (13x13) around the location itself, 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.&lt;br /&gt;
----&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 &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.&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;Communications Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Pink&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. Lastly your Commanding Officer is able to choose a main landing zone for the operation here, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Station_Alert_Computer.png]]&lt;br /&gt;
&#039;&#039;&#039;Ship Alert Computer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Green&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Alerts for problems with atmospherics, and power. Little actual use.&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&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: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; | Orange&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 (Use :i to talk to the whole ship (or click on the intercomm unit and engage the mic). &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&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;
&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;
[[File:SO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15946</id>
		<title>Staff Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15946"/>
		<updated>2020-08-03T09:02:16Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Messaging the Squad */&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 = Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Squad Leader]] and [[Cargo Technician]].&lt;br /&gt;
|duties = Provide overwatch, assist the Commanding Officer.&lt;br /&gt;
|guides = [[Leadership]] ; [[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;CMP II&#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 CMP II unit is currently just reserved for Rp, though it may hold a function in the future.&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, the tank 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;
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 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 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 heavy cannon (one of the two) after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in approximately a six tile radius (13x13) around the location itself, 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.&lt;br /&gt;
----&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 &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.&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;Communications Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Pink&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. Lastly your Commanding Officer is able to choose a main landing zone for the operation here, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Station_Alert_Computer.png]]&lt;br /&gt;
&#039;&#039;&#039;Ship Alert Computer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Green&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Alerts for problems with atmospherics, and power. Little actual use.&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&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: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; | Orange&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 (Use :i to talk to the whole ship (or click on the intercomm unit and engage the mic). &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&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;
&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;
[[File:SO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15945</id>
		<title>Staff Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15945"/>
		<updated>2020-08-03T08:59:45Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Staff Officer Area */ update MT &amp;gt; OT&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 = Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Squad Leader]] and [[Cargo Technician]].&lt;br /&gt;
|duties = Provide overwatch, assist the Commanding Officer.&lt;br /&gt;
|guides = [[Leadership]] ; [[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;CMP II&#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 CMP II unit is currently just reserved for Rp, though it may hold a function in the future.&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, the tank 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;
&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 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 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 heavy cannon (one of the two) after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in approximately a six tile radius (13x13) around the location itself, 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.&lt;br /&gt;
----&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 &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.&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;Communications Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Pink&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. Lastly your Commanding Officer is able to choose a main landing zone for the operation here, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Station_Alert_Computer.png]]&lt;br /&gt;
&#039;&#039;&#039;Ship Alert Computer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Green&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Alerts for problems with atmospherics, and power. Little actual use.&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&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: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; | Orange&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 (Use :i to talk to the whole ship (or click on the intercomm unit and engage the mic). &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&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;
&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;
[[File:SO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15944</id>
		<title>Staff Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15944"/>
		<updated>2020-08-03T08:57:39Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Overview */ misspell&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 = Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Squad Leader]] and [[Cargo Technician]].&lt;br /&gt;
|duties = Provide overwatch, assist the Commanding Officer.&lt;br /&gt;
|guides = [[Leadership]] ; [[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 MT or a Squad Engineer if there isn&#039;t an MT.&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;CMP II&#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 CMP II unit is currently just reserved for Rp, though it may hold a function in the future.&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, the tank 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;
&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 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 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 heavy cannon (one of the two) after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in approximately a six tile radius (13x13) around the location itself, 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.&lt;br /&gt;
----&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 &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.&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;Communications Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Pink&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. Lastly your Commanding Officer is able to choose a main landing zone for the operation here, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Station_Alert_Computer.png]]&lt;br /&gt;
&#039;&#039;&#039;Ship Alert Computer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Green&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Alerts for problems with atmospherics, and power. Little actual use.&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&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: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; | Orange&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 (Use :i to talk to the whole ship (or click on the intercomm unit and engage the mic). &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&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;
&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;
[[File:SO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15943</id>
		<title>Staff Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Staff_Officer&amp;diff=15943"/>
		<updated>2020-08-03T08:56:55Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Overview */&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 = Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Squad Leader]] and [[Cargo Technician]].&lt;br /&gt;
|duties = Provide overwatch, assist the Commanding Officer.&lt;br /&gt;
|guides = [[Leadership]] ; [[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 thr 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 MT or a Squad Engineer if there isn&#039;t an MT.&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;CMP II&#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 CMP II unit is currently just reserved for Rp, though it may hold a function in the future.&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, the tank 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;
&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 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 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 heavy cannon (one of the two) after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in approximately a six tile radius (13x13) around the location itself, 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.&lt;br /&gt;
----&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 &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.&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;Communications Console&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Pink&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. Lastly your Commanding Officer is able to choose a main landing zone for the operation here, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Station_Alert_Computer.png]]&lt;br /&gt;
&#039;&#039;&#039;Ship Alert Computer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Green&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Alerts for problems with atmospherics, and power. Little actual use.&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&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: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; | Orange&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 (Use :i to talk to the whole ship (or click on the intercomm unit and engage the mic). &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&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;
&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;
[[File:SO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=15933</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=15933"/>
		<updated>2020-08-02T14:47:15Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Introduction */&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 = N/A&lt;br /&gt;
|superior = [[Commanding Officer]] / [[Executive Officer]]&lt;br /&gt;
|unlock = Six hours as a [[Doctor]].&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/Chem_Guide 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;
&lt;br /&gt;
&lt;br /&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; on 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 again. Your job also includes overseeing the research department, which is usually [[Researcher|some researcher]] working on...  Nothing! &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;(:v)&#039;&#039;&#039; and then ask for the medical personnel to report in on the medical channel &#039;&#039;&#039;(:m)&#039;&#039;&#039; so you can gauge your workforce and effectively distribute them tasks.&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 and they can come up on the alamo) so you can have a [[Doctor|doctor]] on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. If you find that the operating theatres and autodoc aren&#039;t enough and that you need to conduct more surgeries, then you can ask Requisitions to order you a surgery crate and conduct your surgery on a roller bed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&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 Medbay&lt;br /&gt;
* Overseeing the Almayer Doctors and Researcher&lt;br /&gt;
* Advising the Commander on matters of Health and Wellness&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Tools ====&lt;br /&gt;
To accomplish your task, High Command has supplied you with the latest and greatest in corporate medical technology!&lt;br /&gt;
In Medical, you should be able to find:&lt;br /&gt;
* Two cryogenic cells.&lt;br /&gt;
* Two Chemistry departments (Upstairs and downstairs).&lt;br /&gt;
* Four operating theatres, with a fifth upstairs in the morgue that is meant for autopsies. &lt;br /&gt;
* Two autodoc medical system.&lt;br /&gt;
* A sleeper.&lt;br /&gt;
* Four body scanners.&lt;br /&gt;
* A handful defibrillators.&lt;br /&gt;
* A ton of medical kits!&lt;br /&gt;
* A bunch of other supplies which can be vended from the medical vendors.&lt;br /&gt;
&lt;br /&gt;
===Your Skillset===&lt;br /&gt;
[[File:CMO_skillset.png]]&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 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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=15740</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=15740"/>
		<updated>2020-07-11T16:57:31Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Medals */&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 = Captain / Commodore ( CO Council )&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 small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&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;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#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]] where you have been tasked with a mission to investigate an automatic distress call from the Weston-Yamada&#039;s Colony - Big Red planet or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, 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 Marine Platoon&#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;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&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 here to hunt anyone that breaks the [[Marine Law]]. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. 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;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&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]]&#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, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&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 do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. 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.&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 (but not xenomorphs, survivors, W-Y PMCs, UPP or anyone else). 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.&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.&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]] or an infected pod full of xenomorphs composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&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 used by the OPFOR, an example is choosing LZ one as the primary means that LZ two&#039;s computer will be disabled for use.&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;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. 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 your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&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. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&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 bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer 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. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&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;
=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 players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 recieve 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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 Cpt. Devereaux 8/25/2190. USS Almayer; 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;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&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;
[[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;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14546</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14546"/>
