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		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34628</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=34628"/>
		<updated>2025-01-02T05:45:33Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: /* Hospital Corpsman Equipment */ Each squad has a potential four corpsmen, not two.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Hospital Corpsman [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = 1 hour as medical roles and 1 hour as squad roles.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Hospital Corpsman, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Hospital Corpsmen started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Corpsman Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Pattern Marine Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM corpsman satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM corpsmen. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Corpsman Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM corpsmen. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Large-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sling_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser.&lt;br /&gt;
&lt;br /&gt;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gasmask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Heat Absorbent Coif Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix brute damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
* Acts as a substitute Fix-O-Vein and cautery for internal bleeding surgeries in the field&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Synth Graft&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix burn damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to quickly transport injured marines and other personnel across the battlefield. Provides an ideal platform for field surgery. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single corpsman - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Two Blood Bags are provided. Holds universal blood inside, can be used to give a Marine with low blood a transfusion in the field, click the Marine to begin the transfusion, click again to stop it. Once started, anyone can hold the bag. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Some sterile gauze to warp around bloody stumps and lacerations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to treat burns, infected wounds, and relieve itching in unusual places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;First Aid Kits&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
&lt;br /&gt;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fire_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| For when the dropship ammo storage spontaneously burns down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat when you have a high amount of toxins in your body&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Oxygen_deprivation_first_aid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box full of reoxygenating goodies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Radiation_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Contains treatment for radiation exposure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Epinephrine-Injector.png]]&lt;br /&gt;
[[#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tramadol.png]]&lt;br /&gt;
[[#Tramadol|Tramadol]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 10%&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 90%&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Utilities&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The basic tool of every single corpsman - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A collapsed roller bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation. Roller beds are also used to perform internal bleeding surgery, as the procedure is much quicker (and therefore safer) when the patient is strapped to one rather than left lying on the ground.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch (EMPTY)&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to refill custom injectors and can also store one. May be refilled with a reagent tank or a chemical dispenser. Starts empty. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RefillTank.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smart Refill Tank&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to refill empty autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Smoke Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Firearms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = VP78 Pistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Smartpistol Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = SU-6 Smartpistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{HPR Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M41AE2 Heavy Pulse Rifle&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extra Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. Comes with a machete.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. Comes with a machete&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Engineering_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:tactics_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JTAC_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JTAC Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Supply_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the supply channel with :u.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Hospital Corpsman == &lt;br /&gt;
&lt;br /&gt;
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As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are forced to be evacuated to the shipside Medbay should be stabilized beforehand by you.&lt;br /&gt;
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Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
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As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Equipment ==&lt;br /&gt;
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As the &#039;&#039;&#039;Hospital Corpsman&#039;&#039;&#039;, your loadout is one of the most decisive factors in wherever or not you will be able to keep the situation under control or succumb more or less literally as the rest of your squad falls apart. While your workload will potentially be split with another three Corpsman, and all three other squads will be getting four Hospital Corpsmen, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
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After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main area for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
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There are only a few caveats to a Medic&#039;s loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
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The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you should still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. A Combat Medic, as some say.&lt;br /&gt;
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For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* You get one free webbing choice as a Corpsman. It is recommended that you select a brown/black webbing vest, these provide you with five small inventory slots, perfect for holding small medical items (analyzer, blood bags, suture/synth) as well as shotgun ammo shells. Alternatively you could select a standard webbing, which holds three medium items, to hold gun magazines.  &lt;br /&gt;
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* You have a wide array of pouches to select from, and you can pick two of them. The First Responder Tactical Pouch lets you carry a wide array of standard medical items and can be strong in a pinch, the Sling Pouch lets you hold one large item (such as a Defibrillator) and acts as a magnetic harness, meaning the item will be automatically returned to the pouch when dropped. A magazine/shell pouch is good for ammo storage. The Pressurized Reagent Cannisters deserve special mention as they come filled with a large amount of a basic healing chemical that automatically refills the pre-attached injector it comes with; each generally has enough slots to provide up to forty uses before needing a reload. Any of these pouches are worth considering. &lt;br /&gt;
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* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry seven large items, whereas a Satchel can only carry five large items. However, to access the contents of a backpack you must either take it off your back or select the backpack while it&#039;s on your back and wait several seconds to access it. A satchel on the other hand allows you to access it immediately with no delay or extra juggling of items. The satchel is a more advanced item to use due to the more limited storage space, thus the Backpack may be recommended to a new player due to its greater storage space. &lt;br /&gt;
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* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
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* Now, you must decide what to put in your belt and bag. A recommended, simple loadout for both belts is one of every pill bottle in addition to an extra Bicaridine, Kelotane and Tramadol pill bottle, as the two belts already comes loaded with one each, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags. Alternatively, you can place your surgical line/synth graft/bed in your armor or webbing slots.&lt;br /&gt;
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* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
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* Next, you will actually need to start considering your weapon loadout. Almost every Marine weapon is viable to consider. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot and is a potent tool at range to stun with slugs. &lt;br /&gt;
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* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo. A shotgun user may consider taking a shotgun shell pouch, conversely a rifle user may use a magazine pouch. &lt;br /&gt;
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* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
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* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
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* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A dead corpsman is a useless corpsman&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
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In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
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Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Corpsman. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harassers trying to get in and kill you, and ask a combat technician or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
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However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
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If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Hospital Corpsmen, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
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As a Hospital Corpsman, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
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== Common Field Triage Procedure ==&lt;br /&gt;
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Triage is the last and most important topic for a Hospital Corpsman to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
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The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out on the spot are deceased, unrevivable teammates. They are permanently gone.&lt;br /&gt;
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Patients can be divided into three types. The walking wounded, those in critical damage and those who are deceased. People who are still walking should usually be the lowest priority for healing, as they may be able to attend to their own wounds. Your current circumstances will dictate whether you should prioritise someone who is in critical and those who are dead. People who are dead are on a limited five-minute timer until they become unrevivable, but it will take time for them to be brought back on their feed, conversely people in critical can be more quickly brought back to their feet and start fighting. Generally, you should focus on stabilising those in critical (innaprovaline and a basic healing chem will keep them alive) while reviving the dead, however if you are in an urgent frontline combat scenario it may prove smarter to heal the critically wounded so they can immediately get back into the fight. &lt;br /&gt;
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The exception to this is if someone is on the verge of being unrevivable, denoted by their revive ICON on their hud flashing red. These patients, above all else, should be revived as soon as possible to ensure they can continue to contribute to the operation. &lt;br /&gt;
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In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
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Triage procedure usually goes as follow:&lt;br /&gt;
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* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location. &lt;br /&gt;
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* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
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* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is flashing &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying. If the heart rate icon is a constant  &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; then some time has passed since the patient has died but at least a minute remains until permanent death.&lt;br /&gt;
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** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
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** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
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** If a patient is over 200 damage, rapidly pull out advanced kits, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. If possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
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* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol and Tricordazine. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. &lt;br /&gt;
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* If the patient is in critical health and especially near death, immediately administer a inaprovaline and peridaxon pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
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* If the patient has internal bleeding, immediately pull them to a safe area and perform internal bleeding surgery. The normal way to do this as a hospital corpsman is to use substitute tools in place of a full surgical kit:&lt;br /&gt;
** Once yourself and the patient are in a safe location, have them lie down (either on the ground or, if possible, on a roller bed [[File:RollerBed.png|32px]]).&lt;br /&gt;
** (Optional) Hook up a blood bag to your patient and hold it in a free hand throughout the procedure.&lt;br /&gt;
** Administer tramadol or oxycodone to keep the pain of the operation at manageable levels. This prevents your surgery steps from failing due to the patient flinching. Remember that pills take a few seconds to metabolise, so you may need to delay starting the procedure slightly.&lt;br /&gt;
** Open an incision and widen it using your boot knife twice in a row ([[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]] &amp;gt; [[File:Autowiki-M5_&#039;Night_Raider&#039;_bayonet.png|32px]]).&lt;br /&gt;
** Repair the internal bleeding using your surgical line ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Suture the incision closed using your surgical line again ([[File:Surgical_Line.png|32px]]).&lt;br /&gt;
** Bandage any residual brute trauma from the operation and, if not already done, hook up a blood bag if blood levels are still low.&lt;br /&gt;
&amp;lt;!--* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to 15% of his blood without damaging himself. Before transfer be sure to check its correct blood type. --&amp;gt;&lt;br /&gt;
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* Low blood levels can be alleviated through high nutriment or Iron pills. Patients with low but not critical levels of blood (80-90%) should be advised to eat an MRE to help offset the effects.&lt;br /&gt;
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* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
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* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
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* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
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* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
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* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
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* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
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== Hospital Corpsman Tips and Tricks ==&lt;br /&gt;
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* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Hospital Corpsman should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. You may also refill them by simply left clicking the vendor with an injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
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* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, Shift+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
&lt;br /&gt;
* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
&lt;br /&gt;
* If you find a marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
&lt;br /&gt;
* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
&lt;br /&gt;
* You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hospital Corpsman Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/comprehensive-corpsman-guide/2044 Comprehensive Corpsman Guide] (Up-to-date comprehensive guide, provides an explanation on almost every skill system and item a Corpsman will face, also provides additional tips and strategies. Highly recommended for beginner and veteran corpsmen.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: This guide is an old one, but it provides blunt and simple to read tips. Highly recommended for both beginner and advanced hospital corpsman. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;: Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic A Simple Guide] (&#039;&#039;&#039;OUT-OF-DATE&#039;&#039;&#039;:  Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=34627</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Cargo_Technician&amp;diff=34627"/>
		<updated>2025-01-02T05:14:54Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: /* Field Promotion */  Included how in the absence of a quartermaster a team of cargo techs should try and reach out to the ASO to fill the spot before taking charge themselves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = CargoTech.png&lt;br /&gt;
|jobtitle = Cargo Technician&lt;br /&gt;
|difficulty = Easy &lt;br /&gt;
|rank = Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Quartermaster]], [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Starting role.&lt;br /&gt;
|duties = Hand out supplies. Order, pack, and move supplies in crates. Recover supplies from elsewhere.&lt;br /&gt;
|guides = [[Requisitions|Requisitions Overview and Supply Crates]]&lt;br /&gt;
|description = Your job is to dispense supplies to the marines, including weapon attachments.&amp;lt;br&amp;gt;Stay in your department when possible to ensure the marines have full access to the supplies they may require.&amp;lt;br&amp;gt;Listen to the radio in case someone requests a supply drop via the overwatch system.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ordinance loading, weapons strip and drop-ship prep details will have seven hours...&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
― LT Gorman, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo Technician (Cargo Tech, CT)&#039;&#039;&#039; is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s requisitions (req, cargo) department. They are expected &#039;&#039;&#039;to assist their supervising [[Requisitions Officer|Quartermaster]] in distributing supplies to the marines as the mission demands&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cargo Tech Overview =&lt;br /&gt;
As a Cargo Tech, you begin the mission in the requisitions bay near the center of the ship. Reach out over the requisitions radio (&#039;&#039;&#039;:u&#039;&#039;&#039;) to report to your department, composed of a fellow CT and the &#039;&#039;&#039;Quartermaster (QM)&#039;&#039;&#039;, whose orders you must carry out. Generally, your duties will be given by the Quartermaster, and fall into three main categories:&lt;br /&gt;
&lt;br /&gt;
* Handing out supplies at the requisitions lines, such as attachments, equipment, and munitions.&lt;br /&gt;
* Ordering, packing, and moving supply crates from the requisitions elevator to the dropships or launch pads.&lt;br /&gt;
* Recovering supplies elsewhere, such as on dropships returning from the planet/station, given out by the other departments, or on marine casualties.&lt;br /&gt;
&lt;br /&gt;
You will often end up running small errands on the side, whether on the Quartermaster&#039;s initiative or your own. You could even be sent to the FOB by Command to make sure supplies are being organized, used up, and returned properly.&lt;br /&gt;
&lt;br /&gt;
= Preparations =&lt;br /&gt;
[[File:CargoCrateArea.png|thumb|600px|One of the requisitions storage rooms.]]&lt;br /&gt;
The beginning of the mission is usually a some what busy of a time for requisitions as some marines start to line up for attachments while the Quartermaster runs around with their hair on fire hauling crates out of the ASRS. Though the marines have their own squad requisition bays, some few stragglers may wander to the requisition lines. You should spend the first few minutes of the mission introducing yourself to your coworkers and helping set up the bay for the future. There are two recommended preparations at the beginning of the round:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Moving crates and supplies to the main bay to help pack for the operation.&lt;br /&gt;
* Equipping yourself with storage rigs, belts, and pouches for transporting supplies on your person.&lt;br /&gt;
&lt;br /&gt;
= Manning the Requisitions Lines =&lt;br /&gt;
&lt;br /&gt;
Requisitions has two lines for handing out supplies to marines before they drop. Most requests from marines at the lines will usually include weapons attachments from the vendor next to your seat, but often you will also be asked to hand out other equipment, such as pouches, holsters, explosives, weapons, special ammunition, etc. You might even be asked to order a crate. Though you will see a lot less marines lining up for their equipment as they have their own squad requisitions, you none the less can provide the supplies necessary for those who ask for them. &#039;&#039;&#039;Ctrl F to search works inside vendor windows.&#039;&#039;&#039; this will speed up your ability to serve the marines in line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Quartermaster&#039;s policy will guide whether you approve or deny these requests. For example, they might state that marines with blue hair can have only an even number of attachments, or that incendiary magazines will only be handed out to marines who bring a fire extinguisher. Feel free to ask your Quartermaster for clarification or an exception to the policy if an unusual request presents itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are fully within your rights to deny anyone service for any reason&#039;&#039;&#039;, especially if they are being rude or disruptive to your efforts. While the Quartermaster or Command can overturn your decision, they will usually side with you if your reason for denial was legitimate. Do remember that you are trying to help the mission succeed by keeping the marines supplied. It wouldn&#039;t make sense to let one person hoard all the AP ammo, leaving nothing for anyone else, nor would it make sense to refuse to hand out attachments just because you can, letting heaps of them rot inside the vendor unused.&lt;br /&gt;
&lt;br /&gt;
= Push and Pull Routine =&lt;br /&gt;
&lt;br /&gt;
The Automated Supply and Retrieval System provides free crates of various munitions, arms and equipment every time you request the supply elevator to be called up. These can range from ammunition boxes, weapons, equipment and other sorts of supplies the marines may or may not need. Periodically, the ASRS will allocate supplies to the supply elevator, depending on the amount of active marines, and you can check what it sends on the Supply Console. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What the ASRS provides is random each time, but it will nowadays almost only provide ammunition, though of widely varying types, from pistol ammo all the way to mortar shells. If you do not call the supply elevator for some time, the ASRS will stockpile equipment onto the supply elevator with a maximum of twenty (20) crates on board it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Supply Console allows you to spend money to order specific crates from the storage hold of the Almayer and then deliver them to the requisitions bay using an automated elevator system. You will generally want to leave ordering crates to the Quartermaster, as it&#039;s easy to spend too much cash on relatively useless crates when marines are in need of other supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the crates arrive from the elevator, you will want to unpack their contents onto the floor, and/or restock their contents into the attachments or other vendors. The empty crates will then either go back onto the elevator for a few hundred dollars back, or sit around waiting to be loaded and sent off via the supply drop zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Command or your Quartermaster will usually chime in over the requisitions channel asking for you to prepare a specific crate for a specific squad. The request might look similar to &amp;quot;Prepare a crate with M44 holsters, suppressors, and AP M39 ammo for Charlie squad.&amp;quot; When you receive these instructions, you will want to try and load a crate with the desired goods as fast as possible and place it onto that squad&#039;s launch tube pad, located in the center of requisitions. Often, crates can be destined for a dropship instead, in which case you&#039;ll have to drag it all the way there and make sure it&#039;s loaded on.&lt;br /&gt;
&lt;br /&gt;
* Use a Hand Labeler [[File:Hand_labeler.png]] to label the ammo/food/materials bags (need to be full) before sending down.&lt;br /&gt;
&lt;br /&gt;
= Recovering Supplies =&lt;br /&gt;
As requisitions staff, &#039;&#039;&#039;you&#039;&#039;&#039; are the one responsible for recovering supplies from around the ship. That doesn&#039;t mean you have permission to break into secure areas &amp;quot;in the name of requisitions&amp;quot;! Instead, you may find yourself ordered to do the following:&lt;br /&gt;
&lt;br /&gt;
* Retrieve supplies from the various departments when you have permission. For example, you might take some pill bottles and medkits from the medbay, or spare weapons from the cryogenics oversight console.&lt;br /&gt;
* Strip unrevivable marines of their gear. You might need to ask the doctors to let you into the morgue for this.&lt;br /&gt;
* Pick up supplies inbound on the dropship, including the supplies that colonists coming up aren&#039;t allowed to keep, such as weaponry and ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Field Promotion =&lt;br /&gt;
If the Quartermaster dies, goes MIA, or never shows up, and there is no Auxiliary Support Officer to fill their place one of the cargo techs will need to take charge of requisitions instead. If you are selected as the new leader of your primitive tribe, simply refer to the [[Requisitions Officer|Quartermaster]] wiki page for further information on running the department.&lt;br /&gt;
&lt;br /&gt;
At minimum, try to hand out some attachments and prepare some crates for supply drops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
= Further Reading =&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/requisitions-guide/1257 Requisitions Guide!]&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34626</id>
		<title>Dropship Crew Chief</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34626"/>
		<updated>2025-01-02T05:03:48Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: /* Maintaining Order in the Dropship */ Switched the incorrect information that you as a DCC are always a staff sergeant with an explanation of your authority over Squad roles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = Piloting&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = DropshipCrewChief.png&lt;br /&gt;
|jobtitle = Dropship Crew Chief&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Corporal [Under 10hrs]  / Sergeant [10hrs] / Staff Sergeant [70hrs]&lt;br /&gt;
|superior = Auxiliary Support Officer, Pilot Officer&lt;br /&gt;
|unlock = Five hours as any squad role. One hour as any medical role.&lt;br /&gt;
|duties = Assist the pilot officer and pilot the dropship in their absence.&lt;br /&gt;
|guides = [[Pilot Officer]]&lt;br /&gt;
|description = Your job is to assist the pilot officer maintain the ship&#039;s dropship. You have authority only on the dropship, but you are expected to maintain order, as not to disrupt the pilot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ready for tactical resupplying Sir, I&#039;ve got the LZ detectors you asked for--&amp;quot;&#039;&#039; ― SSGT. Alfred Brown&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The &#039;&#039;&#039;Dropship Crew Chief&#039;&#039;&#039;, as the name suggests, Is in charge of the maintenance and order of the dropship and helping the [[Pilot Officer]] or covering for them in their absence by manning the dropship. Use the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) to coordinate with the pilot officers and ask what do they need. Do note that you cannot conduct FMs (Fire Missions). You can only use direct hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparing and Resupplying the Dropships==&lt;br /&gt;