		<updated>2020-04-27T15:16:13Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Your Mission */&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 = Captain / Commodore ( CO Council )&lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|duties = Lead your small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&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;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#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]] where you have been tasked with a mission to investigate an automatic distress call from the Weston-Yamada&#039;s Colony - Big Red planet or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, 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 Marine Platoon&#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;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&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 here to hunt anyone that breaks the [[Marine Law]]. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. 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;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&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]]&#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, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&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 do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. 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.&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 (but not xenomorphs, survivors, W-Y PMCs, UPP or anyone else). 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.&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.&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]] or an infected pod full of xenomorphs composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&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 used by the OPFOR, an example is choosing LZ one as the primary means that LZ two&#039;s computer will be disabled for use.&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;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. 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 your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&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. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&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 bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer 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. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&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;
=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 players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&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 Cpt. Devereaux 8/25/2186. USS Almayer; 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 Cpt. Devereaux 8/25/2186. USS Almayer; 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 recieve 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 Cpt. Devereaux 8/25/2186. USS Almayer; 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 Cpt. Devereaux 8/25/2186. USS Almayer; 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;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://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;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=14325</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=14325"/>
		<updated>2020-04-13T10:32:30Z</updated>

		<summary type="html">&lt;p&gt;Smov: Minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = THE COMPANY&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = N / A&lt;br /&gt;
|superior = Weston-Yamada Corporate Office&lt;br /&gt;
|duties = Further the interests of the corporation.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = As a representative of Weston-Yamada Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders. Your primary job is to observe and report back your findings to Weston-Yamada. Follow regular game rules unless told otherwise by your superiors. Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal.  As the corporate liaison you answer to the W-Y corporate office. Special circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I work for the company. But don&#039;t let that fool you, I&#039;m really an OK guy!&#039;&#039;&amp;quot; ―Burke, Aliens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Role =&lt;br /&gt;
As the &#039;&#039;&#039;Corporate Liaison&#039;&#039;&#039;, it is your job &#039;&#039;&#039;to represent the Weston-Yamada&#039;s interests in the mission that has been given to the United States Colonial Marine Corp&#039;&#039;&#039;. You have &#039;&#039;&#039;ZERO&#039;&#039;&#039; direct authority over the Marine Corp, you merely have influence, stretching this influence too far is likely to result in detainment or possibly abandonment on the planet. You may make requests to the [[Commanding Officer]] and [[Executive Officer]], but there is no guarantee that they will give you what you want. If you need something, &#039;&#039;&#039;fax Weston-Yamada&#039;&#039;&#039; for it. They are listening and may be happy to help. Have an issue with a Colonial Marine employee? Fax a complaint over to USCM High Command.&lt;br /&gt;
&lt;br /&gt;
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. You are a corporate bureaucrat. Not a Commanding Officer, and not a marine. Roleplaying a lot leads to more FUN. If you&#039;re not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, &#039;&#039;&#039;undertaking antagonistic objectives without being explicitly told to by Weston-Yamada will get you banned or job banned&#039;&#039;&#039;. This is known as &amp;quot;self antagging&amp;quot;, and it&#039;s a big no-no. Remember that your goal shouldn&#039;t be to hinder the marines unless the company says otherwise, because they are serving your interests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-character things to remember&lt;br /&gt;
* You&#039;re a Corporate Liaison: a bureaucrat. Not a [[Squad Marine|marine]], not a [[Squad Medic|doctor]], not an [[Squad Engineer|engineer]], not a warfighter.&lt;br /&gt;
* You will do what&#039;s necessary to ensure Weston Yamada &#039;s interests are kept in mind by the USCM aboard the Almayer.&lt;br /&gt;
* You have Weston-Yamada&#039;s interests in mind.&lt;br /&gt;
* You know you have no power over Marines but you do have influence. You can complain to Weston Yamada if they are being unreasonable. Remember that the ATM is in your office and that bribery is always an option.&lt;br /&gt;
* You have access to a fax machine.&lt;br /&gt;
&lt;br /&gt;
While you can&#039;t demand anything, saying &amp;quot;I&#039;d appreciate X&amp;quot; or &amp;quot;I&#039;m sure if I got X your relations with the company would be good&amp;quot;, as well as stating that they aren&#039;t by any means required to give it to you, usually results in you getting what you&#039;re asking for.&lt;br /&gt;
&lt;br /&gt;
Liaisons are not above [[Marine Law]]. If you commit a crime, don&#039;t expect special protection from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* You have a change of clothes in your quarters depending on what type of roleplay you&#039;ll be undertaking.&lt;br /&gt;
* Your office contains a box of food. Put that in your quarters before hungry marines eat it all.&lt;br /&gt;
* Your office has shutters. Always close the shutters when talking with someone so that you aren&#039;t disturbed.&lt;br /&gt;
* There are no cameras in your office and quarters. If some engineer has installed some then immediately complain to the Company.&lt;br /&gt;
* The ATM on the Almayer is in your office. See how much money you have and use that money to bribe people.&lt;br /&gt;
* Use the arcade machine in your office to win items to decorate. &lt;br /&gt;
&lt;br /&gt;
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Company Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:160px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Weyland-Yutani_Automated_Storage Briefcase.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Weston Yamada&#039;s Automated Storage Briefcase&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A suitcase-sized automated storage and retrieval system. Designed to efficiently store and selectively dispense small items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
50 points maximum storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Vendables:&#039;&#039;&#039;&lt;br /&gt;
 |width=140|[[File:Implanter.png]]&lt;br /&gt;
&#039;&#039;&#039;Neurostim Implanter&#039;&#039;&#039;&lt;br /&gt;
|width=30|30 Points&lt;br /&gt;
 |The Neurostim Implant stimulates and regulates sensorimotor functions. Benefits include improved balance, and improved resistance to overstimulation and disorientation. Once you have implanted a neurostim into your victim you&#039;ll receive a pop up box, from there you&#039;ll be able to set a code phrase. The implant will negatively affect your victim when they hear the code-phrase (non-radio). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Implant will be degraded by the body&#039;s immune system over time, and thus occasionally malfunction.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:PillBottle.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Ultrazine Pills &#039;&#039;&#039;&lt;br /&gt;
 |20 Points&lt;br /&gt;
 |Highly-addictive stimulant. Enhances short-term physical performance, particularly running speed. Effects last approximately 10 minutes per pill. Pill bottle starts with 5 ultrazine pills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More than two pills at a time will result in overdose. Withdrawal causes extreme discomfort, hallucinations and nausea. Long-term use results in hallucinations and organ failure. Conditional distribution secures subject compliance.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:1000_Cash.png]]&lt;br /&gt;
&#039;&#039;&#039;$1000 USD, unmarked bills &#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 | A stack of 10 100 unmarked dollar bills, perfect for bribes.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Cigar_Case.png]]&lt;br /&gt;
&#039;&#039;&#039;Fancy Cigar Case&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Contains seven fancy cigars.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Gold_packet.png]]&lt;br /&gt;
&#039;&#039;&#039;Weston Yamada&#039;s Gold packet.&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Weston Yamada&#039;s Gold packet, for the more sophisticated taste.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Zippo.png]]&lt;br /&gt;
&#039;&#039;&#039;Zippo Lighter&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |A Zippo lighter, for those smoking in style.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Sake.png]]&lt;br /&gt;
&#039;&#039;&#039;Weston Yamada&#039;s Sake&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Weston Yamada&#039;s Sake, for a proper business dinner.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Aspen_Beer.png]]&lt;br /&gt;
&#039;&#039;&#039;Aspen Beer&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Weston Yamada&#039;s Aspen Beer, for a more casual night.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Drinking_Glass.png]]&lt;br /&gt;
&#039;&#039;&#039;Drinking Glass&#039;&#039;&#039;&lt;br /&gt;
 |1 Point&lt;br /&gt;
 |A drinking glass, because you have class.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
The main weapon of the Liaison is not any pistol or rifle, but a humble fax machine. The difference between a good Liaison and a regular Liaison is that a regular Liaison will go for a gun straight away while the good one will roleplay any situation out. Outside of visits to the colony which you may make at any time for any reason, it is best to stay away from extra gear and weaponry. Located in the Liaison&#039;s office, the fax machine works by putting papers inside of it and sending it away. In the fax machine interface, you can choose to either send the paper to the Company, or to USCM High Command. The document will be received by an admin that will respond in an IC paper. This paper will spawn on the fax machine.&lt;br /&gt;
&lt;br /&gt;
Make sure to have a powerful subject line, but you can always use &amp;quot;Situation Update&amp;quot; or &amp;quot;Requesting Aid&amp;quot;. For the content, write things in character. You can pretend you don&#039;t know anything or could pretend that you have an idea whats going on down on Big Red or another planet depending on the map you&#039;re playing. Make sure to sign your fax with [sign]. This creates your signature that can&#039;t be replicated. Always, always, always at the end of the message prompt the Company for a response. It can be anything from &amp;quot;Requesting further orders&amp;quot; or &amp;quot;Is this report informative?&amp;quot;. Something along those lines so that the Company has something to send back. Remember that if you send a fax without a question, you&#039;ll most likely not get a reply. There is a human on the other reading and people usually respond better when asked a question. Remember that you can also dramatize, exaggerate, and blow everything out of proportion if the situation warrants, but keep in mind that your actions may have consequences.&lt;br /&gt;
&lt;br /&gt;
What to write about? To make a list:&lt;br /&gt;
* Give status reports on the mission on planet/station.&lt;br /&gt;
* Send the Company research papers about any hostile lifeforms the marines may encounter.&lt;br /&gt;
* Write about the crew. Recommend that [[Doctor]] for a promotion because he/she took your bribe and made you space drugs for your flask. Don&#039;t explicitly say he/she took your bribe or you requested space drugs, of course, but just write about how wonderful of a Doctor he/she is and how loyal she is to the Company.&lt;br /&gt;
* Alternatively, write about how incompetent the Marines are or how incompetent the crew is.&lt;br /&gt;
* Write about the briefing. Make sure to always attend the briefing. Did the Commanding Officer give a good briefing or bad? Was he late? Who gave the briefing if it wasn&#039;t the Commanding Officer? Write about how bad you feel about this mission because a [[Staff Officer]] had to give the briefing and the Commanding Officer was not present.&lt;br /&gt;
* Write about the survivors and the story behind the planet/station. The Company is curious to know what happened on their research facility.&lt;br /&gt;
* Write how terrible life on the Almayer is and how much you miss the enjoyments of life and the only reason why you&#039;re doing this is because your commitment to the Company.&lt;br /&gt;
* Write about how much you love the Company.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your faxes, and that their primary concern is that the server is being well moderated. Don&#039;t expect responses to every fax you send, and self-antagging or getting unnecessarily angry because your faxes haven&#039;t been responded to is a great way to get banned. Being a well known good player greatly increases your chances of getting a response, and well formatted faxes (found below) are a nice way to make your faxes more enjoyable to respond to. Going planetside or doing other outlandish things without faxing the Company first is a good way to get job banned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly remember that if you plan on burning your fax paper, make sure you only do it after you&#039;ve been given a response from The Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fax Tips==&lt;br /&gt;
----&lt;br /&gt;
* In your office is paper and a generic pen. Don&#039;t lose it. You need it to write faxes. Unfortunately, you can no longer fit the pen in your ear slot.&lt;br /&gt;
* Paper can go on your head slot if you have written something on it (so it doesn&#039;t show up as a paper boat). Extra slot baby.&lt;br /&gt;
* You can drag the paper to your office.&lt;br /&gt;
* There is a zippo near the entrance. Use it with a paper in the other hand to burn the paper. (Make sure you only burn your faxes copy once you&#039;ve been given a reply) Burn important papers or faxes that would otherwise incriminate the Company. Or, just outright burn all faxes that don&#039;t make you look good after sending them.&lt;br /&gt;
* You can turn on squad comms from your headset to listen on whats going on and report it to the Company.&lt;br /&gt;
* Request aid when the situation gets really dire. For example when [[Aliens]] board the Almayer, write about how you&#039;re in danger and need immediate evac.&lt;br /&gt;
* Keep in mind that the Company is a Staff Member (Mod or Admin), just a person. But they have access to all sorts of information, so the things they&#039;re sending you or objectives they&#039;re giving you are because the game can allow it.&lt;br /&gt;
* It&#039;s very annoying to the admins if you request PMCs and weapons in every fax.&lt;br /&gt;
*Fax  templates can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
=Clearance Level=&lt;br /&gt;
The [[Researcher|Researchers]] are expected to handle research assets retrieved from the colony and conduct tests on any chemicals they might discover. This may be experimental chemicals that The Company keeps classified information for in our Database. When they scan these chemicals, they will not be able to download a description from the database unless they have been given the needed clearance level of that chemical. You can change this for them by swiping your ID card on their A-XRF, to a level limited by the current [[Defcon|DEFCON]]. You are expected to make use this power and negotiation tool for the best interest of the Company.&lt;br /&gt;
&lt;br /&gt;
=What Else Should I Be Doing?=&lt;br /&gt;
First of all, make sure to talk with [[Survivor|survivors]] or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don&#039;t have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.&lt;br /&gt;
&lt;br /&gt;
Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor&#039;s name. Remember, you don&#039;t typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.&lt;br /&gt;
&lt;br /&gt;
Once the survivor is comfortable, all that&#039;s left is to ask them for their story. The survivor probably won&#039;t know much but they&#039;re responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you&#039;ll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.&lt;br /&gt;
&lt;br /&gt;
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.&lt;br /&gt;
&lt;br /&gt;
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer&#039;s staff should give you some roleplay attention. If they don&#039;t, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.&lt;br /&gt;
&lt;br /&gt;
Remember that the Liaison is a bureaucrat. A Liaison doesn&#039;t solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract &amp;quot;of intent to protect and preserve&amp;quot; the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn&#039;t sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role&#039;s position. It&#039;s easier for the Company to give you orders to do something with a reason rather than without.&lt;br /&gt;
&lt;br /&gt;
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don&#039;t want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Being an Antagonist=&lt;br /&gt;