&lt;br /&gt;
When the operation begins, The dropships will most likely need some preparing, If there is a Gunship Pilot you should ask them what modules and ammunition they plan on using and print it for them, This can be done via the dropship part fabricator in the workshop, North of the hangar. After the initial preparations the dropships will also likely need more ammunition, You can help by preparing the ordnance they need before they land and putting it near the dropship. The dropship parts and ammunitions costs are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Launch bay&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LZ detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|High-Velocity 30mm ammo crate&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|30mm ammo crate&lt;br /&gt;
|150&lt;br /&gt;
|5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|100&lt;br /&gt;
|3 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Multi-purpose Area Denial Sentry&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen in the table, Every part has a point cost and the points are not infinite! Make sure you are about to order the right parts by confirming with the Gunship Pilot.&lt;br /&gt;
&lt;br /&gt;
==Medical Assistance in the FOB==&lt;br /&gt;
If you are tired of printing ammunition you can give medical support in the FOB. You can do it by getting a defibrillator and a M276 pattern lifesaver bag and look around the FOB for any injured marines, Just make sure you get back to the dropship in time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: You may not leave the FOB nor are you a combat role, While at the FOB you should only use your personal firearm for self defense and if the situation escalates you should go back to the dropship.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Maintaining Order in the Dropship==&lt;br /&gt;
Another job of yours is making sure the order is kept inside the dropship, Watch out for any marines harming the dropship or other marines and treat them appropriately. Note that your authority is placed above every marine role other than Squad Leaders, but even then you generally have more say of what goes on in the dropship.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34625</id>
		<title>Dropship Crew Chief</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34625"/>
		<updated>2025-01-02T04:49:30Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: /* Preparing and Resupplying the Dropships */ Clarified that a DCC working on the Normandy should running things over with the Gunship Pilot and fixed a small grammatical error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = Piloting&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = DropshipCrewChief.png&lt;br /&gt;
|jobtitle = Dropship Crew Chief&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Corporal [Under 10hrs]  / Sergeant [10hrs] / Staff Sergeant [70hrs]&lt;br /&gt;
|superior = Auxiliary Support Officer, Pilot Officer&lt;br /&gt;
|unlock = Five hours as any squad role. One hour as any medical role.&lt;br /&gt;
|duties = Assist the pilot officer and pilot the dropship in their absence.&lt;br /&gt;
|guides = [[Pilot Officer]]&lt;br /&gt;
|description = Your job is to assist the pilot officer maintain the ship&#039;s dropship. You have authority only on the dropship, but you are expected to maintain order, as not to disrupt the pilot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ready for tactical resupplying Sir, I&#039;ve got the LZ detectors you asked for--&amp;quot;&#039;&#039; ― SSGT. Alfred Brown&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The &#039;&#039;&#039;Dropship Crew Chief&#039;&#039;&#039;, as the name suggests, Is in charge of the maintenance and order of the dropship and helping the [[Pilot Officer]] or covering for them in their absence by manning the dropship. Use the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) to coordinate with the pilot officers and ask what do they need. Do note that you cannot conduct FMs (Fire Missions). You can only use direct hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparing and Resupplying the Dropships==&lt;br /&gt;
&lt;br /&gt;
When the operation begins, The dropships will most likely need some preparing, If there is a Gunship Pilot you should ask them what modules and ammunition they plan on using and print it for them, This can be done via the dropship part fabricator in the workshop, North of the hangar. After the initial preparations the dropships will also likely need more ammunition, You can help by preparing the ordnance they need before they land and putting it near the dropship. The dropship parts and ammunitions costs are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Launch bay&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LZ detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|High-Velocity 30mm ammo crate&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|30mm ammo crate&lt;br /&gt;
|150&lt;br /&gt;
|5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|100&lt;br /&gt;
|3 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Multi-purpose Area Denial Sentry&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen in the table, Every part has a point cost and the points are not infinite! Make sure you are about to order the right parts by confirming with the Gunship Pilot.&lt;br /&gt;
&lt;br /&gt;
==Medical Assistance in the FOB==&lt;br /&gt;
If you are tired of printing ammunition you can give medical support in the FOB. You can do it by getting a defibrillator and a M276 pattern lifesaver bag and look around the FOB for any injured marines, Just make sure you get back to the dropship in time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: You may not leave the FOB nor are you a combat role, While at the FOB you should only use your personal firearm for self defense and if the situation escalates you should go back to the dropship.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Maintaining Order in the Dropship==&lt;br /&gt;
Another job of yours is making sure the order is kept inside the dropship, Watch out for any marines harming the dropship or other marines and treat them appropriately, Note your rank is SSGT. and so you outrank all squad roles except the Squad Leader.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34622</id>
		<title>Dropship Crew Chief</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Dropship_Crew_Chief&amp;diff=34622"/>
		<updated>2025-01-02T04:25:26Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: Changed &amp;quot;Command Staff&amp;quot; to ASO in order to clarify that the ASO is your overall supervisor as a DCC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = Piloting&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = DropshipCrewChief.png&lt;br /&gt;
|jobtitle = Dropship Crew Chief&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Corporal [Under 10hrs]  / Sergeant [10hrs] / Staff Sergeant [70hrs]&lt;br /&gt;
|superior = Auxiliary Support Officer, Pilot Officer&lt;br /&gt;
|unlock = Five hours as any squad role. One hour as any medical role.&lt;br /&gt;
|duties = Assist the pilot officer and pilot the dropship in their absence.&lt;br /&gt;
|guides = [[Pilot Officer]]&lt;br /&gt;
|description = Your job is to assist the pilot officer maintain the ship&#039;s dropship. You have authority only on the dropship, but you are expected to maintain order, as not to disrupt the pilot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ready for tactical resupplying Sir, I&#039;ve got the LZ detectors you asked for--&amp;quot;&#039;&#039; ― SSGT. Alfred Brown&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The &#039;&#039;&#039;Dropship Crew Chief&#039;&#039;&#039;, as the name suggests, Is in charge of the maintenance and order of the dropship and helping the [[Pilot Officer]] or covering for them in their absence by manning the dropship. Use the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) to coordinate with the pilot officers and ask what do they need. Do note that you cannot conduct FMs (Fire Missions). You can only use direct hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparing and Resupplying the Dropships==&lt;br /&gt;
&lt;br /&gt;
When the operation begins, The dropships will most likely need some preparing, If there is a Pilot Officer you should ask them what modules and ammunition they plan on using and print it for them, This can be done via the dropship part fabricator in the workshop, North of the hangar. After the initial preparations the dropships will also likely need more ammunition, You can help by preparing the ordnance they need before they land and putting it near the dropship. The dropship parts and ammunitions costs are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Launch bay&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LZ detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|High-Velocity 30mm ammo crate&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|30mm ammo crate&lt;br /&gt;
|150&lt;br /&gt;
|5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|100&lt;br /&gt;
|3 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Multi-purpose Area Denial Sentry&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen in the table, Every part has a point cost and the points are not infinite! Make sure you are about to order the right parts by confirming with the Pilot officer.&lt;br /&gt;
&lt;br /&gt;
==Medical Assistance in the FOB==&lt;br /&gt;
If you are tired of printing ammunitions you can give medical support in the FOB. You can do it by getting a defibrillator and a M276 pattern lifesaver bag and look around the FOB for any injured marines, Just make sure you get back to the dropship in time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: You may not leave the FOB nor are you a combat role, While at the FOB you should only use your personal firearm for self defense and if the situation escalates you should go back to the dropship.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Maintaining Order in the Dropship==&lt;br /&gt;
Another job of yours is making sure the order is kept inside the dropship, Watch out for any marines harming the dropship or other marines and treat them appropriately, Note your rank is SSGT. and so you outrank all squad roles except the Squad Leader.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=34621</id>
		<title>Pilot Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=34621"/>
		<updated>2025-01-02T03:34:48Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: /* Overview */  Gave correct directions to the Pilot&amp;#039;s office (which will never be used) and clarified directions to the Pilot Bunks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Pilot Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Two hours as [[Dropship Crew Chief]]&lt;br /&gt;
|duties = Pilot and maintain the dropships.&lt;br /&gt;
|guides = Located at the bottom of the page.&lt;br /&gt;
|description = Your job is to fly, protect, and maintain the ship&#039;s dropship.&lt;br /&gt;
While you are an officer, your authority is limited to the dropship, where you have authority over the enlisted personnel.&lt;br /&gt;
If you are not piloting, there is an autopilot fallback for command, but don&#039;t leave the dropship without reason.&lt;br /&gt;
&lt;br /&gt;
As the pilot officer you answer to the acting commander. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We&#039;re in the pipe, five by five.&amp;quot;&#039;&#039; ― Cpl. Ferro, Aliens&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;&#039;&#039;NOTE: THIS GUIDE IS SUPER OUTDATED. MYSELF OR SOMEONE WILL BE REWRITING IT EVENTUALLY.  FOR NOW, [https://forum.cm-ss13.com/t/cas-whats-good-whats-bad-i-dont-know-but-heres-a-arbitrary-opinionated-guide-on-it/401 I RECOMMEND THIS GREAT GUIDE] MADE BY WH0TOOKTHEJAM&#039;&#039;&#039;&#039;&#039;  =&lt;br /&gt;
The &#039;&#039;&#039;Pilot Officer&#039;&#039;&#039;, as the name indicates, pilots the ships of [[USS Almayer]]. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Congratulations lieutenant! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;). Your Pilot&#039;s Bunks (east of CIC), and your Office (north of lower medbay and directly east of the pilot workshop), should have everything you need for the mission, &#039;&#039;&#039;If you&#039;re going somewhere cold, grab a coif!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two dropships assigned to the piloting team at the hangar are the &#039;&#039;&#039;Alamo&#039;&#039;&#039;, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;, Both can go to any Landing Zone(LZ). They can fly two different kinds of missions: &#039;&#039;&#039;Transport&#039;&#039;&#039; and &#039;&#039;&#039;Fly By&#039;&#039;&#039;. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, You can also ask the engineering department(&#039;&#039;&#039;:n&#039;&#039;&#039;) to give you a hand and help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attaching the parts and loading weapons==&lt;br /&gt;
&lt;br /&gt;
To attach modules onto your dropship, you will first need to know how to operate a cargo loader. To board this iconic piece of hardware, simply drag your sprite onto it. Now, only people who are trained in the powerloaders skill can board and operate a cargoloader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notice how you have 2 clamps on that thing? That means you can hold 2 items at the same time without having to drop anything. To pick up a module, weapon or ammunition, simply click on it with an empty clamp and you will collect it with your loader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
* To install the module, click on one of the available slots on the dropship that corresponds to the module type with the module in your clamp to install it. &lt;br /&gt;
----&lt;br /&gt;
* To load ammunition into a module you need to click on the installed weapon with its corresponding ammunition type in the clamp to load it. To drop a module, simply click on an empty tile next to you. &#039;&#039;&#039;You can additionally combine ammunition by having both stacks of ammo in both clamps of the powerloader, and then just clicking on the other clamp holding one set of ammunition to combine them.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* To remove a weapon from a slot, simply click on the weapon or the slot that it&#039;s in with an empty clamp.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Different Mounting Points ===&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mounting Point:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:engine.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Engine Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Engine Attachments here: Fuel Enhancers and the Cooling System.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:support.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Support Equipment Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Support equipment here: Med-Evac System, the Fulton Recovery System and optionally a machine gun or a sentry.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:weapon1.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapon Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Weapon Mounts here: LAU-444 Guided Missile Launcher, LAU-229 Rocket Pod, GAU-21 &#039;Rattler&#039; 30mm Cannon, LWU-6B Laser Cannon, A/A-32-P Sentry Defense System, and the MTU-4B Door Gunner Hardpoint System.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:electronic.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Electronics Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Weapons on the OUTER fitting and Electronics on the INNER fitting. Same Weapons as on the other mounting point. The Electronics are: Spotlight, Targeting System and the Landing Zone Detector System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Essentials of Piloting=&lt;br /&gt;
&lt;br /&gt;
The lions&#039; share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:&lt;br /&gt;
----&lt;br /&gt;
* The &#039;&#039;&#039;camera console&#039;&#039;&#039; on the left allows you to watch over the dropship&#039;s cameras as well as any extra sights provided by the installable LZ detector system, which allows you to see where will you inevitably land.&lt;br /&gt;
----&lt;br /&gt;
* The &#039;&#039;&#039;flight console&#039;&#039;&#039; in the middle lets you launch the dropship, toggle the flight mode between transport and fly-by, and lock the shutters and doors. It also lets you &#039;&#039;optimize the flight path&#039;&#039; - only available to trained pilots like you - to cut down on transport and cooldown time at no cost. &lt;br /&gt;
----&lt;br /&gt;
* The &#039;&#039;&#039;weapons console&#039;&#039;&#039; at the right allows you to fire externally mounted weapons and deploy sentries and rappel marines to locations designated by a laser designator or signal flare. In the case of firing weapons, both via fire mission or direct fire, you are able to use a camera to view the area you are interested in firing upon before you commit to firing if there is no opaque roofing over head. If there is opaque roofing over head, the camera may default to viewing the shoulder cam of the marine who deployed the flare you are selecting. The console is also where you activate the fulton recovery module, medevac winch, and deploy external hardpoint mounted sentry guns.&lt;br /&gt;
----&lt;br /&gt;
So with that in mind, what are the differences between your two flight modes, &#039;&#039;&#039;transport&#039;&#039;&#039; and &#039;&#039;&#039;flyby&#039;&#039;&#039;? Well, in short, &#039;&#039;&#039;transport mode&#039;&#039;&#039; lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns, while &#039;&#039;&#039;flyby&#039;&#039;&#039; mode lets you use the most deadly weaponry you can load, but your dropship will only return to where it launched from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! Transport&lt;br /&gt;
! Flyby (&amp;quot;Close Air Support and Med Evac&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! Where does the dropship go?&lt;br /&gt;
| Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer.&lt;br /&gt;
| Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
! Which weapons and utilities can the dropship use mid-air?&lt;br /&gt;
| GAU-21 30mm Cannon, LWU-6B Laser Cannon, RMU-19 Fulton Recovery System, and RMU-4M Medevac System.&lt;br /&gt;
| All weapons that are available to you at the printer.&lt;br /&gt;
|-&lt;br /&gt;
! How long does the dropship stay in the air?&lt;br /&gt;
| Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible.&lt;br /&gt;
| Also depends on the engine upgrade which extends your flight time by a good bit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Close Air Support =&lt;br /&gt;
&lt;br /&gt;
== Direct Bombardment ==&lt;br /&gt;
&lt;br /&gt;
Direct bombardment is using only one weapon at a time and firing at lazes and signal flares. To be able to do so, click on the weapon you want to use and you&#039;ll be brought into a new menu. This menu will highlight the ammunition as well as available targets. Simply click on the desired target and you will fire what you have loaded to the target. There is a delay between firing on the target and impact. Before impact, there will be a flashing green dot highlighting where the payload will land for a brief moment. Once it&#039;s gone, the payload will reach its target.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve fired your payload, there will be a short cool down before you&#039;re able to fire again.&lt;br /&gt;
All weapons can fire using direct bombardment and certain munitions can only be fired using direct bombardment.&lt;br /&gt;
&lt;br /&gt;
== Fire Missions ==&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Tutorial.png|thumb|link=https://www.youtube.com/watch?v=fN0PPvF8Iss |[https://www.youtube.com/watch?v=fN0PPvF8Iss &#039;&#039;Click to see the tutorial.&#039;&#039;]]]&lt;br /&gt;
&lt;br /&gt;
Fire Missions are custom made air strikes designed to fire in one direction that cover a wide or narrow area. They allow the pilot to unleash a full arsenal of democracy on any would be trouble maker that dares try to harm your marines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have access to a special channel primarily dedicated to coordinating with the ground troops who are able to ask for airstrikes. These include the Scout Specialist, Squad Leader and any one who has the JTAC kit or encryption key. Use &#039;&#039;&#039;:j&#039;&#039;&#039; to talk in that channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fire missions can only be used on flyby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CAS_Menu_1.png]]&lt;br /&gt;
&lt;br /&gt;
In this menu, there&#039;s a new subset of buttons and menus you need to utilize.&lt;br /&gt;
Highlighted in blue is the new fire mission creator as well as the switch to the fire mission. It&#039;s where you&#039;ll create fire missions with the weapons you have installed on the dropship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have clicked on create new fire mission you will be prompted to name your fire mission and then how long the fire mission will be in tiles. 12 being the maximum and 1 being the bare minimum. The fire mission length determines how much fire power you&#039;re going to dispense within those tiles.&lt;br /&gt;
For example, having a fire mission length of 6 means whatever you have in 12 tiles you will fire at a length of 6 which means it compresses 12 into 6. &lt;br /&gt;
&lt;br /&gt;
Once you do so, click to edit the fire mission&lt;br /&gt;
on this screen and you&#039;ll be faced with a whole new set of buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Menu_2.png]]&lt;br /&gt;
&lt;br /&gt;
In this menu, you&#039;ll be greeted with the gimbal. This new system allows you to off set your weapons on a fire mission to shoot further away from the designated target. Zero being the center and -6/6 being the farthest away you can shoot. This is directly linked to how the weapons are installed. For example, in the &amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt; green&amp;lt;/span&amp;gt; box above it shows which weapons are installed. The first two are installed on the right side of the dropship as the corresponding gimbals in the &amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; box shows they can only fire from 0 to 6.  Vice versa with the bottom two in the negative form. This means they&#039;re installed on the left side of the dropship.&lt;br /&gt;
&lt;br /&gt;
====The Gimbal====&lt;br /&gt;
&lt;br /&gt;
Moving over to the actual gimbal highlighted in the &amp;lt;span style=&amp;quot;color:#021dd1&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; box. This is where you&#039;ll setup your fire missions. Each row corresponds with the weapon on the left. Clicking on any of the boxes will prompt a small menu to open, allowing you to input the off set of the weapon. If you want to &#039;&#039;&#039;cancel&#039;&#039;&#039; where you&#039;re going to fire because of an error or you want to change it, simply put a hyphen ( - ) instead of a number to cancel it. &lt;br /&gt;
&lt;br /&gt;
An example of how Fire Missions works with a Minirockets, would follow like this:&lt;br /&gt;
[[File:CAS_Menu_2_2.1.png]]&lt;br /&gt;
&lt;br /&gt;
The numbers on the image above shows the off sets for the Minirockets. The numbers shown in this image will offset the direction of the impact point.&lt;br /&gt;
For example: The image above shows 5 - - 4 - - 1 - - 3 - -. This means if you are firing NORTH of your target, the impact point will be EAST 5 tiles away from the center. And the next one will be EAST 4 tiles away from the center etc. Zero will be directly in the center of the line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If for example the fire mission length is 12 and you&#039;re firing north without any additional offsets (more on that later).&lt;br /&gt;
&lt;br /&gt;
This would technically be visualized like this:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:CAS_Menu_2_2.2.png]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
The red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; indicate the impact points of where the fire mission will land in theory, at the target. Each red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circle&#039;&#039;&#039;&amp;lt;/span&amp;gt; corresponds with the example minirocket fire mission. Using a negative number would flip the red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; onto the negative side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be mindful of the ammunition you have remaining. In the fire mission editor, highlighted in the &amp;lt;span style=&amp;quot;color:#e8dc00&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; box, it shows the ammunition you have left in each weapon. The color will change, indicating the how much ammo you have left for a fire mission. If the ammo counter is &amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, that means you have enough ammo for the fire mission. If it&#039;s &amp;lt;span style=&amp;quot;color:#f28926&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, that means you only have enough ammunition for 1 fire mission. And lastly when it&#039;s &amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;, that means you don&#039;t have enough ammo at all to go on a fire mission and the console will give a error, prompting to change the firemission, or to reload the gun.&lt;br /&gt;
&lt;br /&gt;
A fire mission can&#039;t be used if any of the weapons don&#039;t have enough ammunition for it as well as it must be clear of any errors in the fire mission for it to be usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to keep in mind what weapons you have installed on the dropship as all 4 weapons usually combine into one set up, for more organized and increased damage, some commonly used CAS weapons choices are:&lt;br /&gt;
*  4 Rocket Pods [[File:Minirocket_Pod.png|24px]]&lt;br /&gt;
*  2 Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Guided Missile Launchers [[File:Rocket_Pod.png|16px]]&lt;br /&gt;
*  2 Rocket Pods [[File:Minirocket_Pod.png|24px]], 1 Guided Missile Launcher [[File:Rocket_Pod.png|16px]], 1 Laser Cannon [[File:Laser.png|16px]] or GAU-21 30mm Cannon [[File:GAU.png|16px]]&lt;br /&gt;
*  2 Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Laser Cannons [[File:Laser.png|16px]] or GAU-21 30mm Cannons [[File:GAU.png|16px]]&lt;br /&gt;
Each weapon has a different cool down on how fast you can fire it in firemission. Listed below will tell you the cool downs of each weapon available:&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Cool down:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Rocket pod&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The rocket pod is a single shot weapon that can be placed anywhere on the gimbal. But due to it having only one rocket available in the rocket pod, you&#039;re going to need to reload it for every time you fire it.&lt;br /&gt;
&#039;&#039;&#039;Fires only one rocket.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Mini-Rocket Pod&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Mini-Rocket Pod has the ability to fire multiple small explosive rockets at a target. But they have a small cool down of two spaces.&lt;br /&gt;
&#039;&#039;&#039;Fires 1 mini-rocket, per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, fire.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;GAU-21 &#039;Rattler&#039; 30mm Cannon&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The GAU is an effective weapon that will be able to clear out large  areas as well as do plenty of damage on a target. It has the smallest cool down (barring the rocket pod) which allows you to fire in quick succession against a target.&lt;br /&gt;
&#039;&#039;&#039;Fires 20 rounds per step and 40 rounds with the high velocity rounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, fire.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;LWU-6B Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Laser Cannon is the most effective weapon available to the gunship pilots. It is perfectly suitable for the use of fire missions as it will shoot a line of extremely damaging fire against the target. But this weapon has the longest cool down of them all. Having to wait 3 steps before you can fire again, this weapon has a trade off of being extremely powerful for having a long cool down.&lt;br /&gt;
&#039;&#039;&#039;Fires 10% of the battery&#039;s power per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, wait, fire.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Executing Fire Missions ===&lt;br /&gt;
----&lt;br /&gt;
Once you&#039;ve created your custom fire mission, move back to the start up menu and await for one of your ground work colleges to call in some air support. Make sure you&#039;re in &#039;&#039;&#039;Fly-By&#039;&#039;&#039; mode to be able to use those fire missions. Once you&#039;re in the skies above, there will be a new button available to you at the bottom of the menu. Clicking on it will send you to the weapons control menu.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Menu_3.png]]&lt;br /&gt;
&lt;br /&gt;
This brings up the buttons where you will see all the action and determined the offsets for the fire mission. In the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#b7b7b7&amp;quot;&amp;gt;grey&amp;lt;/span&amp;gt;&#039;&#039;&#039; box, the signals for where you can launch a fire mission from is displayed there. It&#039;s either from a signal flare or it&#039;s from a marine lazing an area to be strafed. Clicking on one of them will select it and you&#039;ll be able to Activate Camera on the signal flare. This allows you to see what is around the signal flare which will help you adjust your offsets to better lay waste to any hostile. Changing your offset will also place the camera to where the off set is. In the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#ed09ed&amp;quot;&amp;gt;purple&amp;lt;/span&amp;gt;&#039;&#039;&#039; box this is where the fire mission will fire. From the offsets in the menu above, it will fire from the signal&#039;s point of origin to the north by however many tiles the fire mission allows. It&#039;s better to offset your fire mission by however many tiles needed. You can set a maximum of 12 tiles offset from the signal in the cardinal direction (North, East, South, West). &#039;&#039;&#039;This is extremely helpful to prevent Friendly Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &#039;&#039;You are only able to see the signals with the camera in the open or under a glass ceiling. Your camera will be obstructed if it&#039;s under a metal ceiling or underground. If it&#039;s under a metal ceiling or underground, you&#039;ll still be able to execute the fire mission and see the damage you caused when the fire mission is under way. But if it&#039;s deep underground, you won&#039;t be able to see anything or fire at all, yet still be able to Execute it without firing a single shot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with your off sets and the fire mission you&#039;ve selected, Execute your Fire Mission and Activate your Cameras to watch the dropship unleash &#039;&#039;FURY&#039;&#039; against anything standing in its way. After the fire mission is completed, you&#039;ll return to a sub-orbital route that&#039;ll allow you to commence another fire mission, provided you have the ammo and the time.&lt;br /&gt;