* &#039;&#039;&#039;Do NOT Self-Antag.&#039;&#039;&#039; If you are doing a good job with roleplay and reporting to The Company with your fax machine, you &#039;&#039;&#039;MIGHT&#039;&#039;&#039; be given special goals. These goals &#039;&#039;&#039;MIGHT&#039;&#039;&#039; allow you to break some of the server rules, depending on the situation. If you are unsure, &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt; FIRST.&lt;br /&gt;
* Causing harm to marines or damage to the Almayer without first contacting the Company through your fax &#039;&#039;&#039;WILL&#039;&#039;&#039; result in a job-ban and possibly a short server ban.&lt;br /&gt;
* You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don&#039;t have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they&#039;ll never accept if they&#039;re following the rules. Most Marines, by default, hate you because you&#039;re with the Company, but some roleplay as liking the company and will help you out even without a bribe.&lt;br /&gt;
* Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don&#039;t want to shame or incriminate the Company. &#039;&#039;&#039;You&#039;re the most loyal person on the ship to the Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible antagonist objectives:&lt;br /&gt;
* Eliminate the mercenaries.&lt;br /&gt;
* Eliminate a survivor because they don&#039;t have the Company&#039;s interests in mind.&lt;br /&gt;
* Collect X amount of samples, like Alien lifeforms.&lt;br /&gt;
* Retrieve or destroy something on the planet, such as some documents in the science dome.&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
* Your briefcase is a robust bludgeoning weapon, see that CO who&#039;s about to BE you because you killed Jones? Bonk him on the head with it, it might knock him out, and you might even get a sweet Mateba because of it. You&#039;re likely going to get hunted for it though.&lt;br /&gt;
&lt;br /&gt;
* You are the least cared about person aboard the Almayer, nobody cares if you&#039;re missing, use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
* Ultrazine is toxic and if put into anything, a drink, a cigarette, will eventually kill them with fatal organ damage, resulting in them being unrevivable.&lt;br /&gt;
&lt;br /&gt;
* Books can be cut out with wirecutters in order to store normal, small and tiny items in, only one item fits in at a time, perfect for bribes or smuggling illicit goods into areas.&lt;br /&gt;
&lt;br /&gt;
* Your safe is not SAFE. It can be easily cracked, some admins may consider this as metagaming, (ahelp if you aren&#039;t sure). Create a secret compartment or storage somewhere in maintenance or in another safe area, your drinking glass box can hold small contraband, nobody is going to search it.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re on a map that has it, get the alcohol vendor from the colony, bribe an MT or engineer from one of the squads to get it, not only is this a great machine for roleplay, its bottles can be used to knock down anyone with a hit to the head for quick disposal of their body, plus some alcohols are more potent than others and can knock out if too much is drank, example is Jailbreaker Verte, experiment!&lt;br /&gt;
&lt;br /&gt;
* Bribe Req and an MT or the CE if you&#039;re lucky to hack the ASRS machine, say it&#039;s for exotic ingredients or carpet from the exotic crates, you can order a multitude of black market crates and other gear if you&#039;re feeling gimmick-like.&lt;br /&gt;
&lt;br /&gt;
* Bribes can get you far, try bribing an MT to edit your airlock so you can pulse a button and shock and or bolt your office doors, bribe the researcher for some warcrime grenades, make some low-grade bots and screwdriver them, then enable all of the spooky options which may be lethal, or just a nuisance to people passing by.&lt;br /&gt;
&lt;br /&gt;
* Special operations crates from requisitions have pistols that fire tranquilizer rounds, these are very effective since they come with silencers, so you can easily shoot your target from off-screen, wait until they&#039;re down, nab them and take them to somewhere more secure.&lt;br /&gt;
&lt;br /&gt;
* Stay in your boundaries. Nobody will ever suspect you, with the exception of the survivors, antagonist CLs happen so rarely that the MPs probably wont care, nor think you did anything wrong. It&#039;s very hard to scan a medibot that is injecting toxins into you for fingerprints, and you can just say you were trying to get away from it since your abdomen started hurting after it injected you for no reason. Unless you go out plainly and start shooting your target in plain sight (don&#039;t do this, you will fail, everyone is better equipped at combat than you with few exceptions), it&#039;s not going to be fun for your target. Try to be an engaging antagonist, and try to follow your objectives assigned by Weston-Yamada. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.&lt;br /&gt;
&lt;br /&gt;
=PMCs=&lt;br /&gt;
Another resource that the Liaison has is the command of the [[Corporate PMCs]]. The PMCs can come randomly as one of the [[Responders]] called in emergency. They must ensure the Liaison&#039;s safety before doing anything else and have the primary mission of saving you. As such, they should obey all of your commands. If you are dead, they should then report to the Commanding Officer or Executive Officer of the Almayer.&lt;br /&gt;
&lt;br /&gt;
There is another corporate military group: [[Corporate Commandos|the Corporate commandos]], these guys don&#039;t report to the Corporate PMCs which makes them not respond to you, only to the Corporate High Command. Accordingly, you as a Liaison do not know of their existence, but the squad are informed about the Liaison&#039;s existence. This can be a problem, since their mission will be the elimination of everyone they see and that may or may not include you.&lt;br /&gt;
&lt;br /&gt;
=Tips and Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Begin the Round==&lt;br /&gt;
----&lt;br /&gt;
* Set the Company relation status to LOYAL in your character profile.&lt;br /&gt;
* To have the best experience, use &amp;lt;code&amp;gt;staffwho&amp;lt;/code&amp;gt; at the beginning to see if there&#039;s a moderator or higher rank online. If not, then don&#039;t expect faxes from the Company. But don&#039;t fret, if a moderator comes online and sees all your faxes, you may be rewarded!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
----&lt;br /&gt;
* Be acquainted with Marine law. A good Liaison has a serious chance of being arrested. A great Liaison may be arrested multiple times. Make sure you&#039;re arrested for good reasons though. Know your rights to keep your radio and take your last words.&lt;br /&gt;
* Confiscate all survivor weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:Cl_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=16445 [Guide&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; How to be a Good-Enough Corporate Liaison]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7758 A Guide to the Corporate Liaison]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=14159</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=14159"/>
		<updated>2020-03-17T18:01:02Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Fire Teams */&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 = Staff Sergeant &lt;br /&gt;
|superior = Command Staff&lt;br /&gt;
|duties = Lead your team. Follow orders from command.&lt;br /&gt;
|guides = [[Leadership]]&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.&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;
As the squad leader you answer to the acting commanding officer. Special circumstances may change this.&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;
== Squad Based Requisitions ==&lt;br /&gt;
You will have an additional job to accomplish during the start of the operation. Squads now have their own personal requisitions. Your job (and if you&#039;re not available an acting squad leader) is to man the requisitions and distribute supplies among your fellow squad marines. Your designated squad requisitions will be located west of your squad&#039;s preparations room.&lt;br /&gt;
&lt;br /&gt;
The Squad Requisitions has most of what [[Requisitions]] has but at a lower capacity. Certain weapons and kits are exclusive to requisitions but the majority is can be distributed at your squad requisitions room.&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 [[Commander]], [[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;
=[[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 armor 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: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;|Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. &lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch-large.png|64px]]&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. It is currently purely cosmetic. &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 Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File: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; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective.&lt;br /&gt;
Currently, one incinerator can be found in the Squad Leaders Equipment vendor, though he can buy additional for 12 points each. More incinerators can be ordered from requisitions if required.&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:IncineratorTanks.png]]&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;&lt;br /&gt;
 |A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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: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;Tactical Binoculars&#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 tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;. Can be used on any tile.&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. &#039;&#039;&#039;Can only mark a location with a laser (up to glass ceilings, examine a tile to see ceilings).&#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: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;Leader Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#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 an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 60%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Tricord.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Tricordrazine Autoinjector|Tricordrazine autoinjector]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Advtraumakit.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Advanced Trauma Kit|3 Advanced trauma kits]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Advburnkit.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Advanced Burn Kit|2 Advanced burn kits]] &lt;br /&gt;
&lt;br /&gt;
 | [[File:Splint.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Splints|Splints]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:IncineratorTanks.png]]&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank&#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;| Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&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;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. A big drawback to the M240A1 is that due to the nature of the tanks, they cannot be refilled unless they are completely empty.&lt;br /&gt;
Currently, one incinerator can be found in the Squad Leaders Equipment vendor, though he can buy additional for 12 points each.  More incinerators can be ordered from requisitions if required.&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:IncineratorTanks.png]]&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;&lt;br /&gt;
 |A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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;| [[File:incingrenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back. &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: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 a xenomorph 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;
&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|64px]]&lt;br /&gt;
&#039;&#039;&#039;C4 Explosive Charge&#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; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|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;Costs:15 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:Smoke_grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 HSDP Smoke Grenade&#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;| 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:Whistle.png]]&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle 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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SensorMate.png]]&lt;br /&gt;
&#039;&#039;&#039;Sensor Mate Glasses&#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 much older heads-up display that displays the last known biometric data from suit sensors of any given individual. When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
&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:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs: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;
|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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&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;
*Slightly reduces bullet spread&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 reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&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;
*Moderately reduces burst spread&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;
&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 decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;|&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;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#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;|&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 increases accuracy&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;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 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;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&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;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;|&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;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#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;|&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
|style=&amp;quot;border: 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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Skeleton Stock&#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;|&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&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:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#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;|&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 increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 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 decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#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;|&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;
*Greatly reduces recoil&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;
*Moderately reduces recoil&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;
* Moderately increases accuracy&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;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#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;|&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;
*Greatly increases accuracy&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;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&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:Smg_Stock.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#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;|&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#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;|&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 increases accuracy&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;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&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;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vertical Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&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;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Slightly decreases movement speed&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;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&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;
= 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.&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;
[[File:SL_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=14158</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=14158"/>
		<updated>2020-03-17T17:57:28Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Fire Teams */  UPDATEEEEEEEEEEEEEEEE&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 = Staff Sergeant &lt;br /&gt;
|superior = Command Staff&lt;br /&gt;
|duties = Lead your team. Follow orders from command.&lt;br /&gt;
|guides = [[Leadership]]&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.&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;
As the squad leader you answer to the acting commanding officer. Special circumstances may change this.&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;
== Squad Based Requisitions ==&lt;br /&gt;
You will have an additional job to accomplish during the start of the operation. Squads now have their own personal requisitions. Your job (and if you&#039;re not available an acting squad leader) is to man the requisitions and distribute supplies among your fellow squad marines. Your designated squad requisitions will be located west of your squad&#039;s preparations room.&lt;br /&gt;
&lt;br /&gt;
The Squad Requisitions has most of what [[Requisitions]] has but at a lower capacity. Certain weapons and kits are exclusive to requisitions but the majority is can be distributed at your squad requisitions room.&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 [[Commander]], [[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;
=[[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 armor 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: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;|Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. &lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch-large.png|64px]]&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. It is currently purely cosmetic. &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 Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File: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; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective.&lt;br /&gt;
Currently, one incinerator can be found in the Squad Leaders Equipment vendor, though he can buy additional for 12 points each. More incinerators can be ordered from requisitions if required.&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:IncineratorTanks.png]]&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;&lt;br /&gt;
 |A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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: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;Tactical Binoculars&#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 tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;. Can be used on any tile.&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. &#039;&#039;&#039;Can only mark a location with a laser (up to glass ceilings, examine a tile to see ceilings).&#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: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;Leader Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#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 an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 60%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Contains:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Tricord.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Tricordrazine Autoinjector|Tricordrazine autoinjector]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Advtraumakit.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Advanced Trauma Kit|3 Advanced trauma kits]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Advburnkit.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Advanced Burn Kit|2 Advanced burn kits]] &lt;br /&gt;
&lt;br /&gt;
 | [[File:Splint.png|32px]]&lt;br /&gt;
[[Guide_to_Medicine#Splints|Splints]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:IncineratorTanks.png]]&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank&#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;| Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&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;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. A big drawback to the M240A1 is that due to the nature of the tanks, they cannot be refilled unless they are completely empty.&lt;br /&gt;
Currently, one incinerator can be found in the Squad Leaders Equipment vendor, though he can buy additional for 12 points each.  More incinerators can be ordered from requisitions if required.&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:IncineratorTanks.png]]&lt;br /&gt;
&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;&lt;br /&gt;
 |A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; 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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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;| [[File:incingrenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back. &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: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 a xenomorph 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;
&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|64px]]&lt;br /&gt;
&#039;&#039;&#039;C4 Explosive Charge&#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; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|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;Costs:15 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:Smoke_grenade.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M40 HSDP Smoke Grenade&#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;| 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:Whistle.png]]&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle 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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SensorMate.png]]&lt;br /&gt;
&#039;&#039;&#039;Sensor Mate Glasses&#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 much older heads-up display that displays the last known biometric data from suit sensors of any given individual. When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
&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:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs: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;
|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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&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;
*Slightly reduces bullet spread&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 reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&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;
*Moderately reduces burst spread&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;
&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 decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;|&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;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#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;|&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 increases accuracy&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;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 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;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&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;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;|&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;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#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;|&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
|style=&amp;quot;border: 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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Skeleton Stock&#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;|&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&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:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#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;|&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 increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 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 decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#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;|&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;
*Greatly reduces recoil&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;
*Moderately reduces recoil&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;
* Moderately increases accuracy&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;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#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;|&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;
*Greatly increases accuracy&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;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&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:Smg_Stock.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#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;|&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#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;|&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 increases accuracy&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;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&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;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vertical Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&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;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 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;
*Slightly decreases movement speed&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;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&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;
= 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.&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;
Fireteam 1 will patrol around the F.O.B.&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;
[[File:SL_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:FT2.png&amp;diff=14157</id>
		<title>File:FT2.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:FT2.png&amp;diff=14157"/>
		<updated>2020-03-17T16:04:41Z</updated>

		<summary type="html">&lt;p&gt;Smov: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:FT1.png&amp;diff=14156</id>
		<title>File:FT1.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:FT1.png&amp;diff=14156"/>
		<updated>2020-03-17T15:54:23Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:FT1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:FT1.png&amp;diff=14155</id>
		<title>File:FT1.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:FT1.png&amp;diff=14155"/>
		<updated>2020-03-17T15:53:08Z</updated>

		<summary type="html">&lt;p&gt;Smov: Smov uploaded a new version of File:FT1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:FT1.png&amp;diff=14154</id>
		<title>File:FT1.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:FT1.png&amp;diff=14154"/>
		<updated>2020-03-17T15:48:33Z</updated>

		<summary type="html">&lt;p&gt;Smov: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Riot_Military_Police_ERT&amp;diff=14092</id>
		<title>Riot Military Police ERT</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Riot_Military_Police_ERT&amp;diff=14092"/>
		<updated>2020-02-26T10:54:48Z</updated>

		<summary type="html">&lt;p&gt;Smov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FF0000 &lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = MilitaryPolice.png&lt;br /&gt;
|jobtitle = Riot Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Command Officers, Riot Chief MP, and Marine Law&lt;br /&gt;
|rank = Staff Seargent&lt;br /&gt;
|duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe. Complete any additional duties from HC&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.&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&lt;br /&gt;
&lt;br /&gt;
The marines have gotten overly rowdy on the ship and you have been brought in to restore order.&lt;br /&gt;
Follow orders from your Riot CMP and any orders given by HC.&lt;br /&gt;
}}{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
The USS Almayer has fallen into disarray and marines are rioting, preventing completion of their current operation. For this reason &#039;&#039;&#039;High Command&#039;&#039;&#039; has sent you in to restore order to the ship, ensure lawbreakers are brought to justice and high ranking personnel are safe.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
As a Riot MP, your job is to secure the Chain of Command, and prevent any seditions actions against it, when marines are trying to overthrow the current Command structure, specially the Assigned Commanding Officer( aCO) or CO. Remember, you are still obliged to follow ML.&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
&lt;br /&gt;
= Riot Military Police 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:#FF0000;&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:#FF0000;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
!&amp;lt;br&amp;gt;Riot Military Police Officer&lt;br /&gt;
| A Military Police Officer in full riot gear. Sent in to restore order to the ship and deal with any law breakers. They come with a riot shield and a tactical shotgun (loaded with beanbags) alongside their riot armor. In terms of rank they fall in between Military Police and Tank Crewman.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;Chief of Riot Military Police&lt;br /&gt;
|A High Military Police Officer in full riot gear. They are the leader of the Riot Military Police, and they over succeed the current CMP if they are around. They come with a riot shield and a M81 Riot Grenade Launcher alongside their riot armor. They also get a box of teargas grenades.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Riot_Military_Police_ERT&amp;diff=14091</id>
		<title>Riot Military Police ERT</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Riot_Military_Police_ERT&amp;diff=14091"/>
		<updated>2020-02-26T10:49:58Z</updated>

		<summary type="html">&lt;p&gt;Smov: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FF0000 &lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = MilitaryPolice.png&lt;br /&gt;
|jobtitle = Riot Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Command Officers, Riot Chief MP, and Marine Law&lt;br /&gt;
|duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe. Complete any additional duties from HC&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.&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&lt;br /&gt;
&lt;br /&gt;
The marines have gotten overly rowdy on the ship and you have been brought in to restore order.&lt;br /&gt;
Follow orders from your Riot CMP and any orders given by HC.&lt;br /&gt;
}}{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
The USS Almayer has fallen into disarray and marines are rioting, preventing completion of their current operation. For this reason &#039;&#039;&#039;High Command&#039;&#039;&#039; has sent you in to restore order to the ship, ensure lawbreakers are brought to justice and high ranking personnel are safe.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
As a Riot MP, your job is to secure the Chain of Command, and prevent any seditions actions against it, when marines are trying to overthrow the current Command structure, specially the Assigned Commanding Officer( aCO) or CO. Remember, you are still obliged to follow ML.&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
&lt;br /&gt;
= Riot Military Police 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:#FF0000;&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:#FF0000;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
!&amp;lt;br&amp;gt;Riot Military Police Officer&lt;br /&gt;
| A Military Police Officer in full riot gear. Sent in to restore order to the ship and deal with any law breakers. They come with a riot shield and a tactical shotgun (loaded with beanbags) alongside their riot armor. In terms of rank they fall in between Military Police and Tank Crewman.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;Chief of Riot Military Police&lt;br /&gt;
|A High Military Police Officer in full riot gear. They are the leader of the Riot Military Police, and they over succeed the current CMP if they are around. They come with a riot shield and a M81 Riot Grenade Launcher alongside their riot armor. They also get a box of teargas grenades.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=14061</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=14061"/>
		<updated>2020-02-18T16:14:06Z</updated>

		<summary type="html">&lt;p&gt;Smov: &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;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are held to a higher standard and are required to obey not only the Server Rules but Marine Law and Synthetic Rules. Failure to do so may result in your White-list Removal.&lt;br /&gt;
Your primary job is to support and assist all USCM Departments and Personnel on-board.&lt;br /&gt;
In addition, being a Synthetic gives you knowledge in every field and specialization possible on-board the ship.&lt;br /&gt;
&lt;br /&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]] 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;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;Old 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;
&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&#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;
&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;
&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.&lt;br /&gt;
&lt;br /&gt;
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;
&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&#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: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;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.&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:ColMarTech_Automated_Equipment_Rack.png]] Automated Equipment Rack  [[File:ColMarTech_Automated_Equipment_Rack.png]] ===&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 Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&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;Security Access Tuner&#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;Power Control Module&#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:4 Points&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.&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:5 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;&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;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: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:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&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 a xenomorph 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:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#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 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;
===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]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&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;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=14060</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=14060"/>
		<updated>2020-02-18T16:12:02Z</updated>

		<summary type="html">&lt;p&gt;Smov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = THE COMPANY&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = N / A&lt;br /&gt;
|superior = Weston-Yamada Corporate Office&lt;br /&gt;