&lt;br /&gt;
=Dropship Upgrades=&lt;br /&gt;
&lt;br /&gt;
The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. Some of these systems are available in the repair bay at the north of the hangar, with ammo for the weapons to be printed from the dropship fabricator.&lt;br /&gt;
&lt;br /&gt;
Simply climb into a powerloader (&#039;&#039;click-drag yourself onto it, or right click -&amp;gt; enter powerloader&#039;&#039;), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (minirockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there&#039;s already expended ammo inside, just take it out with an empty clamp. Finally for the engine upgrades, simple click on the engine attachment point with said upgrade and you&#039;ll install it easily.&lt;br /&gt;
&lt;br /&gt;
There is also a matrix upgrade for your camera, an upgrade that only the research department can create for you which gives you night vision or extended field of view. Ask them to learn more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attachable Weapon and Utility Systems==&lt;br /&gt;
If you want to pimp your ride, the USCM&#039;s got nothing but the best and most dangerous armaments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Weapon System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rocket_Pod.png|64px]]&amp;lt;br&amp;gt;LAU-444 Guided Missile Launcher&lt;br /&gt;
|&amp;quot;If it ain&#039;t broke, don&#039;t fix it&amp;quot;. A time-tested delivery system that&#039;s been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.&lt;br /&gt;
&lt;br /&gt;
{| 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;
|-&lt;br /&gt;
![[File:Widowmaker_Rocket.png|64px]]&amp;lt;br&amp;gt;AIM-224B&amp;lt;br&amp;gt;&#039;Widowmaker&#039;&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 300/40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 3 seconds&lt;br /&gt;
|One of the larger rockets, the Widowmaker is packed with high-grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Keeper_Rocket.png|64px]]&amp;lt;br&amp;gt;GBU-67&amp;lt;br&amp;gt;&#039;Keeper II&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 450/100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 2 seconds&lt;br /&gt;
|A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP missile. While a direct hit obliterates armoured foes, don&#039;t expect it to be useful against large groups of hostiles due to its small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banshee_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-227&amp;lt;br&amp;gt;&#039;Banshee&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 175/20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 4/15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The Banshee will scream &amp;quot;Welcome to Vietnam&amp;quot; for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;BLU-200&amp;lt;br&amp;gt; &#039;Dragons Breath&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 4/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|If the Banshee wasn&#039;t hot enough for you, the BLU-200 Dragons Breath trades all of its explosive power for raw fire. &#039;&#039;&#039;Due to its thermobaric nature, it will pull in any target close to the blast.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Napalm_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-99&amp;lt;br&amp;gt;&#039;Napalm&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 6/60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The XN-99 &#039;Napalm&#039; is an incendiary rocket used to engulf areas in giant fireballs. Exploding in a 9x9 fire ball, not much can survive the ensuing firestorm. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harpoon_Rocket.png|80px]]&amp;lt;br&amp;gt;AGM-184&amp;lt;br&amp;gt;&#039;Harpoon&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 4 seconds&lt;br /&gt;
|The AGM-84 Harpoon is an Anti-Ship Missile, designed and used to effectively take down enemy ships with a huge blast wave with low explosive power. This one is modified to use ground signals.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;SM-17&amp;lt;br&amp;gt;&#039;Fatty&#039;&lt;br /&gt;
|The SM-17 &#039;Fatty&#039; is a special ordnance rocket. Nicknamed &#039;Fatty&#039; for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Pod.png|64px]]&amp;lt;br&amp;gt;LAU-229 Rocket Pod&lt;br /&gt;
|Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy.&lt;br /&gt;
&lt;br /&gt;
{| 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;
|-&lt;br /&gt;
!width=120|[[File:Minirocket_Stack.png|64px]]&amp;lt;br&amp;gt;AGR-59 &#039;Mini-Mike&#039;&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 8 seconds&lt;br /&gt;
| A pack of 6 laser guided minirockets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_incin_Stack.png|64px]]&amp;lt;br&amp;gt;AGR-59-I &#039;Mini-Mike&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 3/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 10 seconds&lt;br /&gt;
| A pack of 6 laser guided incendiary minirockets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:GAU.png|64px]]&amp;lt;br&amp;gt;GAU-21 &#039;Rattler&#039; 30mm Cannon&lt;br /&gt;
|Military men and women know that the best solution for when brute force doesn&#039;t work, is to apply even more excessive amounts of brute force. The &#039;Rattler&#039; system delivers bursts of 30mm rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| 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;
|-&lt;br /&gt;
!width=100|[[File:30mm_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-100 Multi-Purpose 30mm ammo crate&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 10 seconds&lt;br /&gt;
|PGU-100 30mm Multi-Purpose ammo designed to penetrate light (non reinforced) structures, and lightly armed targets. However, it lacks armor penetrating capabilities, for which Anti Tank 30mm ammo is needed. Contains 400 rounds per crate and uses 40 rounds per burst.&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Highvelocity_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 95/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|PGU-105 Specialized 30mm APFSDS Titanium-Tungsten alloy penetrators, made for countering heavily armoured targets. It is much less effective against soft targets however, in which case 30mm Multi-Purpose ammunition is recommended. Contains 400 rounds per crate and uses 30 rounds per burst&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser.png|64px]]&amp;lt;br&amp;gt;LWU-6B Laser Cannon&lt;br /&gt;
|The LWU-6B Laser Cannon has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| 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;
|-&lt;br /&gt;
!width=100|[[File:Laser_Ammo.png|64px]]&amp;lt;br&amp;gt;HBTU-17/LW Hi-Cap Laser Battery&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 0/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 5/75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 1 second&lt;br /&gt;
|A high-capacity laser battery used to power laser beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sentry_Deployable.png|64px]]&amp;lt;br&amp;gt;A/A-32-P Sentry Defense System&lt;br /&gt;
|This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired and reloaded just like standard Sentry Gun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinegun_Deployable.png|64px]]&amp;lt;br&amp;gt;MTU-4B Door Gunner Hardpoint System&lt;br /&gt;
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship or on the weapon attachment points on the wings of the dropship, providing a solid barrier against anyone sneaking in from the backyard and sides. Loaded with 1500 rounds and given an enhanced scope for extra range with IFF.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Med_Evac_System.png|64px]]&amp;lt;br&amp;gt;RMU-4M Medevac System&lt;br /&gt;
|A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;  &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over squad comms and medical comms for a squad medic requesting a med-evac.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire lift targets through the dropship weapons and utilities console.&lt;br /&gt;
*Once a target has been found go to the med-evac system at the back and click on it to winch up the injured marine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the winch system has a cooldown of 1 minute between each use and only a pilot can use it.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_System.png|64px]]&amp;lt;br&amp;gt;RMU-19 Fulton Recovery System&lt;br /&gt;
|This container holds a Fulton recovery system that allows you to collect objects attached to Fulton recovery balloons. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039; You can recover crates and unreviveable dead bodies. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over any communications channel for someone to state a Fulton balloon is up.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, the Fulton Recovery System will automatically retrieve the package.&lt;br /&gt;
*This has small cool down once collected.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Launchbay.png|64px]]&amp;lt;br&amp;gt;LAG-14 Internal Sentry Launcher&lt;br /&gt;
|A standard issue launch bay, Primary used to launch area-of-denial sentries. You can use it  in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Load in a sentry into the launch bay.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, You may launch the sentry to the location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rappel_System.png|64px]]&amp;lt;br&amp;gt;RHPU-1 Paradrop Deployment System&lt;br /&gt;
|This container holds electronic systems which allows marines to tactically paradrop right into combat. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Fly in &#039;&#039;&#039;Flyby&#039;&#039;&#039;.&lt;br /&gt;
*Make sure you pack enough parachutes.&lt;br /&gt;
*Target a flare or laser from the Target Menu.&lt;br /&gt;
*Lock the flare from the Paradrop Deployment System&#039;s Equipment Menu.&lt;br /&gt;
*The rear door will open automatically and the marines can now run out the back.&lt;br /&gt;
*That&#039;s it! Marines can now paradrop by simply clicking on the rappel deployment system.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Electronics==&lt;br /&gt;
Want to improve the accuracy of your weapon systems? Or perhaps you&#039;d rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you&#039;ve only got 2 electronic slots when Detective Gadget&#039;ing up your ship with these fancy gubbinz:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spotlight.png|64px]]&amp;lt;br&amp;gt;AN/LEN-15 Spotlight&lt;br /&gt;
|A high-powered spotlight with a protective glass casing ensures you&#039;ll always have an illuminated landing zone, plus a bit extra.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Targeting_System.png|64px]]&amp;lt;br&amp;gt;AN/AAQ-178 Weapon Targeting System&lt;br /&gt;
|An advanced system that&#039;s much better at tracking laser-guided beacons than the standard equipment the drop-ships come with. Calculates optional firing patterns to minimize traveling time. Essential for drop-ships planning on making accurate and fast missile strikes or a few GAU strafing runs. &#039;&#039;&#039;Not necessary for Fire Missions&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Speeds up traveling time of the missile as well as improves accuracy on direct strikes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!---![[File:Laser_detector.png|64px]]&amp;lt;br&amp;gt;Laser Detector System&lt;br /&gt;
|Advance camera system that allows the operator to observe the target area of a painted laser target on the ground, can assist the operator to determine if a laser target is worth firing upon. &#039;&#039;&#039;You can use the camera before committing to firing direct or starting a fire mission without this module&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporarily unavailable.&#039;&#039;&#039;---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Landing_detector.png|64px]]&amp;lt;br&amp;gt;AN/AVD-60 LZ Detector&lt;br /&gt;
|Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground. Only works while in flight, not while docked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Engine Upgrades==&lt;br /&gt;
&lt;br /&gt;
Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here&#039;s a couple solutions to your problems. Using two of the &#039;&#039;&#039;same&#039;&#039;&#039; engine upgrades will &#039;&#039;&#039;not&#039;&#039;&#039; enhance your dropship. Two different engine upgrades &#039;&#039;&#039;will&#039;&#039;&#039; work however. (Double cooling systems or double fuel enhancers won&#039;t be more efficient, only one is counted for this purpose)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cooling_System.png|64px]]&amp;lt;br&amp;gt;Cooling System&lt;br /&gt;
|A more efficient cooling system then the default one. Attach this in your engines and you&#039;ll see a huge decrease in engine cooldown times, ensuring you&#039;ll be ready to take-off at the drop of a hat, even if you just landed. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fuel_Enhancer.png|64px]]&amp;lt;br&amp;gt;Fuel Enhancer&lt;br /&gt;
|Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. Additionally on flyby, it extends the amount of time you have for undertaking fire missions as well as using the medevac system. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dropship Part Fabricator==&lt;br /&gt;
[[File:Dropship_part_fabricator.png|thumb]]The dropship part fabricator is the primary way for you to get equipment for your dropships, or to replace ammunition that you&#039;ve completely run out of. It works by a point system, with &#039;&#039;&#039;one point being earned every two seconds&#039;&#039;&#039;. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Partfab_1.1.png|600px]]&lt;br /&gt;
&amp;lt;br&amp;gt;Highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&#039;&#039;&#039; is equipment for all your needs including Engine Upgrades, Weapons, and Support modules, and highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;&#039;&#039;&#039; is the ammo to supply all the weaponry at your disposal. To print something, simply click &amp;quot;Fabricate&amp;quot; and, if it has enough points, it will start printing. Below are detailed prices and estimated time to accumulate that much points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|A/A-32-P Sentry Defense System&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|MTU-4B Door Gunner Hardpoint System&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|LAG-14 Internal Sentry Launcher&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AN/LEN-15 Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AN/AAQ-178 Weapon Targeting System&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