|duties = Further the interests of the corporation.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = As a representative of Weston-Yamada Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders. Your primary job is to observe and report back your findings to Weston-Yamada. Follow regular game rules unless told otherwise by your superiors. Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal.  As the corporate liaison you answer to the W-Y corporate office. Special circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I work for the company. But don&#039;t let that fool you, I&#039;m really an OK guy!&#039;&#039;&amp;quot; ―Burke, Aliens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Role =&lt;br /&gt;
As the &#039;&#039;&#039;Corporate Liaison&#039;&#039;&#039;, it is your job &#039;&#039;&#039;to represent the Weston-Yamada&#039;s interests in the mission that has been given to the United States Colonial Marine Corp&#039;&#039;&#039;. You have &#039;&#039;&#039;ZERO&#039;&#039;&#039; direct authority over the Marine Corp, you merely have influence, stretching this influence too far is likely to result in detainment or possibly abandonment on the planet. You may make requests to the [[Commanding Officer]] and [[Executive Officer]], but there is no guarantee that they will give you what you want. If you need something, &#039;&#039;&#039;fax Weston-Yamada&#039;&#039;&#039; for it. They are listening and may be happy to help. Have an issue with a Colonial Marine employee? Fax a complaint over to USCM High Command.&lt;br /&gt;
&lt;br /&gt;
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. You are a corporate bureaucrat. Not a Commanding Officer, and not a marine. Roleplaying a lot leads to more FUN. If you&#039;re not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, &#039;&#039;&#039;undertaking antagonistic objectives without being explicitly told to by Weston-Yamada will get you banned or job banned&#039;&#039;&#039;. This is known as &amp;quot;self antagging&amp;quot;, and it&#039;s a big no-no. Remember that your goal shouldn&#039;t be to hinder the marines unless the company says otherwise, because they are serving your interests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-character things to remember&lt;br /&gt;
* You&#039;re a Corporate Liaison: a bureaucrat. Not a [[Squad Marine|marine]], not a [[Squad Medic|doctor]], not an [[Squad Engineer|engineer]], not a warfighter.&lt;br /&gt;
* You will do what&#039;s necessary to ensure Weston Yamada &#039;s interests are kept in mind by the USCM aboard the Almayer.&lt;br /&gt;
* You have Weston-Yamada&#039;s interests in mind.&lt;br /&gt;
* You know you have no power over Marines but you do have influence. You can complain to Weston Yamada if they are being unreasonable. Remember that the ATM is in your office and that bribery is always an option.&lt;br /&gt;
* You have access to a fax machine.&lt;br /&gt;
&lt;br /&gt;
While you can&#039;t demand anything, saying &amp;quot;I&#039;d appreciate X&amp;quot; or &amp;quot;I&#039;m sure if I got X your relations with the company would be good&amp;quot;, as well as stating that they aren&#039;t by any means required to give it to you, usually results in you getting what you&#039;re asking for.&lt;br /&gt;
&lt;br /&gt;
Liaisons are not above [[Marine Law]]. If you commit a crime, don&#039;t expect special protection from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* You have a change of clothes in your quarters depending on what type of roleplay you&#039;ll be undertaking.&lt;br /&gt;
* Your office contains a box of food. Put that in your quarters before hungry marines eat it all.&lt;br /&gt;
* Your office has shutters. Always close the shutters when talking with someone so that you aren&#039;t disturbed.&lt;br /&gt;
* There are no cameras in your office and quarters. If some engineer has installed some then immediately complain to the Company.&lt;br /&gt;
* The ATM on the Almayer is in your office. See how much money you have and use that money to bribe people.&lt;br /&gt;
* Use the arcade machine in your office to win items to decorate. &lt;br /&gt;
&lt;br /&gt;
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Company Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:160px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Weyland-Yutani_Automated_Storage Briefcase.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Weston Yamada&#039;s Automated Storage Briefcase&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A suitcase-sized automated storage and retrieval system. Designed to efficiently store and selectively dispense small items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
50 points maximum storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Vendables:&#039;&#039;&#039;&lt;br /&gt;
 |width=140|[[File:Implanter.png]]&lt;br /&gt;
&#039;&#039;&#039;Neurostim Implanter&#039;&#039;&#039;&lt;br /&gt;
|width=30|30 Points&lt;br /&gt;
 |The Neurostim Implant stimulates and regulates sensorimotor functions. Benefits include improved balance, and improved resistance to overstimulation and disorientation. Once you have implanted a neurostim into your victim you&#039;ll receive a pop up box, from there you&#039;ll be able to set a code phrase. The implant will negatively affect your victim when they hear the code-phrase (non-radio). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Implant will be degraded by the body&#039;s immune system over time, and thus occasionally malfunction.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:PillBottle.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Ultrazine Pills &#039;&#039;&#039;&lt;br /&gt;
 |20 Points&lt;br /&gt;
 |Highly-addictive stimulant. Enhances short-term physical performance, particularly running speed. Effects last approximately 10 minutes per pill. Pill bottle starts with 5 ultrazine pills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More than two pills at a time will result in overdose. Withdrawal causes extreme discomfort, hallucinations and nausea. Long-term use results in hallucinations and organ failure. Conditional distribution secures subject compliance.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:1000_Cash.png]]&lt;br /&gt;
&#039;&#039;&#039;$1000 USD, unmarked bills &#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 | A stack of 10 100 unmarked dollar bills, perfect for bribes.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Cigar_Case.png]]&lt;br /&gt;
&#039;&#039;&#039;Fancy Cigar Case&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Contains seven fancy cigars.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Gold_packet.png]]&lt;br /&gt;
&#039;&#039;&#039;Weston Yamada&#039;s Gold packet.&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Weston Yamada&#039;s Gold packet, for the more sophisticated taste.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Zippo.png]]&lt;br /&gt;
&#039;&#039;&#039;Zippo Lighter&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |A Zippo lighter, for those smoking in style.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Sake.png]]&lt;br /&gt;
&#039;&#039;&#039;Weston Yamada&#039;s Sake&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Weston Yamada&#039;s Sake, for a proper business dinner.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Aspen_Beer.png]]&lt;br /&gt;
&#039;&#039;&#039;Aspen Beer&#039;&#039;&#039;&lt;br /&gt;
 |5 Points&lt;br /&gt;
 |Weston Yamada&#039;s Aspen Beer, for a more casual night.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Drinking_Glass.png]]&lt;br /&gt;
&#039;&#039;&#039;Drinking Glass&#039;&#039;&#039;&lt;br /&gt;
 |1 Point&lt;br /&gt;
 |A drinking glass, because you have class.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
The main weapon of the Liaison is not any pistol or rifle, but a humble fax machine. The difference between a good Liaison and a regular Liaison is that a regular Liaison will go for a gun straight away while the good one will roleplay any situation out. Outside of visits to the colony which you may make at any time for any reason, it is best to stay away from extra gear and weaponry. Located in the Liaison&#039;s office, the fax machine works by putting papers inside of it and sending it away. In the fax machine interface, you can choose to either send the paper to the Company, or to USCM High Command. The document will be received by an admin that will respond in an IC paper. This paper will spawn on the fax machine.&lt;br /&gt;
&lt;br /&gt;
Make sure to have a powerful subject line, but you can always use &amp;quot;Situation Update&amp;quot; or &amp;quot;Requesting Aid&amp;quot;. For the content, write things in character. You can pretend you don&#039;t know anything or could pretend that you have an idea whats going on down on Big Red or another planet depending on the map you&#039;re playing. Make sure to sign your fax with [sign]. This creates your signature that can&#039;t be replicated. Always, always, always at the end of the message prompt the Company for a response. It can be anything from &amp;quot;Requesting further orders&amp;quot; or &amp;quot;Is this report informative?&amp;quot;. Something along those lines so that the Company has something to send back. Remember that if you send a fax without a question, you&#039;ll most likely not get a reply. There is a human on the other reading and people usually respond better when asked a question. Remember that you can also dramatize, exaggerate, and blow everything out of proportion if the situation warrants, but keep in mind that your actions may have consequences.&lt;br /&gt;
&lt;br /&gt;
What to write about? To make a list:&lt;br /&gt;
* Give status reports on the mission on planet/station.&lt;br /&gt;
* Send the Company research papers about any hostile lifeforms the marines may encounter.&lt;br /&gt;
* Write about the crew. Recommend that [[Doctor]] for a promotion because he/she took your bribe and made you space drugs for your flask. Don&#039;t explicitly say he/she took your bribe or you requested space drugs, of course, but just write about how wonderful of a Doctor he/she is and how loyal she is to the Company.&lt;br /&gt;
* Alternatively, write about how incompetent the Marines are or how incompetent the crew is.&lt;br /&gt;
* Write about the briefing. Make sure to always attend the briefing. Did the Commanding Officer give a good briefing or bad? Was he late? Who gave the briefing if it wasn&#039;t the Commanding Officer? Write about how bad you feel about this mission because a [[Staff Officer]] had to give the briefing and the Commanding Officer was not present.&lt;br /&gt;
* Write about the survivors and the story behind the planet/station. The Company is curious to know what happened on their research facility.&lt;br /&gt;
* Write how terrible life on the Almayer is and how much you miss the enjoyments of life and the only reason why you&#039;re doing this is because your commitment to the Company.&lt;br /&gt;
* Write about how much you love the Company.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your faxes, and that their primary concern is that the server is being well moderated. Don&#039;t expect responses to every fax you send, and self-antagging or getting unnecessarily angry because your faxes haven&#039;t been responded to is a great way to get banned. Being a well known good player greatly increases your chances of getting a response, and well formatted faxes (found below) are a nice way to make your faxes more enjoyable to respond to. Going planetside or doing other outlandish things without faxing the Company first is a good way to get job banned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly remember that if you plan on burning your fax paper, make sure you only do it after you&#039;ve been given a response from The Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fax Tips==&lt;br /&gt;
----&lt;br /&gt;
* In your office is paper and a generic pen. Don&#039;t lose it. You need it to write faxes. Unfortunately, you can no longer fit the pen in your ear slot.&lt;br /&gt;
* Paper can go on your head slot if you have written something on it (so it doesn&#039;t show up as a paper boat). Extra slot baby.&lt;br /&gt;
* You can drag the paper to your office.&lt;br /&gt;
* There is a zippo near the entrance. Use it with a paper in the other hand to burn the paper. (Make sure you only burn your faxes copy once you&#039;ve been given a reply) Burn important papers or faxes that would otherwise incriminate the Company. Or, just outright burn all faxes that don&#039;t make you look good after sending them.&lt;br /&gt;
* You can turn on squad comms from your headset to listen on whats going on and report it to the Company.&lt;br /&gt;
* Request aid when the situation gets really dire. For example when [[Aliens]] board the Almayer, write about how you&#039;re in danger and need immediate evac.&lt;br /&gt;
* Keep in mind that the Company is a Staff Member (Mod or Admin), just a person. But they have access to all sorts of information, so the things they&#039;re sending you or objectives they&#039;re giving you are because the game can allow it.&lt;br /&gt;
* It&#039;s very annoying to the admins if you request PMCs and weapons in every fax.&lt;br /&gt;
*Fax  templates can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
=Clearance Level=&lt;br /&gt;
The [[Researcher|Researchers]] are expected to handle research assets retrieved from the colony and conduct tests on any chemicals they might discover. This may be experimental chemicals that The Company keeps classified information for in our Database. When they scan these chemicals, they will not be able to download a description from the database unless they have been given the needed clearance level of that chemical. You can change this for them by swiping your ID card on their A-XRF, to a level limited by the current [[Defcon|DEFCON]]. You are expected to make use this power and negotiation tool for the best interest of the Company.&lt;br /&gt;
&lt;br /&gt;
=What Else Should I Be Doing?=&lt;br /&gt;
First of all, make sure to talk with [[Survivor|survivors]] or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don&#039;t have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.&lt;br /&gt;
&lt;br /&gt;
Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor&#039;s name. Remember, you don&#039;t typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.&lt;br /&gt;
&lt;br /&gt;
Once the survivor is comfortable, all that&#039;s left is to ask them for their story. The survivor probably won&#039;t know much but they&#039;re responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you&#039;ll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.&lt;br /&gt;
&lt;br /&gt;
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.&lt;br /&gt;
&lt;br /&gt;
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer&#039;s staff should give you some roleplay attention. If they don&#039;t, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.&lt;br /&gt;
&lt;br /&gt;
Remember that the Liaison is a bureaucrat. A Liaison doesn&#039;t solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract &amp;quot;of intent to protect and preserve&amp;quot; the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn&#039;t sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role&#039;s position. It&#039;s easier for the Company to give you orders to do something with a reason rather than without.&lt;br /&gt;
&lt;br /&gt;
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don&#039;t want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Being an Antagonist=&lt;br /&gt;
* &#039;&#039;&#039;Do NOT Self-Antag.&#039;&#039;&#039; If you are doing a good job with roleplay and reporting to The Company with your fax machine, you &#039;&#039;&#039;MIGHT&#039;&#039;&#039; be given special goals. These goals &#039;&#039;&#039;MIGHT&#039;&#039;&#039; allow you to break some of the server rules, depending on the situation. If you are unsure, &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt; FIRST.&lt;br /&gt;
* Causing harm to marines or damage to the Almayer without first contacting the Company through your fax &#039;&#039;&#039;WILL&#039;&#039;&#039; result in a job-ban and possibly a short server ban.&lt;br /&gt;
* You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don&#039;t have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they&#039;ll never accept if they&#039;re following the rules. Most Marines, by default, hate you because you&#039;re with the Company, but some roleplay as liking the company and will help you out even without a bribe.&lt;br /&gt;
* Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don&#039;t want to shame or incriminate the Company. &#039;&#039;&#039;You&#039;re the most loyal person on the ship to the Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible antagonist objectives:&lt;br /&gt;
* Eliminate the mercenaries.&lt;br /&gt;
* Eliminate a survivor because they don&#039;t have the Company&#039;s interests in mind.&lt;br /&gt;
* Collect X amount of samples, like Alien lifeforms.&lt;br /&gt;
* Retrieve or destroy something on the planet, such as some documents in the science dome.&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
* Your briefcase is a robust bludgeoning weapon, see that CO who&#039;s about to BE you because you killed Jones? Bonk him on the head with it, it might knock him out, and you might even get a sweet Mateba because of it. You&#039;re likely going to get hunted for it though.&lt;br /&gt;
&lt;br /&gt;
* You are the least cared about person aboard the Almayer, nobody cares if you&#039;re missing, use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
* Ultrazine is toxic and if put into anything, a drink, a cigarette, will eventually kill them with fatal organ damage, resulting in them being unrevivable.&lt;br /&gt;
&lt;br /&gt;
* Books can be cut out with wirecutters in order to store normal, small and tiny items in, only one item fits in at a time, perfect for bribes or smuggling illicit goods into areas.&lt;br /&gt;
&lt;br /&gt;
* Your safe is not SAFE. It can be easily cracked, some admins may consider this as metagaming, (ahelp if you aren&#039;t sure). Create a secret compartment or storage somewhere in maintenance or in another safe area, your drinking glass box can hold small contraband, nobody is going to search it.&lt;br /&gt;
&lt;br /&gt;
* You are very bad at any form of action in terms of training, go bribe a PFC for their manual on medical information so you can open pill bottles, and OD or drug whoever you&#039;re instructed to sabotage or kill.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re on a map that has it, get the alcohol vendor from the colony, bribe an MT or engineer from one of the squads to get it, not only is this a great machine for roleplay, its bottles can be used to knock down anyone with a hit to the head for quick disposal of their body, plus some alcohols are more potent than others and can knock out if too much is drank, example is Jailbreaker Verte, experiment!&lt;br /&gt;
&lt;br /&gt;
* Bribe Req and an MT or the CE if you&#039;re lucky to hack the ASRS machine, say it&#039;s for exotic ingredients or carpet from the exotic crates, you can order a multitude of black market crates and other gear if you&#039;re feeling gimmick-like.&lt;br /&gt;
&lt;br /&gt;
* Bribes can get you far, try bribing an MT to edit your airlock so you can pulse a button and shock and or bolt your office doors, bribe the researcher for some warcrime grenades, make some low-grade bots and screwdriver them, then enable all of the spooky options which may be lethal, or just a nuisance to people passing by.&lt;br /&gt;
&lt;br /&gt;
* Special operations crates from requisitions have pistols that fire tranquilizer rounds, these are very effective since they come with silencers, so you can easily shoot your target from off-screen, wait until they&#039;re down, nab them and take them to somewhere more secure.&lt;br /&gt;
&lt;br /&gt;
* Stay in your boundaries. Nobody will ever suspect you, with the exception of the survivors, antagonist CLs happen so rarely that the MPs probably wont care, nor think you did anything wrong. It&#039;s very hard to scan a medibot that is injecting toxins into you for fingerprints, and you can just say you were trying to get away from it since your abdomen started hurting after it injected you for no reason. Unless you go out plainly and start shooting your target in plain sight (don&#039;t do this, you will fail, everyone is better equipped at combat than you with few exceptions), it&#039;s not going to be fun for your target. Try to be an engaging antagonist, and try to follow your objectives assigned by Weston-Yamada. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.&lt;br /&gt;
&lt;br /&gt;
=PMCs=&lt;br /&gt;
Another resource that the Liaison has is the command of the [[Corporate PMCs]]. The PMCs can come randomly as one of the [[Responders]] called in emergency. They must ensure the Liaison&#039;s safety before doing anything else and have the primary mission of saving you. As such, they should obey all of your commands. If you are dead, they should then report to the Commanding Officer or Executive Officer of the Almayer.&lt;br /&gt;
&lt;br /&gt;
There is another corporate military group: [[Corporate Commandos|the Corporate commandos]], these guys don&#039;t report to the Corporate PMCs which makes them not respond to you, only to the Corporate High Command. Accordingly, you as a Liaison do not know of their existence, but the squad are informed about the Liaison&#039;s existence. This can be a problem, since their mission will be the elimination of everyone they see and that may or may not include you.&lt;br /&gt;
&lt;br /&gt;
=Tips and Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Begin the Round==&lt;br /&gt;
----&lt;br /&gt;
* Set the Company relation status to LOYAL in your character profile.&lt;br /&gt;
* To have the best experience, use &amp;lt;code&amp;gt;staffwho&amp;lt;/code&amp;gt; at the beginning to see if there&#039;s a moderator or higher rank online. If not, then don&#039;t expect faxes from the Company. But don&#039;t fret, if a moderator comes online and sees all your faxes, you may be rewarded!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
----&lt;br /&gt;
* Be acquainted with Marine law. A good Liaison has a serious chance of being arrested. A great Liaison may be arrested multiple times. Make sure you&#039;re arrested for good reasons though. Know your rights to keep your radio and take your last words.&lt;br /&gt;
* Confiscate all survivor weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:Cl_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=16445 [Guide&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; How to be a Good-Enough Corporate Liaison]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7758 A Guide to the Corporate Liaison]&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=14059</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=14059"/>
		<updated>2020-02-18T16:11:32Z</updated>

		<summary type="html">&lt;p&gt;Smov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / RESEARCH&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Sci.png&lt;br /&gt;
|jobtitle = Researcher&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = N / A&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|duties = .Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades and make chemicals.&lt;br /&gt;
|guides = [[Research_Guide | Guide to Research]], [[Chem_Guide | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]]&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 are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things.&amp;lt;br&amp;gt;&lt;br /&gt;
Your role involves a lot of roleplaying, but you can perform the function of a regular doctor. Do not hand out things to marines without getting permission from your supervisor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I wish you could understand what we&#039;re trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we&#039;ve ever seen on any world before.&amp;quot;&#039;&#039; ―Dr. Wren, &#039;&#039;Alien Resurrection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultimately, your job is to focused around lowering the DEFCON level via analyzing chemicals, xenomorph blood/liquids, storing xenomorph corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When dealing with Xenomorphs, this role demands a high level of roleplay. Roleplay doesn’t include:&lt;br /&gt;
* “Yeah, well it makes you a host for xenomorphs.”&lt;br /&gt;
* “Yeah, I’ve seen this before.”&lt;br /&gt;
* “They’re hostile. Kill them all. Don’t worry, I can tell.”&lt;br /&gt;
* “Just jam it in the cage and forget it exists.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All variations of this are also pretty horrible, so don’t do it, okay?&lt;br /&gt;
&lt;br /&gt;
=Chemical Research: Pharmacology=&lt;br /&gt;
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause &#039;&#039;&#039;more harm&#039;&#039;&#039; if they are used together. Consult the [[Chemistry|chemistry guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Researching Chemicals==&lt;br /&gt;
As a medical researcher on-board the USS Almayer you&#039;re tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You&#039;ll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of your work will require a resource called &#039;&#039;&#039;Research Credits&#039;&#039;&#039;. These can currently be earned by identifying new chemicals, or from [[Defcon|DEFCON]] lowering. The lower the DEFCON gets, the more research credits are earned each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Company has provided your laboratory with an &#039;&#039;Advanced X-Ray Fluorescence Scanner&#039;&#039; to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company&#039;s interest in your lab will increase. They might even pay USCM High Command and warrant them to lower the [[Defcon|DEFCON]] threat level to ensure the survival of your research. &lt;br /&gt;
&lt;br /&gt;
===Research Machines===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can&#039;t be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical&#039;s emission pattern to its database. &#039;&#039;&#039;Successfully identifying a chemical increases Company interests and provides both DEFCON and research credits.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the A-XRF can read data from the Company&#039;s private chemical database, your clearance level is limited and some information may be classified. Use the &#039;&#039;&#039;Research Data Terminal&#039;&#039;&#039; to purchase higher clearance or get a clearance grant by a corporate official. For example, the [[Corporate Liaison|Corporate Liaison]], however, their power to do this is limited by the current [[Defcon|DEFCON]] level, so the Lower the DEFCON level, the higher the clearance level the Corporate Liaison may grant you. Certain colonists (doctors, scientists and colony liasons) can bypass the DEFCON restriction however. Some chemicals will require a higher clearance level than others. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. Additionally, it will label pure vials for you, and unlabel impure ones. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The centrifuge operates under the following logic:&lt;br /&gt;
* Cycles through reagents in the input beaker starting from the top.&lt;br /&gt;
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF.&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; fill multiple vials with the same reagent. &lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.&lt;br /&gt;
&lt;br /&gt;
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running.  &lt;br /&gt;
&lt;br /&gt;
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the &#039;&#039;Smartlink&#039;&#039; to be dispensed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&lt;br /&gt;
The Turing Dispenser has two programs: &#039;&#039;Box&#039;&#039; and &#039;&#039;Memory&#039;&#039;. &#039;&#039;The Box Program&#039;&#039; is the currently inserted vial box, while &#039;&#039;The Memory Program&#039;&#039; is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings&#039;&#039;&#039;&lt;br /&gt;
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water.&lt;br /&gt;
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep.&lt;br /&gt;
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted.&lt;br /&gt;
* Smartlink: If ON, then the dispenser will check the nearby &#039;&#039;Smartfridge&#039;&#039; for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense &#039;&#039;exotic&#039;&#039; chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. &#039;&#039;(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all A-XRF scans and Simulation documents. Additionally, the current status of research credits can be checked, and used to upgrade the department&#039;s database clearance. Increasing the clearance level this way costs more the higher your clearance, but the cost is further decreased by the DEFCON status. The CL or a colonist (doctors, scientists and colony liasons) with database clearance can scan their ID card here to override the department&#039;s clearance levels without any additional costs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Making a chemical &#039;&#039;better&#039;&#039; will result in the OD threshold decreasing by 5 units, while making it &#039;&#039;worse&#039;&#039; will instead increase it (some properties are considered neutral and does not affect the OD threshold). &#039;&#039;Mixing a chemical with another variant of itself will cause it to react back into its original form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplify&#039;&#039;&#039;&lt;br /&gt;
This function increases the level of the selected property by one. The credit cost increases based on the level of the property. Amplifying a negative property will increase the OD and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppress&#039;&#039;&#039;&lt;br /&gt;
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. Suppressing a positive property increases the OD threshold and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relate&#039;&#039;&#039;&lt;br /&gt;
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Chemical Naming Conventions&#039;&#039;&#039; ====&lt;br /&gt;
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property, followed by either a + or - sign that signifies whether the OD threshold is higher or lower than originally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Negative Properties&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Code&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Property&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| HPX || Hypoxemic || Reacts with hemoglobin in red blood cells preventing oxygen from being absorbed, resulting in hypoxemia.&lt;br /&gt;
|-&lt;br /&gt;
| TXC || Toxic || Poisonous substance which causes harm on contact with or through absorption by organic tissues, resulting in bad health or severe illness.&lt;br /&gt;
|-&lt;br /&gt;
| CRS || Corrosive || Damages or destroys other substances on contact through a chemical reaction. Causes chemical burns on contact with living tissue.&lt;br /&gt;
|-&lt;br /&gt;
| BCD || Biocidic || Ruptures cell membranes on contact, destroying most types of organic tissue.&lt;br /&gt;
|-&lt;br /&gt;
| HML || Hemolytic || Causes intravascular hemolysis, resulting in the destruction of erythrocytes (red blood cells) in the bloodstream. This can result in Hemoglobinemia, where a high concentration of hemoglobin is released into the blood plasma.&lt;br /&gt;
|-&lt;br /&gt;
| HMR || Hemorrhaging || Ruptures endothelial cells making up bloodvessels, causing blood to escape from the circulatory system.&lt;br /&gt;
|-&lt;br /&gt;
| CRG || Carcinogenic || Penetrates the cell nucleus causing direct damage to the deoxyribonucleic acid in cells resulting in cancer and abnormal cell proliferation. In extreme cases causing hyperactive apoptosis and potentially atrophy.&lt;br /&gt;
|-&lt;br /&gt;
| HPT || Hepatotoxic || Damages hepatocytes in the liver, resulting in liver deterioration and eventually liver failure.&lt;br /&gt;
|-&lt;br /&gt;
| NPT || Nephrotoxic || Causes deterioration and damage to podocytes in the kidney resulting in potential kidney failure.&lt;br /&gt;
|-&lt;br /&gt;
| PNT || Pneumotoxic || Toxic substance which causes damage to connective tissue that forms the support structure (the interstitium) of the alveoli in the lungs.&lt;br /&gt;
|-&lt;br /&gt;
| OCT || Oculotoxic || Damages the photoreceptive cells in the eyes impairing neural transmissions to the brain, resulting in loss of sight or blindness.&lt;br /&gt;
|-&lt;br /&gt;
| CDT || Cardiotoxic || Attacks cardiomyocytes when passing through the heart in the bloodstream. This disrupts the cardiac cycle and can lead to cardiac arrest.&lt;br /&gt;
|-&lt;br /&gt;
| NRT || Neurotoxic || Breaks down neurons causing widespread damage to the central nervous system and brain functions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Properties&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Code&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Property&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| NTR || Nutritious || The compound can be used as, or be broken into, nutrition for cell metabolism.&lt;br /&gt;
|-&lt;br /&gt;
| KTG || Ketogenic || Activates ketosis causing the liver to rapidly burn fatty acids and alcohols in the body, resulting in weight loss. Can cause ketoacidosis in high concentrations, resulting in a buildup of acids and lowered pH levels in the blood.&lt;br /&gt;
|-&lt;br /&gt;
| PNG || Paining || Activates the somatosensory system causing neuropathic pain all over the body. Unlike nociceptive pain, this is not caused by any tissue damage and is solely perceptive.&lt;br /&gt;
|-&lt;br /&gt;
| NIH || Neuroinhibiting || Inhibits neurological processes in the brain such to sight, hearing and speech which can result in various associated disabilities. Restoration will require surgery.&lt;br /&gt;
|-&lt;br /&gt;
| AOL || Alcoholic || Binds to glutamate neurotransmitters and gamma aminobutyric acid (GABA), slowing brain functions response to stimuli. This effect is also known as intoxication.&lt;br /&gt;
|-&lt;br /&gt;
| HLG || Hallucinogenic || Causes perception-like experiences that occur without an external stimulus, which are vivid and clear, with the full force and impact of normal perceptions, though not under voluntary control.&lt;br /&gt;
|-&lt;br /&gt;
| AHL || Anti-hallucinogenic|| Stabilizes perseptive abnormalities such as hallucinations caused by mindbreaker toxin.&lt;br /&gt;
|-&lt;br /&gt;
| RLX || Relaxing || Has a sedative effect on neuromuscular junctions depressing the force of muscle contractions. High concentrations can cause respiratory failure and cardiac arrest.&lt;br /&gt;
|-&lt;br /&gt;
| HPR || Hyperthermic || Causes an endothermic reaction when metabolized in the body, increasing internal body temperature.&lt;br /&gt;
|-&lt;br /&gt;
| HPO || Hypothermic || Causes an exothermic reaction when metabolized in the body, decreasing internal body temperature.&lt;br /&gt;
|-&lt;br /&gt;
| BLD || Balding || Damages the hair follicles in the skin causing extreme alopecia, also refered to as baldness.&lt;br /&gt;
|-&lt;br /&gt;
| FLF || Fluffing || Accelerates cell division in the hair follicles resulting in random and excessive hairgrowth.&lt;br /&gt;
|-&lt;br /&gt;
| ALG || Allergenic || Creates a hyperactive immune response in the body, resulting in irritation.&lt;br /&gt;
|-&lt;br /&gt;
| CMB || Cryometabolizing || The chemical is passively metabolized with no other effects in temperatures above 170 kelvin.&lt;br /&gt;
|-&lt;br /&gt;
| EPH || Euphoric || Causes the release of endorphin hormones resulting intense excitement and happiness.&lt;br /&gt;
|-&lt;br /&gt;
| EME || Emetic || Acts on the enteric nervous system to induce emesis, the forceful emptying of the stomach.&lt;br /&gt;
|-&lt;br /&gt;
| PST || Psychostimulating || Stimulates psychological functions causing increased awareness, focus and anti-depressing effects.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positive Properties&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Code&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Property&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| ATX || Anti-toxic|| Absorbs and neutralizes toxic chemicals in the bloodstream and allowing them to be excreted safely.&lt;br /&gt;
|-&lt;br /&gt;