&amp;lt;!---|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|AN/AVD-60 LZ Detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LAU-444 Guided Missile Launcher&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LAU-229 Rocket Pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LWU-6B Laser Cannon&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
|325&lt;br /&gt;
|Around 11 minutes&lt;br /&gt;
|-&lt;br /&gt;
|PGU-100 Multi-Purpose 30mm ammo crate &lt;br /&gt;
|275&lt;br /&gt;
|Around 9 minutes&lt;br /&gt;
|-&lt;br /&gt;
|BTU-17/LW Hi-Cap Laser Battery&lt;br /&gt;
|200&lt;br /&gt;
|6 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224B &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|BLU-200 &#039;Dragons Breath&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGR-59-I &#039;Mini-Mike&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGR-59 &#039;Mini-Mike&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-184 &#039;Harpoon II&#039;&lt;br /&gt;
|200&lt;br /&gt;
|6 minutes&lt;br /&gt;
|-&lt;br /&gt;
|A/C-49-P Air Deployable Sentry&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Communication=&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good to know how your dropship works, but at the end of the day you&#039;re also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible. &lt;br /&gt;
== Command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
As the PO, you&#039;ll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.&lt;br /&gt;
&lt;br /&gt;
== JTAC channel (&#039;&#039;&#039;:j&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
In case you choose to do CAS ( Close Air Support ) Instead of transport, you will be communicating more in this channel as Squad leaders and JTAC kit users will be calling you for fire support and you have to provide it to ensure the victory on the ground. They will laze targets for you and sometimes specifying which type of ammo they want to be dropped. You can also watch the effect of your fire support by watching the cameras in the weapons console.&lt;br /&gt;
Ex: &amp;quot; Alpha lead here, Requesting CAS 6 west of my laze, Fire when ready ! &amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intel channel (&#039;&#039;&#039;:t&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
The Intel channel is good to liaise with RTO&#039;s or marines who have decided to take the fulton recovery device to recover xeno corpses, or with Intelligence Officers who have intel to deliver and load, unload or fulton onto and from your dropship.&lt;br /&gt;
&lt;br /&gt;
==Squad Channels (&#039;&#039;&#039;:a, :b, :c, :d&#039;&#039;&#039;) ==&lt;br /&gt;
 &lt;br /&gt;
Keeping an ear out to listen over comms for incoming threats or FOB breaches to be ready for hot Landing Zone is a good practice as you know how to act when you land.&lt;br /&gt;
&lt;br /&gt;
==Medical Channel (&#039;&#039;&#039;:m&#039;&#039;&#039;) ==&lt;br /&gt;
The medical channel is good to communicate with medics that try to Med-Evac their patients up to your dropship, usually they will ask if you installed the Med-Evac module, and if you about to Med-Evac someone, ask injuries with the patient so you know how to stabilize the patient and if you need to land immediately(e.g. infected with xenomorph larva.)&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad&#039;s frequency when you&#039;ve just arrived and are about to depart. You want to be efficient with your trips as much as possible. &lt;br /&gt;
* A special benefit to being a Pilot Officer is that you&#039;re allowed to boss around marines while they&#039;re on your shuttle. Don&#039;t tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM&#039;s ship and thus the Commanding Officer&#039;s ship).&lt;br /&gt;
* Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.&lt;br /&gt;
* If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you&#039;re on the Almayer.&lt;br /&gt;
* If you want to run CAS using direct bombardment while on trasport, consider using the fuel efficiency module. More time in the air is good if you want to maximize your chances of being airborne when a CAS request comes through.&lt;br /&gt;
* You can combine partially used mini rocket racks/30mm ammo boxes together with the power loaders. Simply take one of them into one claw and click on the other one. It will either combine or transfer ammunition to the other one.&lt;br /&gt;
* You can install two medevac systems onto the same dropship to allow you to recover more wounded.&lt;br /&gt;
&amp;lt;!--* You cannot launch the dropship if the APC is blocking the rear door. --&amp;gt;&lt;br /&gt;
*Grabbing a more heavy gun than your side arm when you are on the transport dropship to deal with hostiles that try to get a ride up to the ship more reliably is usually a good choice&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
Below are user made guides for more in-depth learning. &#039;&#039;&#039;Information may be outdated&#039;&#039;&#039;&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15560 CAS Weaponry, Loadouts, and You] by Tisx on 22 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15341 Guide to being &amp;quot;Death From Above&amp;quot; -A PO CAS Guide] by mizolo on 02 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=13902 How to have great CAS] by Roland410 on 11 Jul 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11874 What makes a good PO?] by liltiptop on 22 Mar 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16939 Smashing that motherfucking lockdown button] by Bronimin on 19 Apr 2018&lt;br /&gt;
* [http://forum.cm-ss13.com/t/cas-whats-good-whats-bad-i-dont-know-but-heres-a-arbitrary-opinionated-guide-on-it/401] by Jam March 8th 2023&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Large_Shotgun_Shell_Pouch_Description&amp;diff=34619</id>
		<title>Template:Large Shotgun Shell Pouch Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Large_Shotgun_Shell_Pouch_Description&amp;diff=34619"/>
		<updated>2025-01-01T04:38:46Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: Fixed a minor error where effectively the same description of the shotgun shell pouch was used twice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A large shotgun shell pouch. It can contain more handfuls of shells, or bullets if you choose to for some reason.&lt;br /&gt;
&lt;br /&gt;
Contains 7 slots.&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=34420</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=34420"/>
		<updated>2024-12-03T04:51:39Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: /* The Fax Machine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = THE COMPANY&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Junior Executive (Under 25 hours) / Executive (25 hours) /&amp;lt;br&amp;gt; Senior Executive (70 hours) / Executive Specialist (175 hours)&lt;br /&gt;
|superior = Weyland Yutani Corporate Office&lt;br /&gt;
|unlock = 10 hours as any human role.&lt;br /&gt;
|duties = Further the interests of the corporation.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = As a representative of Weyland-Yutani Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders.&amp;lt;br&amp;gt;Your primary job is to observe and report back your findings to Weyland-Yutani.&amp;lt;br&amp;gt;Follow regular game rules unless told otherwise by your superiors.&amp;lt;br&amp;gt;Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I work for the company. But don&#039;t let that fool you, I&#039;m really an OK guy!&#039;&#039;&amp;quot; ―Burke, Aliens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roles =&lt;br /&gt;
As the &#039;&#039;&#039;Corporate Liaison&#039;&#039;&#039;, it is your job &#039;&#039;&#039;to represent the Weyland Yutani&#039;s interests in the mission that has been given to the United States Colonial Marine Corp&#039;&#039;&#039;. You have &#039;&#039;&#039;ZERO&#039;&#039;&#039; direct authority over the Marine Corp, you merely have influence, stretching this influence too far is likely to result in detainment or possibly abandonment on the planet. You may make requests to the [[Commanding Officer]] and [[Executive Officer]], but there is no guarantee that they will give you what you want. If you need something, fax Weyland Yutani for it. They are listening and may be happy to help. Have an issue with a Colonial Marine employee? Fax a complaint over to USCM High Command.&lt;br /&gt;
&lt;br /&gt;
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. You are a corporate bureaucrat. Not a Commanding Officer, and not a marine. Roleplaying a lot leads to more FUN. If you&#039;re not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, &#039;&#039;&#039;undertaking antagonistic objectives without being explicitly told to by Weyland Yutani will get you banned or job banned&#039;&#039;&#039;. This is known as &amp;quot;self antagging&amp;quot;, and it&#039;s a big no-no. Remember that your goal shouldn&#039;t be to hinder the marines unless the company says otherwise, because they are serving your interests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-character things to remember&lt;br /&gt;
* You&#039;re a Corporate Liaison: a bureaucrat. Not a [[Rifleman|marine]], not a [[Hospital Corpsman|doctor]], not an [[Combat Technician|engineer]], not a warfighter.&lt;br /&gt;
* You will do what&#039;s necessary to ensure Weyland Yutani&#039;s interests are kept in mind by the USCM aboard the Almayer.&lt;br /&gt;
* You have Weyland-Yutani&#039;s interests in mind.&lt;br /&gt;
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable. Remember that the ATM is in your office and that bribery is always an option.&lt;br /&gt;
* You have access to a fax machine.&lt;br /&gt;
&lt;br /&gt;
While you can&#039;t demand anything, saying &amp;quot;I&#039;d appreciate X&amp;quot; or &amp;quot;I&#039;m sure if I got X your relations with the company would be good&amp;quot;, as well as stating that they aren&#039;t by any means required to give it to you, usually results in you getting what you&#039;re asking for.&lt;br /&gt;
&lt;br /&gt;
Liaisons are not above [[Marine Law]]. If you commit a crime, don&#039;t expect special protection from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* You have a change of clothes in your quarters depending on what type of roleplay you&#039;ll be undertaking.&lt;br /&gt;
* Your office contains a box of food. Put that in your quarters before hungry marines eat it all.&lt;br /&gt;
* Your office has shutters. Always close the shutters when talking with someone so that you aren&#039;t disturbed.&lt;br /&gt;
* There are no cameras in your office and quarters. If some engineer has installed some then immediately complain to the Company.&lt;br /&gt;
* The ATM on the Almayer is in your office. See how much money you have and use that money to bribe people.&lt;br /&gt;
* Use the arcade machine in your office to win items to decorate. &lt;br /&gt;
&lt;br /&gt;
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Company Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:160px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Weyland-Yutani_Automated_Storage Briefcase.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Weyland Yutani&#039;s Automated Storage Briefcase&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A suitcase-sized automated storage and retrieval system. Designed to efficiently store and selectively dispense small items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
50 points maximum storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Vendables:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Incentives:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Implanter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neurostim Implanter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |30 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Neurostim Implant stimulates and regulates sensorimotor functions. Benefits include improved balance, and improved resistance to overstimulation and disorientation. Once you have implanted a neurostim into your victim you&#039;ll receive a pop up box, from there you&#039;ll be able to set a code phrase. The implant will negatively affect your victim when they hear the code-phrase (non-radio). &lt;br /&gt;
Keep in mind that the Implant will be degraded by the body&#039;s immune system over time, and thus occasionally malfunction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Anesthetic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ultrazine Injector &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |20 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Highly-addictive stimulant. Enhances short-term physical performance, particularly running speed. Effects last approximately 10 minutes per injection. Injector starts with 30 units of ultrazine and injects 5 units at a time.&lt;br /&gt;
&lt;br /&gt;
More than two pills at a time will result in overdose. Withdrawal causes extreme discomfort, hallucinations and nausea. Long-term use results in hallucinations and organ failure. Conditional distribution secures subject compliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:1000_Cash.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;$1000 USD, unmarked bills &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A stack of 10 100 unmarked dollar bills, perfect for bribes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:E-Key.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;WY Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |WY private comms encryption key, for conducting private business.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cigar_Case.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fancy Cigar Case&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Contains seven fancy cigars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Gold_packet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Gold packet.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Gold packet, for the more sophisticated taste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Zippo.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Zippo Lighter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A Zippo lighter, for those smoking in style.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Sake.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Sake&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Sake, for a proper business dinner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Aspen_Beer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aspen Beer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Aspen Beer, for a more casual night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Drinking_Glass.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drinking Glass&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A drinking glass, because you have class.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Stationary:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Generic_Pen.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A pen for writing stuff. A choice of 3 colors. Black, blue or red.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A fresh piece of paper, for writing on.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:C_Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Carbon Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A piece of carbon paper, to double the writing output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Clipboard.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Clipboard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A clipboard, for storing all that writing.&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
The main weapon of the Liaison is not any pistol or rifle, but a humble fax machine. The difference between a good Liaison and a regular Liaison is that a regular Liaison will go for a gun straight away while the good one will roleplay any situation out. Outside of visits to the colony which you may make at any time for any reason, it is best to stay away from extra gear and weaponry. Located in the Liaison&#039;s office, the fax machine works by putting papers inside of it and sending it away. In the fax machine interface, you can choose to either send the paper to the Company, or to USCM High Command. The document will be received by somebody with the fax responder Whitelist who is either currently playing the role of a factions fax responder, or an admin and they will respond in an IC paper. This paper will spawn on the fax machine.&lt;br /&gt;
&lt;br /&gt;
Make sure to have a powerful subject line, but you can always use &amp;quot;Situation Update&amp;quot; or &amp;quot;Requesting Aid&amp;quot;. For the content, write things in character. You can pretend you don&#039;t know anything or could pretend that you have an idea whats going on down on Big Red or another planet depending on the map you&#039;re playing. Make sure to sign your fax with [sign]. This creates your signature that can&#039;t be replicated. Always, always, always at the end of the message prompt the Company for a response. It can be anything from &amp;quot;Requesting further orders&amp;quot; or &amp;quot;Is this report informative?&amp;quot;. Something along those lines so that the Company has something to send back. Remember that if you send a fax without a question, you&#039;ll most likely not get a reply. There is a human on the other reading and people usually respond better when asked a question. Remember that you can also dramatize, exaggerate, and blow everything out of proportion if the situation warrants, but keep in mind that your actions may have consequences.&lt;br /&gt;
&lt;br /&gt;
What to write about? To make a list:&lt;br /&gt;
* Give status reports on the mission on planet/station.&lt;br /&gt;
* Send the Company research papers about any hostile lifeforms the marines may encounter.&lt;br /&gt;
* Request the company for a pet xenomorph (almost guaranteed to be ignored, try requesting for a cat instead)&lt;br /&gt;
* Write about the crew. Recommend that [[Doctor]] for a promotion because he/she took your bribe and made you space drugs for your flask. Don&#039;t explicitly say he/she took your bribe or you requested space drugs, of course, but just write about how wonderful of a Doctor he/she is and how loyal she is to the Company.&lt;br /&gt;
* Alternatively, write about how incompetent the Marines are or how incompetent the crew is.&lt;br /&gt;
* Write about the briefing. Make sure to always attend the briefing. Did the Commanding Officer give a good briefing or bad? Was he late? Who gave the briefing if it wasn&#039;t the Commanding Officer? Write about how bad you feel about this mission because a [[Staff Officer]] had to give the briefing and the Commanding Officer was not present.&lt;br /&gt;
* Complain to the company about that MT who stole your limited edition zippo lighter.&lt;br /&gt;
* Write about the survivors and the story behind the planet/station. The Company is curious to know what happened on their research facility.&lt;br /&gt;
* Write how terrible life on the Almayer is and how much you miss the enjoyments of life and the only reason why you&#039;re doing this is because your commitment to the Company.&lt;br /&gt;
* Write about how much you love the Company.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your faxes, this means that there won&#039;t always be someone on the other side to respond to your fax. Don&#039;t expect responses to every fax you send, and self-antagging or getting unnecessarily angry because your faxes haven&#039;t been responded to is a great way to get banned. There will be a notice on the fax machine interface if there is a fax responder currently playing for the group you have selected to send a fax to. Always remember that well formatted faxes (found below) are a nice way to prove to a fax responder you are a capable CL player worthy of any special objectives they have planned out. Going planetside or doing other outlandish things without faxing the Company first is a good way to get job banned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly remember that if you plan on burning your fax paper, make sure you only do it after you&#039;ve been given a response from The Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fax Tips==&lt;br /&gt;
----&lt;br /&gt;
* In your office is paper and a generic pen. Don&#039;t lose it. You need it to write faxes. Unfortunately, &amp;lt;s&amp;gt;you can no longer put it in the ear slot&amp;lt;/s&amp;gt; as of now you can.&lt;br /&gt;
* Paper can go on your head slot if you have written something on it (so it doesn&#039;t show up as a paper boat). Extra slot baby.&lt;br /&gt;
* You can drag the paper to your office.&lt;br /&gt;
* There is a zippo near the entrance. Use it with a paper in the other hand to burn the paper. (Make sure you only burn your faxes copy once you&#039;ve been given a reply) Burn important papers or faxes that would otherwise incriminate the Company. Or, just outright burn all faxes that don&#039;t make you look good after sending them.&lt;br /&gt;
* You can turn on squad comms from your headset to listen on whats going on and report it to the Company.&lt;br /&gt;
* Request aid when the situation gets really dire. For example when [[Aliens]] board the Almayer, write about how you&#039;re in danger and need immediate evac.&lt;br /&gt;
* Keep in mind that the Company is a Staff Member (Mod or Admin), just a person. But they have access to all sorts of information, so the things they&#039;re sending you or objectives they&#039;re giving you are because the game can allow it.&lt;br /&gt;
* It&#039;s very annoying to a fax responder if you request PMCs and weapons in every fax.&lt;br /&gt;
*Fax templates can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
=What Else Should I Be Doing?=&lt;br /&gt;
First of all, make sure to talk with [[Survivor|survivors]] or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don&#039;t have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.&lt;br /&gt;
&lt;br /&gt;
Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor&#039;s name. Remember, you don&#039;t typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.&lt;br /&gt;
&lt;br /&gt;
Once the survivor is comfortable, all that&#039;s left is to ask them for their story. The survivor probably won&#039;t know much but they&#039;re responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you&#039;ll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.&lt;br /&gt;
&lt;br /&gt;
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.&lt;br /&gt;
&lt;br /&gt;
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer&#039;s staff should give you some roleplay attention. If they don&#039;t, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.&lt;br /&gt;
&lt;br /&gt;
Remember that the Liaison is a bureaucrat. A Liaison doesn&#039;t solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract &amp;quot;of intent to protect and preserve&amp;quot; the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn&#039;t sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role&#039;s position. It&#039;s easier for the Company to give you orders to do something with a reason rather than without.&lt;br /&gt;
&lt;br /&gt;
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don&#039;t want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Being an Antagonist=&lt;br /&gt;
* &#039;&#039;&#039;Do NOT Self-Antag.&#039;&#039;&#039; If you are doing a good job with roleplay and reporting to The Company with your fax machine, you &#039;&#039;&#039;MIGHT&#039;&#039;&#039; be given special goals. These goals &#039;&#039;&#039;MIGHT&#039;&#039;&#039; allow you to break some of the server rules, depending on the situation. If you are unsure, &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt; FIRST.&lt;br /&gt;
* Causing harm to marines or damage to the Almayer without first contacting the Company through your fax &#039;&#039;&#039;WILL&#039;&#039;&#039; result in a job-ban and possibly a short server ban.&lt;br /&gt;
* You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don&#039;t have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they&#039;ll never accept if they&#039;re following the rules. Most Marines, by default, hate you because you&#039;re with the Company, but some roleplay as liking the company and will help you out even without a bribe.&lt;br /&gt;
* Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don&#039;t want to shame or incriminate the Company. &#039;&#039;&#039;You&#039;re the most loyal person on the ship to the Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible antagonist objectives:&lt;br /&gt;
* Eliminate the mercenaries.&lt;br /&gt;
* Eliminate a survivor because they don&#039;t have the Company&#039;s interests in mind.&lt;br /&gt;
* Collect X amount of samples, like Alien lifeforms.&lt;br /&gt;
* Retrieve or destroy something on the planet, such as some documents in the science dome.&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
* 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 Weyland Yutani. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.&lt;br /&gt;
&lt;br /&gt;
=PMCs=&lt;br /&gt;
Another resource that the Liaison has is the command of the [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]. The PMCs can come randomly as one of the [[Responders]] called in emergency. They must ensure the Liaison&#039;s safety before doing anything else and have the primary mission of saving you. As such, they should obey all of your commands. If you are dead, they should then report to the Commanding Officer or Executive Officer of the Almayer.&lt;br /&gt;
&lt;br /&gt;
There is another corporate military group: [[Corporate Commandos|the Corporate commandos]], these guys don&#039;t report to the Corporate PMCs which makes them not respond to you, only to the Corporate High Command. Accordingly, you as a Liaison do not know of their existence, but the squad are informed about the Liaison&#039;s existence. This can be a problem, since their mission will be the elimination of everyone they see and that may or may not include you.&lt;br /&gt;
&lt;br /&gt;
=Tips and Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Begin the Round==&lt;br /&gt;
----&lt;br /&gt;
* Set the Company relation status to LOYAL in your character profile.&lt;br /&gt;
* To have the best experience, 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;
{{MarineSkills&lt;br /&gt;
|vehicles=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=16445 [Guide&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; How to be a Good-Enough Corporate Liaison]&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=7758 A Guide to the Corporate Liaison]&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Executive_Officer&amp;diff=34404</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Executive_Officer&amp;diff=34404"/>
		<updated>2024-12-01T05:16:06Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: Changed the outdated unlock requirements to the ones stated in the merge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = XO.png&lt;br /&gt;
|jobtitle = Executive Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Captain&lt;br /&gt;
|superior = [[Commanding Officer]]&lt;br /&gt;
|unlock = 20 hours as [[Staff Officer]], 10 hours as [[Squad Leader]].&lt;br /&gt;
|duties = Obey and support the Commanding Officer. Help run the operation.&lt;br /&gt;
|guides = [[Marine Law]]&lt;br /&gt;
|description = You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer.&amp;lt;br&amp;gt;You may need to fill in for other duties if areas are understaffed, and you are given access to do so.&amp;lt;br&amp;gt;Good luck, Commander !&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Boy&#039;s definitely got a corncob up his ass&#039;&#039;.&amp;quot;&lt;br /&gt;
―Private Frost, regarding Lieutenant Gorman, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Executive Officer =&lt;br /&gt;
&lt;br /&gt;
You are the &#039;&#039;&#039;Executive Officer&#039;&#039;&#039; (A.K.A The X.O.) the second in command of the [[Marines]]. You have been tasked with the &#039;&#039;&#039;same objective as the [[Commanding Officer]]&#039;&#039;&#039;, you&#039;re both there &#039;&#039;&#039;to command the marines&#039;&#039;&#039;. If there is no Commanding Officer alive or available you are next in line to be in command of the marines &#039;&#039;&#039;to brief them on the mission and command them&#039;&#039;&#039;. Both you and the Commanding Officer may deploy at the same time or separately so long as CIC is staffed properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are on the Almayer and &#039;&#039;&#039;Code Red&#039;&#039;&#039; has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/CMP.  &#039;&#039;The only exception to this is when you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set. I.e. The Almayer has been boarded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same principles as the Commanding Officer and are under his/her command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overwatch==&lt;br /&gt;
The XO is second in command and as such you&#039;ll be telling the [[Staff Officer|Staff Officers]] what to order the marines in the case that a Commanding Officer isn&#039;t present. You may also need to man an overwatch console so that all the squads have someone to relay their intel about the enemy to, besides their [[Squad Leader]]. A good overwatch will stay in contact with their squad and ask for regular updates on how the squad is doing, if they require any supplies and they&#039;ll make sure the two dropships are planetside for if any injured are required to be evaced, this may require that you tell the Pilot to launch early depending on which dropship the [[Pilot Officer]] is using.&lt;br /&gt;
===Supply Beacons and Orbital Beacons===&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drop and Orbital Bombardment]].&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