| ACR || Anti-corrosive || Accelerates cell division around corroded areas in order to replace the lost tissue. Excessive use can trigger apoptosis.&lt;br /&gt;
|-&lt;br /&gt;
| NGN || Neogenetic || Regenerates ruptured membranes resulting in the repair of damaged organic tissue. High concentrations can corrode the cell membranes.&lt;br /&gt;
|-&lt;br /&gt;
| REP || Repairing || Repairs cybernetic organs by &#039;&#039;REDACTED&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| HMG || Hemogenic || Increases the production of erythrocytes (red blood cells) in the bonemarrow, leading to polycythemia, an elevated volume of erythrocytes in the blood.&lt;br /&gt;
|-&lt;br /&gt;
| NST || Nervestimulating || Increases neuron communication speed across synapses resulting in improved reaction time, awareness and muscular control.&lt;br /&gt;
|-&lt;br /&gt;
| MST || Musclestimulating || Stimulates neuromuscular junctions increasing the force of muscle contractions, resulting in increased strength. High doses might exhaust the cardiac muscles.&lt;br /&gt;
|-&lt;br /&gt;
| PNK || Painkilling || Binds to opioid receptors in the brain and spinal cord reducing the amount of pain signals being sent to the brain.&lt;br /&gt;
|-&lt;br /&gt;
| HPP || Hepatopeutic || Treats deteriorated hepatocytes and damaged tissues in the liver, restoring organ functions.&lt;br /&gt;
|-&lt;br /&gt;
| NPP || Nephropeutic || Heals damaged and deteriorated podocytes in the kidney, restoring organ functions.&lt;br /&gt;
|-&lt;br /&gt;
| PNP || Pneumopeutic || Mends the interstitium tissue of the alveoli restoring respiratory functions in the lungs.&lt;br /&gt;
|-&lt;br /&gt;
| OCP || Oculopeutic || Restores sensory capabilities of photoreceptive cells in the eyes returning lost vision.&lt;br /&gt;
|-&lt;br /&gt;
| CDP || Cardiopeutic || Regenerates damaged cardiomyocytes and recovers a correct cardiac cycle and heart functionality.&lt;br /&gt;
|-&lt;br /&gt;
| NRP || Neuropeutic || Rebuilds damaged and broken neurons in the central nervous system re-establishing brain functionality.&lt;br /&gt;
|-&lt;br /&gt;
| BNM || Bonemending || Rapidly increases the production of osteoblasts and chondroblasts while also accelerating the process of endochondral ossification. This allows broken bone tissue to be re-wowen and restored quickly if the bone is correctly positioned. Overdosing may result in the bone structure growing abnormally and can have adverse effects on the skeletal structure.&lt;br /&gt;
|-&lt;br /&gt;
| FLX || Fluxing || Liquifies large crystalline and metallic structures under bodytemperature in the body and allows it to migrate to and be excreted through the skin.&lt;br /&gt;
|-&lt;br /&gt;
| NRC || Neurocryogenic || Causes a temporal freeze of all neurological processes and cellular respirations in the brain. This allows the brain to be preserved for long periods of time.&lt;br /&gt;
|-&lt;br /&gt;
| APS || Anti-parasitic || Antimicrobial property specifically targeting parasitic pathogens in the body disrupting their growth and potentially killing them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hints===&lt;br /&gt;
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here&#039;s some things to keep in mind:&lt;br /&gt;
* You need 30 units of a chemical for the XRF to work. If you don&#039;t have enough, you might want to save it until you know the recipe.&lt;br /&gt;
* Negative properties can also be useful when used with the synthesis simulator to increase the OD threshold.&lt;br /&gt;
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.&lt;br /&gt;
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.&lt;br /&gt;
* If you can&#039;t rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.&lt;br /&gt;
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.&lt;br /&gt;
&lt;br /&gt;
=Xenomorph Research: Xenology=&lt;br /&gt;
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Xenomorphs. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use, it will however provide a great boost towards lowering the DEFCON. Xenology has the potential to significantly decrease the DEFCON level if conducted in a thorough manner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At its core, Xenology is accomplished by analyzing xenomorph blood and other liquids, storing dead xenomorph bodies in the research containers, and containing a live xenomorph in the research pen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Xenology Blood Research===&lt;br /&gt;
Each xenomorph will have two or more unique liquids/blood samples to collect. To analyze xenomorph blood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge to split up the different samples. Afterwards you can analyze the samples at the XRF Scanner. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each time you analyze a unique blood sample, you will decrease the DEFCON level. Scanning the same sample will not produce a result.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Xenology Body and Live Specimen Study===&lt;br /&gt;
Storing dead xenomorphs in any research containment cell will contribute a small amount of DEFCON points. However, storing live xenomorphs will contribute a massive bonus to the DEFCON levels. You will need the Marines assistance in securing egg samples, which can be placed in the containment cells. &lt;br /&gt;
&lt;br /&gt;
=Hydroponics Research=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer&#039;s research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Machine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicstray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics tray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised tray to grow plants in. You may right-click the tray and select &#039;&#039;&#039;Flush Tray&#039;&#039;&#039; to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:&lt;br /&gt;
*&#039;&#039;&#039;Green:&#039;&#039;&#039; Plant is ready to be harvested.&lt;br /&gt;
*&#039;&#039;&#039;Red:&#039;&#039;&#039; Plant is unhealthy, old-aged or dead.&lt;br /&gt;
*&#039;&#039;&#039;Orange/Red flash:&#039;&#039;&#039; High amount of weeds or pests.&lt;br /&gt;
*&#039;&#039;&#039;Yellow:&#039;&#039;&#039; Low amounts of nutrients in the tray.&lt;br /&gt;
*&#039;&#039;&#039;Blue:&#039;&#039;&#039; Low amount of water in the tray. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedvendor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MegaSeed Servitor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Vendor that contains the basic seeds needed to get started.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedextractor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Seed extractor &amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Centrifuge.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lysis-isolation Centrifuge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. &lt;br /&gt;
&lt;br /&gt;
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic delivery system. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bioballistic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bioballistic delivery system.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Uses data disks with extracted genomes from the Lysis-isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Items&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Floradisk.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flora data disk &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant analyzer &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to analyze plants quickly and get a reading of its general properties.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hoe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mini hoe &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantclipper.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Clippers &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hatchet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hatchet &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to cut down large plants into smaller parts. Usually wood. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spade &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to move dirt around. But we don&#039;t have dirt onboard, so it has little purpose right now. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bucket.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bucket &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Its a bucket. Fill it with water and pour it somewhere. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantbag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant bag &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicsspray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics spray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;How to do Hydroponics Research&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Subject:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Identifying Genes &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you&#039;ve identified the gene. &#039;&#039;&#039;A gene label represents the same trait across all plants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some traits won&#039;t do much, while others can have drastic effects. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Mutating plants &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Keeping your plants alive &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapons Research=&lt;br /&gt;
Should you decide to abandon your medical oath, then you might use your expansive chemical knowledge to tinker with custom chemical grenades. The idea behind a grenade is simple: it mixes two beakers on ignition, causing a chemical reaction. Usually an explosion, spreading chemical fire or creating smoke.&lt;br /&gt;
&lt;br /&gt;
The properties of chemical fires are enhanced by the following chemicals: Hydrogen, Oxygen, Phosphorus, [[#Thermite|Thermite]], Welding Fuel, [[#Methane|Methane]] and [[#Chlorine Trifluoride|Chlorine Trifluoride]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to make a custom explosive grenade:&#039;&#039;&#039;&lt;br /&gt;
* Autolathe 2 large beakers (Buckets also work)&lt;br /&gt;
* Autolathe 1 Large Chem Grenade or make a grenade casing from 1 metal&lt;br /&gt;
* Grab the sensor of your choice and 1 igniter from an Autolathe&lt;br /&gt;
* Put potassium in one large beaker using the chem dispenser (Click it in your hand to use a lid)&lt;br /&gt;
* Put an equal amount of water into the other beaker&lt;br /&gt;
* Place both containers into the grenade casing by clicking on it with the beaker in your active hand&lt;br /&gt;
* Use a screwdriver (from Autolathe or a toolbox) on an igniter to make it ready to attach&lt;br /&gt;
* Configure your sensor as you see fit by using it in hand.&lt;br /&gt;
* Use a screwdriver on the sensor until it&#039;s ready to attach&lt;br /&gt;
* Attach the sensor to the igniter; use the screwdriver on the assembly to make it &amp;quot;ready&amp;quot;&lt;br /&gt;
* If you use the assembly it should spark after the sensor triggers&lt;br /&gt;
* Add the ready assembly to the grenade casing by clicking on it&lt;br /&gt;
* Use the screwdriver to ready the grenade. You are now done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
60 units of each potassium and water is a medium boom.  90 units of each is a serious bang.  120 units each might breach the ship&#039;s walls. &lt;br /&gt;
&lt;br /&gt;
Try out different mixes of chemicals. Just remember that certain combinations will instantly react and should not be allowed in the same beaker. For instance, if you filled one beaker with 60u potassium and tried to add 60u of water, it&#039;ll blow up in your face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following sensors can be used with custom grenades:&lt;br /&gt;
&lt;br /&gt;
* TIMER: Set the parameters on the timer before inserting the timer assembly into the grenade shell. When the grenade is fully assembled, you&#039;ll have to click the grenade one more time to prime it and start the timer&#039;s program.&lt;br /&gt;
* PROXIMITY SENSOR: Set the parameters on the proximity sensor before inserting its assembly into the grenade shell. When the grenade is fully assembled, you&#039;ll have to click the grenade one more time to prime it and start the proximity sensor&#039;s program. It&#039;s also useful as a doorbell.&lt;br /&gt;
* IR LASER: Before attaching it to anything else, rotate the IR laser to your desired direction by clicking on it. One way to use the laser is to attach it to a signaler to detonate a grenade. It&#039;s also useful as a doorbell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:Researcher_skill_set.png]]&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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Doctor&amp;diff=14058</id>
		<title>Doctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Doctor&amp;diff=14058"/>
		<updated>2020-02-18T16:10:16Z</updated>

		<summary type="html">&lt;p&gt;Smov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Almayer Doctor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = N / A&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|duties = Heal severely injured marines, do surgery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [http://cm-ss13.com/wiki/Surgery Surgery], [http://cm-ss13.com/wiki/Chem_Guide 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 are tasked with keeping the marines healthy and strong, usually in the form of surgery.&amp;lt;br&amp;gt;&lt;br /&gt;
You are also an expert when it comes to medication and treatment. If you do not know what you are doing, adminhelp so a mentor can assist you.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Doctor, I can&#039;t feel my legs!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I know, we amputated them!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;― A Patient and a Doctor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Squad Medic]] can bandage a wounded marine, but sometimes the situation is so bad that the Marine should be taken from combat back to the Almayer. That&#039;s where you, the &#039;&#039;&#039;Almayer Doctor&#039;&#039;&#039; comes, safe in your medbay on the Almayer, you&#039;ll be doing all the things normal field medics can&#039;t do.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
Your job as a &#039;&#039;&#039;Almayer Doctor&#039;&#039;&#039; is &#039;&#039;&#039;to heal what the [[Squad Medic|Combat Medics]] can&#039;t&#039;&#039;&#039;. You will be responsible for:&lt;br /&gt;
* Treating major wounds and infections&lt;br /&gt;
* Operating on patients in need of major surgeries&lt;br /&gt;
* Concocting medicine as required&lt;br /&gt;
* Handling triage&lt;br /&gt;
&lt;br /&gt;
You answer to the &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, and should follow their instructions and advice at all times, however if the  [[Commander]] gives you an order it takes priority over the Chief Medical Officers. In the event that you are ordered to create a field hospital remember that the CMO and acting commander have to agree to send you planetside. You also work with the [[Researcher]], they don&#039;t really do much, but don&#039;t bother them in case they&#039;re on the verge of a breakthrough!&lt;br /&gt;
&lt;br /&gt;
=== Tools of the Trade ===&lt;br /&gt;
----&lt;br /&gt;
The Almayer doctor is given a number of trusty tools to assist him or her in their duty, which is, being a doctor! These tools include:&lt;br /&gt;
* Two cryogenic cells&lt;br /&gt;
* A chemistry laboratory&lt;br /&gt;
* An autodoc medical system&lt;br /&gt;
* Four operating theaters&lt;br /&gt;
* One sleeper&lt;br /&gt;
* Six cryogenic freezers (For placing players who have left the game into.)&lt;br /&gt;
* Four body scanners&lt;br /&gt;
* A ton of medical kits, defibrillators and a bunch of other supplies in the vendors&lt;br /&gt;
* Multiple IVs and a supply of blood bags&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m a doctor! Now what? ===&lt;br /&gt;
----&lt;br /&gt;
At the beginning of each round, you will have 20-30 minutes to prepare the Medbay before injured marines start showing up. During this time, you won&#039;t have many injuries to tend with, so it is best to try to prepare for the flood of casualties in Medbay by doing &#039;common tasks&#039; detailed below. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common tasks that help improve the effectiveness of your medical environment:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medbay-Cryo.png|frameless]] &amp;lt;br /&amp;gt;Switch the cryogenic freezers on by clicking on each individual tank circled in yellow to open the cryogenic interface. The tank circled in red pointed by the red arrow should be on by default. || The freezer cools the cryogenic cells (circled in yellow), which is required for them to function effectively. You are able to customize the power and target temperature for the cryogenic cells, but the default configuration is the most efficient. (As an additional improvement, you can alter the cryogenic cells individually with different chemicals, loadable by removing the existing beakers and inserting new beakers filled with your designer chemicals.)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IVdrip.png|thumb]]Set up the IV drips. || [[File:Bloodtypes table.jpg|thumb]]&lt;br /&gt;
|IV drips are used to provide patients with blood. To use them, take a blood pack (or a beaker, if you want to inject chemicals) and use it on the IV drip to load it. After loading the IV drip, pull it to be adjacent to your patient and click-and-drag the IV drip to your patient&#039;s body. You should get a message that the IV drip was attached. &#039;&#039;&#039;MAKE SURE THAT THE BLOOD IS COMPATIBLE WITH YOUR PATIENT. (See attached chart)&#039;&#039;&#039; When in a hurry, use O- blood. (all blood types can take O- blood) ||&lt;br /&gt;
|Always unattach the IV drip from the patient if he is about to be moved away. Patients will take minor brute damage if you pull them away while they are still attached. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor-Chem.png|400px]] Produce Chemicals at the circled red workstation, and at the circled yellow station make them into pills. || Squad medics have access to the medical communications channel through a medical key available in their lockers. They will likely request that you provide them with certain chemicals as a part of their preparation routine; Only one doctor is able to make chemicals at a time, at times the Researcher might help. Always provide these medications in pill form in a labeled pill bottle. You are authorized to distribute requested &amp;lt;b&amp;gt;beneficial&amp;lt;/b&amp;gt; medicine in pill form to Squad Medics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Please refer to the [http://cm-ss13.com/wiki/Chem_Guide chemistry guide] for details of what is available to create, please see [[Rules|Server Rules]] &amp;amp; [[Marine Law|Marine Law]] for an idea of what is illegal to distribute. Also understand the [[Standard Operating Procedure]] as it applies to Doctor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgery ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Prepared-OR.png|400px]] The Upper Left Operating Room, prepared for surgery. Red circle around the surgical tool storage, Yellow circle around the Operating Table || As the round progresses, your main role will be to administer aid to the individuals that visit the Medbay. Since Squad Medics can patch up and resolve minor injuries, marines will typically only visit the Medbay if they have a severe internal injury that requires surgery. As such, it is critical to triage cases properly. Stasis Bags are a reasonably safe way (not very fun, though for the patient) to limit avoidable deaths in Medbay. Because surgery is a time-consuming process with many separate steps, it is important to be educated on [[Surgery|how to conduct surgery]].  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General Guidance ===&lt;br /&gt;
----&lt;br /&gt;
Nobody likes to wait in the Medbay while they are injured and unconscious. As a doctor, you need to organize your activities and manage your workflow efficiently in order to process patients quickly and reduce the time that everyone has to wait. This can become especially important if you are the only doctor actively conducting surgery. It&#039;s equally important to have a thick skin, because most players will be irritated that they were injured to start with. &lt;br /&gt;
&lt;br /&gt;
Remember that you can restock empty injectors, bottles and medical supplies in the medical vendors by clickdraging them back onto it. This makes them usable again. Pill bottles are not restockable in this manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your actions will have a large impact upon whether or not the marines will be victorious, because your ability to do surgery influences the number of active marines currently engaged in combating the alien menace. Do your job well, but remember - this is not a chore. Perform your duties at your own pace, and most importantly remember to breathe and have fun. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Efficiency Tips===&lt;br /&gt;
----&lt;br /&gt;
* Before conducting surgery, always check the body scan of the patient and have it readily available in your mind. If you are unable to remember the scan, don&#039;t fred, you can just examine your patient and read up on the saved scan data again for reassurance.&lt;br /&gt;
* If the patient has low blood levels and also requires surgery, give them the IV drip &#039;&#039;&#039;while&#039;&#039;&#039; they are on the surgery table.&lt;br /&gt;
* Print mechanical limbs early on in the surgery procedure so they are ready immediately when you need them.&lt;br /&gt;
* Remember that - thanks to The Companys improved technology - you just need to put the patient on a surgery table, then drag his sprite onto the surgery table to hook him up with anesthetics for your operation to commence. Be sure though that there&#039;s an anesthetic tank loaded up beforehand!&lt;br /&gt;
* The [[Surgery#Incision_Management_System|&#039;&#039;&#039;Incision Managment Tool&#039;&#039;&#039;]] is a godsend when it comes to state of the art surgery procedures. Use this instead of the usual way of a scalpel and retractor. The IMT does all three steps (incision, retracting and bleeder clamping) in one click!&lt;br /&gt;
* For a single patient, conduct all required surgeries at once. This reduces the number of times you need to pick up surgery tools. &#039;&#039;&#039;For example:&#039;&#039;&#039; If a patient has internal bleeding, heart/lung damage, a broken ribcage and shrapnel, cut open his chest, treat the IB with [[Surgery#Fix-O-Vein|Fix-O-Vein]], use a [[Surgery#Hemostat|Hemostat]] to remove the shrapnel, then use a [[Surgery#Advanced_Trauma_Kit|trauma kit]] for the organ damage, retract the skin, use bone gel and the bone setter for the bones and close him up. Done! You can also refer to this [[Surgery#Combining_Surgeries|Guide]] here!&lt;br /&gt;
* Don&#039;t fight with the other doctors over the operating rooms. Simply wait for it to get vacant instead of arguing with the people around you.&lt;br /&gt;
* If a patient does not succumb to anesthesia when you hook him onto the surgery table, check for a collapsed lung! Patients with this type of injury usually suffer from oxygen damage which prevents them from falling asleep. In that case, administer a dosage of Dexalin+ to bridge the time till you fix the lungs.&lt;br /&gt;
&lt;br /&gt;
===Your Skillset===&lt;br /&gt;
[[File:Doctor_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
===Guides===&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?1463-Doctor-101 Doctor 101] by grinkgo on 04-14-2019&lt;/div&gt;</summary>
		<author><name>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=14057</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=14057"/>
		<updated>2020-02-18T16:09:45Z</updated>

		<summary type="html">&lt;p&gt;Smov: &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 = N / A&lt;br /&gt;
|superior = [[Commanding Officer]] / [[Executive Officer]]&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/Chem_Guide 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.&lt;br /&gt;
You have final authority over the medical department, medications, and treatments.&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;
&lt;br /&gt;
&lt;br /&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; on 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 again. Your job also includes overseeing the research department, which is usually [[Researcher|some researcher]] working on...  Nothing! &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 in the case of the [[Commanding Officer]] and [[Executive Officer]]) 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;(:v)&#039;&#039;&#039; and then ask for the medical personnel to report in on the medical channel &#039;&#039;&#039;(:m)&#039;&#039;&#039; so you can gauge your workforce and effectively distribute them tasks.&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 and they can come up on the alamo) so you can have a [[Doctor|doctor]] on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. If you find that the operating theatres and autodoc aren&#039;t enough and that you need to conduct more surgeries, then you can ask Requisitions to order you a surgery crate and conduct your surgery on a roller bed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&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 Medbay&lt;br /&gt;
* Overseeing the Almayer Doctors and Researcher&lt;br /&gt;
* Advising the Commander on matters of Health and Wellness&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Tools ====&lt;br /&gt;
To accomplish your task, High Command has supplied you with the latest and greatest in corporate medical technology!&lt;br /&gt;
In Medical, you should be able to find:&lt;br /&gt;
* Two cryogenic cells.&lt;br /&gt;
* Two Chemistry departments (Upstairs and downstairs).&lt;br /&gt;
* Four operating theatres, with a fifth upstairs in the morgue that is meant for autopsies. &lt;br /&gt;
* Two autodoc medical system.&lt;br /&gt;
* A sleeper.&lt;br /&gt;
* Four body scanners.&lt;br /&gt;
* A handful defibrillators.&lt;br /&gt;
* A ton of medical kits!&lt;br /&gt;
* A bunch of other supplies which can be vended from the medical vendors.&lt;br /&gt;
&lt;br /&gt;
===Your Skillset===&lt;br /&gt;
[[File:CMO_skillset.png]]&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 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>Smov</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=14056</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=14056"/>
		<updated>2020-02-18T16:09:10Z</updated>

		<summary type="html">&lt;p&gt;Smov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = CargoTech.png&lt;br /&gt;
|jobtitle = Cargo Technician&lt;br /&gt;
|difficulty = Easy &lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = [[Requisitions Officer]]&lt;br /&gt;
|duties = Hand out supplies. Order, pack, and move supplies in crates. Recover supplies from elsewhere.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]]&lt;br /&gt;
|description = You are a cargo technician!  Your job is to dispense supplies to the marines, including weapon attachments. Stay in your department when possible to ensure the marines have full access to the supplies they may require. Listen to the radio in case someone requests a supply drop via the overwatch system.  As the cargo technician you answer to the requisitions officer. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ordinance loading, weapons strip and drop-ship prep details will have seven hours...&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― LT Gorman, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo Technician (Cargo Tech, CT)&#039;&#039;&#039; is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s requisitions (req, cargo) department. They are expected &#039;&#039;&#039;to assist their supervising [[Requisitions Officer]] (RO) in distributing supplies to the marines as the mission demands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cargo Tech Overview =&lt;br /&gt;
As a Cargo Tech, you begin the mission in the requisitions bay near the center of the ship. Reach out over the requisitions radio (&#039;&#039;&#039;:u&#039;&#039;&#039;) to report to your department, composed of a fellow CT and the Requisitions Officer, whose orders you must carry out. Generally, your duties will be directed by your RO, and fall into three main categories:&lt;br /&gt;
&lt;br /&gt;
* Handing out supplies at the requisitions lines, such as attachments, equipment, and munitions.&lt;br /&gt;
* Ordering, packing, and moving supply crates from the requisitions elevator to the dropships or launch pads.&lt;br /&gt;
* Recovering supplies elsewhere, such as on dropships returning from the planet/station, given out by the other departments, or on marine casualties.&lt;br /&gt;
&lt;br /&gt;
You will often end up running small errands on the side, whether on the RO&#039;s initiative or your own. You could even be sent to the FOB by Command to make sure supplies are being organized, used up, and returned properly.&lt;br /&gt;
&lt;br /&gt;
= Preparations =&lt;br /&gt;
[[File:CargoCrateArea.png|thumb|600px|One of the requisitions storage rooms.]]&lt;br /&gt;
The beginning of the mission is usually a some what busy of a time for requisitions as some marines start to line up for attachments while the RO runs around with their hair on fire hauling crates out of the ASRS. Though the marines have their own squad requisition bays, some few stragglers may wander to the RO lines. You should spend the first few minutes of the mission introducing yourself to your coworkers and helping set up the bay for the future. There are two recommended preparations at the beginning of the round:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Moving crates and supplies to the main bay to help pack for the operation.&lt;br /&gt;
* Equipping yourself with storage rigs, belts, and pouches for transporting supplies on your person.&lt;br /&gt;
&lt;br /&gt;
= Manning the requisitions lines =&lt;br /&gt;
&lt;br /&gt;
Requisitions has two lines for handing out supplies to marines before they drop. Most requests from marines at the lines will usually include weapons attachments from the vendor next to your seat, but often you will also be asked to hand out other equipment, such as pouches, holsters, explosives, weapons, special ammunition, etc. You might even be asked to order a crate. Though you will see a lot less marines lining up for their equipment as they have their own squad requisitions, you none the less can provide the supplies necessary for those who ask for them.&lt;br /&gt;
&lt;br /&gt;
Your RO&#039;s policy will guide whether you approve or deny these requests. For example, they might state that marines with blue hair can have only an even number of attachments, or that incendiary magazines will only be handed out to marines who bring a fire extinguisher. Feel free to ask your RO for clarification or an exception to the policy if an unusual request presents itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are fully within your rights to deny anyone service for any reason&#039;&#039;&#039;, especially if they are being rude or disruptive to your efforts. While the RO or Command can overturn your decision, they will usually side with you if your reason for denial was legitimate. Do remember that you are trying to help the mission succeed by keeping the marines supplied. It wouldn&#039;t make sense to let one person hoard all the AP ammo, leaving nothing for anyone else, nor would it make sense to refuse to hand out attachments just because you can, letting heaps of them rot inside the vendor unused.&lt;br /&gt;
&lt;br /&gt;
= Push and Pull routine =&lt;br /&gt;
&lt;br /&gt;
The Automated Supply and Retrieval System provides free crates of various munitions, arms and equipment every time you request the supply elevator to be called up. These can range from ammunition boxes, weapons, equipment and other sorts of supplies the marines may or may not need. Periodically, the ASRS will allocate supplies to the supply elevator, you can check what it sends on the Supply Console. What the ASRS provides is random each time, but as time goes on during the operation, they ASRS will be able to provide much rarer weapons and equipment. Such as the M56D machine gun or an extra sentry crate. If you do not call the supply elevator for some time, the ASRS will stockpile equipment onto the supply elevator with a maximum of twenty (20) crates on board it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Supply Console allows you to spend points to order specific crates from the storage hold of the Almayer and then deliver them to the requisitions bay using an automated elevator system. You will generally want to leave ordering crates to the RO, as it&#039;s easy to spend too many points on relatively useless crates when marines are in need of other supplies.&lt;br /&gt;
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Once the crates arrive from the elevator, you will want to unpack their contents onto the floor, and/or restock their contents into the attachments or other vendors. The empty crates will then either go back onto the elevator for a partial refund of their cost, or sit around waiting to be loaded and sent off via the supply drop zones.&lt;br /&gt;
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Command or your RO will usually chime in over the requisitions channel asking for you to prepare a specific crate for a specific squad. The request might look similar to &amp;quot;Prepare a crate with M44 holsters, suppressors, and AP M39 ammo for Charlie squad.&amp;quot; When you receive these instructions, you will want to try and load a crate with the desired goods as fast as possible and place it onto that squad&#039;s launch tube pad, located in the center of requisitions. Often, crates can be destined for a dropship instead, in which case you&#039;ll have to drag it all the way there and make sure it&#039;s loaded on.&lt;br /&gt;
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* Use a Hand Labeler [[File:Hand_labeler.png]] to label the ammo/food bags (need to be full) before sending down.&lt;br /&gt;
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= Recovering Supplies =&lt;br /&gt;
As requisitions staff, &#039;&#039;&#039;you&#039;&#039;&#039; are the one responsible for recovering supplies from around the ship. That doesn&#039;t mean you have permission to break into secure areas &amp;quot;in the name of requisitions&amp;quot;! Instead, you may find yourself ordered to do the following:&lt;br /&gt;
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* Retrieve supplies from the various departments when you have permission. For example, you might take some pill bottles and medkits from the medbay, or spare weapons from the cryogenics oversight console.&lt;br /&gt;
* Strip unrevivable marines of their gear. You might need to ask the doctors to let you into the morgue for this.&lt;br /&gt;
* Pick up supplies inbound on the dropship, including the supplies that colonists coming up aren&#039;t allowed to keep, such as weaponry and ammunition.&lt;br /&gt;
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= Field Promotion =&lt;br /&gt;
If the RO dies, goes MIA, or never shows up, one of the cargo techs will need to take charge of requisitions instead. If you are selected as the new leader of your primitive tribe, simply refer to the [[Requisitions Officer]] wiki page for further information on running the department.&lt;br /&gt;
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At minimum, try to hand out some attachments and prepare some crates for supply drops.&lt;br /&gt;
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=Your Skillset=&lt;br /&gt;
[[File:CT_Skill_set.png]]&lt;br /&gt;
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To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
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= Further Reading =&lt;br /&gt;
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* [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;
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* [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>Smov</name></author>
	</entry>
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