As the XO you&#039;ll want to make sure a stream of supplies is reaching the marines while the CO is ordering the SO&#039;s and squads about, if there is no CO, you&#039;ll be ordering the SO&#039;s and squads as well as shouting at requisitions for supplies. You&#039;ll want to keep reminding requisitions of which supplies are needed, normally it&#039;ll be &amp;quot;We need ammo and materials for defences.&amp;quot;  Usually it&#039;s good to specify what ammo so that the [[Cargo Technician]]s can prioritise which ammo to get first in a rush, for example: &amp;quot;Requisitions, we need 10mm, 9mm, Buckshot and materials for defences.&amp;quot; That example is just for general supplies, if you wanted to specify to which squad it goes to you&#039;d just insert the squad name and if it&#039;s going by supply drop, a dropship or a squad member is picking it up from requisitions. You&#039;ll want to always be in touch with the squads making sure that they have enough supplies, if they&#039;ve run out of supply beacons ask requisitions to order more or if you&#039;re in a rush ask a CT to load it onto the relevant dropship.&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
While you&#039;re ordering the marines about, delegating orders to the SO&#039;s and shouting at requisitions it&#039;s good  to inform medical that injured are being brought up on dropships so they can prepare for the injured in the hangar, it makes the transition from the Dropship to medical smoother and a lot faster than the [[Doctor|Doctors]] being surprised they just gained 10 injured out of nowhere. Usually this job is done by the pilot, however if you can&#039;t rely on your pilot to do this, keep in contact with the squads and tell medical yourself.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
If the squad you assigned to FOB duty doesn&#039;t have any [[Combat Technician|combat technician]], don&#039;t waste time telling them to make a cardboard box fort, send down some [[Maintenance Technician|Maintenance Technicians]] to get the job done right and then once they&#039;ve done their job extract them back to the [[USS Almayer]]. You can also order the [[Chief Engineer]] to deploy so long as a [[Auxiliary Support Officer]] is aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
==Communications Console==&lt;br /&gt;
The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random [[Responders|Emergency Response Team]] that might save the day or ruin it depending on who answers your plea&#039;s for help.&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the Commanding Officers order will last longer then a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Orders:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Move.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Move!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased mobility and chance to dodge projectiles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Hold.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hold!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased resistance to pain and combat wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Focus.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Focus!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased gun accuracy and effective range.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Tech Tree=&lt;br /&gt;
&lt;br /&gt;
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; width:60%&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1.png]]&lt;br /&gt;
[[#Tech Tier 1|&#039;&#039;&#039;Tech Tier 1&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Free (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Dropship Budget Increase|&#039;&#039;&#039;Dropship Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see [[Pilot_Officer#Dropship_Part_Fabricator|the dropship fabricator list in the PO&#039;s page.]])&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;12 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Requisitions Budget Increase|&#039;&#039;&#039;Requisitions Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see [https://cm-ss13.com/wiki/Requisitions#Supply_Crates|the supply crates buy list in the requisitions page.]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;15 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2.png]]&lt;br /&gt;
[[#Tech Tier 2|&#039;&#039;&#039;Tech Tier 2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the second tier of the tech tree. The only tier 2 techs are for  resupplying any and all OB warheads.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead inc.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Incendiary|&#039;&#039;&#039;Additional OB Projectiles - Incendiary&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead cluster.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Cluster|&#039;&#039;&#039;Additional OB Projectiles - Cluster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead he.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - HE|&#039;&#039;&#039;Additional OB Projectiles - HE&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech Tier3.png]]&lt;br /&gt;
[[#Tech Tier 3|&#039;&#039;&#039;Tech Tier 3&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cryorines.png]]&lt;br /&gt;
[[#Wake up Additional Troops|&#039;&#039;&#039;Wake up Additional Troops&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+5 per purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=1&lt;br /&gt;
|police=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
* [https://old-forum.cm-ss13.com/old/viewtopic.php%3Ff=94&amp;amp;t=17828.html Executive Officer: Unleash your Inner General] by Thesoldier&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=34387</id>
		<title>Smartgunner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Smartgunner&amp;diff=34387"/>
		<updated>2024-11-28T14:27:41Z</updated>

		<summary type="html">&lt;p&gt;Thatrandomguy: Clarified the possible ranks of a smartgunner and changed the segment where it tells who the smartgunner has to take orders from as instead of specialist it should have been fireteam leader.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = USCM_SG.png&lt;br /&gt;
|jobtitle = Smartgunner [[File:Smartgunner_icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Lance Corporal / Corporal / Sergeant&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Five hours as any squad role.&lt;br /&gt;
|duties = Stay behind marines, fire past friendlies and into the enemy.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=10755 Bullet Paths and Friendly Fire]&lt;br /&gt;
|description = Your job is to provide heavy weapons support.}}&lt;br /&gt;
&#039;&#039;&amp;quot;LET&#039;S ROCK!&amp;quot;&#039;&#039; ―Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While most of the Marines can put their Pulse Rifles on burst and keep shooting, that may not be enough. You are the &#039;&#039;&#039;Smartgunner&#039;&#039;&#039;, filling the futuristic role of the automatic rifleman, using your heavy machinegun to provide suppression, overwatch, fire support and turn your enemies into swiss cheese.&lt;br /&gt;
&lt;br /&gt;
=Smartgunner=&lt;br /&gt;
&lt;br /&gt;
Like the [[Weapons Specialist]], you&#039;ll have access to a heavy weapon -- in your case, it&#039;s the &#039;&#039;&#039;[[Marine_Equipment#Restricted_Weapons|M56 Smart Gun]]&#039;&#039;&#039;. &#039;&#039;&#039;Smartgunners&#039;&#039;&#039; are expected to not only employ their special gear but also their greater understanding of tactics. Smartgunners hold the rank of Corporal, putting them a cut above the typical [[Rifleman]] and other of their [[Combat Technician|support]] [[Hospital Corpsman|members]]. Like all marines, the Smartgunner&#039;s weapon is treated as an extension of themselves, and as such, Smartgunners know their firearm, inside and out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M10 Pattern Marine Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Squad_Gloves.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue marine tactical gloves.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M802_Pattern_Smartgunner_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M802 Pattern Smartgunner Sidearm Belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
&lt;br /&gt;
Contains 2 smartgun drums, 1 M4A3 Pistol and 1 M4A3 Hollow Point magazine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M280_Smartgunner_Drum_Belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M280 Pattern Smartgunner Drum Belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M280 is a more specialized version of the M802 belt, Being able to carry only smartgunner drums however, able to carry more of them than the M802.&lt;br /&gt;
&lt;br /&gt;
Contains 2 smartgun drums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Magazine Pouch Description}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.  &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds 6 pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Machete_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:sling_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gasmask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Gas Mask}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:SmartGun.png|64px]] Automated Equipment Rack[[File:Spec.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Smartgunner Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SmartGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Template:M56_Smartgun_Description}}&lt;br /&gt;
&lt;br /&gt;
{{Template:M56_Smartgun_Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M42scoutsight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Head Mounted Sight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A headset and goggles system for the M56 Smartgun. Has a low-res short range imager, allowing for view of terrain. &#039;&#039;&#039;Note that you have the smartgun in your inventory first then you can equip the head mounted sight in your eye slot.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SGPowerCell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;DV9 Battery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue 9-volt lithium dry-cell battery, most commonly used within the USCMC to power smartguns. Per the manual, one battery is good for up to 50000 rounds and plugs directly into the smartgun&#039;s power receptacle, which is only compatible with this type of battery. Various auxiliary modes usually bring the round count far lower. While this cell is incompatible with most standard electrical system, it can be charged by common rechargers in a pinch. USCMC smartgunners often guard them jealously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains ten thousand (10000) units of power. It&#039;s required for the use of the smartgun&#039;s abilities as well as firing the smartgun itself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M56_Combat_Harness.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M56 Combat Harness}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Smartgun Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Smartgun_Drum.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smartgun drum&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. First you must toggle the reload mode in the Smartgun tab and click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you&#039;ll be able to fire five hundred rounds (500) without stopping.&lt;br /&gt;
&lt;br /&gt;
Three are provided for free in the M56 Smartgun kit when vended, and more are available from Requisitions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 600px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 30 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 30 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 30 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 15 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extra Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Engineering-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Pamphlet&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Powerloader-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerloader Certification&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using your Smartgun==&lt;br /&gt;
&lt;br /&gt;
To be able to use your smartgun, you must equip all the necessary components in the kit.&lt;br /&gt;
* Your armor allows you to equip your smartgun.&lt;br /&gt;
* The battery contains all of your power, your smartgun comes with one fully powered with a spare for you.&lt;br /&gt;
* The M56 eye piece allows for low level night vision, allowing you to see into the dark.&lt;br /&gt;
* Your smartgun requires Smartgun Drums in order to fire.&lt;br /&gt;
&lt;br /&gt;
The battery contains the power for the smartgun. The gun needs power in order to function and for you to be able to fire it. The smartgun has in-built abilities that enhance the smartgun&#039;s overall performance. Each ability listed below shows exactly what they do, but each one requires power to be able to function properly. Each ability that is toggled on, stacks in power consumption. The powerpack only uses power when the smartgun has fired. In the case of the motion tracker and auto fire ability, power is used when it is activated. Your ammunition comes from your Smartgun Drums.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Smartgun Modes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Accuracy Improvement&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to fire more accurately at targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Auto Fire&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: High&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Lethal Mode&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the ability for the smartgun&#039;s bullets to hit friendlies or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the inbuilt motion detector that scans the area for hostiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Recoil Compensation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.&lt;br /&gt;
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&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
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|}&lt;br /&gt;
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==Tactics==&lt;br /&gt;
As a verified badass in the USCM, you&#039;ll want to employ tactics in combat which may end up saving your life, or the life of others. The tactics you use as a smartgunner boil down to use the Smartgun&#039;s IFF tracking to your advantage. What is meant by this is that you shouldn&#039;t enter any room as the point man, &#039;&#039;&#039;You should always be behind the point man,&#039;&#039;&#039; and potentially riflemen as you can fire past them and into the enemy if they try and attack. Your rank as the Smartgunner is either Lance Corporal [LCPL], Corporal [CPL], or Sergeant [SGT] this means that you can order the standards around and pull rank in certain situations, keep in mind that your orders can be overturned by your [[Fireteam Leader]]/[[Squad Leader]].&lt;br /&gt;
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Being a Smartgunner is a crucial support role due to how you fundamentally can&#039;t friendly fire meaning that if your squadmate gets pounced or tackled two marines in front of you, you can still fire directly at the aliens attacking. This is mostly how smartgunner should be played, as you&#039;re a support role, not a point man. Your sole purpose is &#039;&#039;&#039;to fire past friendlies and into the enemy.&#039;&#039;&#039;&lt;br /&gt;
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==Your Skillset==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
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To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Thatrandomguy</name></author>
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