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		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=951</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=951"/>
		<updated>2016-03-03T03:38:07Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Guide to Chemistry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
====Tools of the Trade====&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.[[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units).&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click &amp;quot;create bottle&amp;quot; several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
# &#039;&#039;&#039;Beakers&#039;&#039;&#039;: At round-start, there will be several empty beakers and a beaker containing Cryoxadone.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
*&#039;&#039;&#039;Beakers and Bottles:&#039;&#039;&#039;&lt;br /&gt;
**Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u. There&#039;s only one bluespace beaker on the map, so don&#039;t put it in a grenade.&lt;br /&gt;
*&#039;&#039;&#039;Dropper:&#039;&#039;&#039;&lt;br /&gt;
**Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
*&#039;&#039;&#039;Syringe:&#039;&#039;&#039;&lt;br /&gt;
**Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
*&#039;&#039;&#039;Injector:&#039;&#039;&#039;&lt;br /&gt;
**These hold 15u max. Can be emptied and refilled via the use of a syringe. They deliver their entire capacity in one click, instantly, but are one use-only. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. Pills can be dissolved into an injector apparently as long as it already contains something, but as with beakers, anything over the max capacity will be wasted.&lt;br /&gt;
*&#039;&#039;&#039;Pill:&#039;&#039;&#039;&lt;br /&gt;
**60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and it&#039;s contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
*&#039;&#039;&#039;Pill Bottle:&#039;&#039;&#039;&lt;br /&gt;
**Holds 14 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
*&#039;&#039;&#039;Syringe Case:&#039;&#039;&#039;&lt;br /&gt;
**Holds three syringes/bottles/injectors.&lt;br /&gt;
*&#039;&#039;&#039;Hypospray:&#039;&#039;&#039;&lt;br /&gt;
**Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe. Instantly injects 5u doses.&lt;br /&gt;
*&#039;&#039;&#039;Labellers and Pens:&#039;&#039;&#039;&lt;br /&gt;
**Labels can be put on anything you can click on. If you use the labeller on something two times, it will look like this: pill bottle (organ damage) (safe dose: 2)&lt;br /&gt;
**Pens replace the name of a chem-master bottle, so instead of bottle (peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Medicines and Chemicals====&lt;br /&gt;
*&#039;&#039;&#039;How do they mix?&#039;&#039;&#039;: &lt;br /&gt;
Recipes have ratios in parts. For example, Dylovene is &amp;lt;code&amp;gt;1 part Nitrogen, 1 part Potassium and 1 part Silicon&amp;lt;/code&amp;gt;, resulting in 3 parts Dylovene. &lt;br /&gt;
&lt;br /&gt;
Peridaxon, on the other hand, is &amp;lt;code&amp;gt;1 part Bicardine, 1 part Clonexadone and 5 units Phoron (catalyst)&amp;lt;/code&amp;gt;, meaning that any amount of Bicardine and Clonexadone will mix as long as there&#039;s 5 units of Phoron present. &lt;br /&gt;
&lt;br /&gt;
Most chems mix in a direct radio, where 30 of one ingredient and 30 of another will equal 60 of your final product. If there is a catalyst present, it &#039;&#039;&#039;will not&#039;&#039;&#039; be used up in the reaction.&lt;br /&gt;
&lt;br /&gt;
Remember to always add the catalyst last, or you will end up with fucked up ratios and things like &amp;quot;5.982329779799999 units&amp;quot;.&lt;br /&gt;
The metabolism rates shown here are based on server tick rate. During times of lag ticks come slower.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&lt;br /&gt;
|+Recipes&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
*Faster than Kelotane&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Glycerol&lt;br /&gt;
| &lt;br /&gt;
*Used in Making Nitroglycerin&lt;br /&gt;
| &lt;br /&gt;
*3 Part Corn Oil (Blend Corn)&lt;br /&gt;
*1 Part Sulphuric Acid &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Hyperzine&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Imidazoline&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Impedrezene&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Inaprovaline&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Kelotane&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Leporazine&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Patient Temperature&lt;br /&gt;
| &lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Copper&lt;br /&gt;
*5 Parts Carbon (Catayst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Lexorin&lt;br /&gt;
| &lt;br /&gt;
*Temporarily Stops Respiration&lt;br /&gt;
*Causes Tissue Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Oxycodone&lt;br /&gt;
| &lt;br /&gt;
*Extremely Powerful Painkiller&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Phoron (Catalyst)&lt;br /&gt;
| 20 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Peridaxon&lt;br /&gt;
| &lt;br /&gt;
*Heals Organ Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Bicaridine&lt;br /&gt;
*1 Part Clonexadone&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| &lt;br /&gt;
*Extremely Corrosive&lt;br /&gt;
*Destroys Organic Material&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
*1 Part Hydrochloric Acid&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Ryetalyn&lt;br /&gt;
| &lt;br /&gt;
*Heals Genetic Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Arithrazine&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Silicate&lt;br /&gt;
| &lt;br /&gt;
*Strengthens Windows&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Soporific&lt;br /&gt;
| &lt;br /&gt;
*Causes Unconsciousness &lt;br /&gt;
| &lt;br /&gt;
*1 Part Chloral Hydrate&lt;br /&gt;
*4 Parts Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*Anti-Biotic&lt;br /&gt;
*Cures Infections&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Cryptobiolin&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Space Cleaner&lt;br /&gt;
| &lt;br /&gt;
*Cleans Dirty Surfaces&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ammonia&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Sterilizine&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes Wounds for Surgery&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Thermite&lt;br /&gt;
| &lt;br /&gt;
*Burns at Extreme Temperatures&lt;br /&gt;
*Can Melt Walls&lt;br /&gt;
| &lt;br /&gt;
*1 Part Iron&lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Tramadol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Tricordrazine&lt;br /&gt;
| &lt;br /&gt;
*Heals All Damage Types&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| &lt;br /&gt;
*Quenches Thirst&lt;br /&gt;
*Causes Drowning&lt;br /&gt;
*It&#039;s Just Water&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*2 Part Oxygen &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=950</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=950"/>
		<updated>2016-03-03T03:37:45Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
__TOC__&lt;br /&gt;
----&lt;br /&gt;
====Tools of the Trade====&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.[[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units).&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click &amp;quot;create bottle&amp;quot; several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
# &#039;&#039;&#039;Beakers&#039;&#039;&#039;: At round-start, there will be several empty beakers and a beaker containing Cryoxadone.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
*&#039;&#039;&#039;Beakers and Bottles:&#039;&#039;&#039;&lt;br /&gt;
**Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u. There&#039;s only one bluespace beaker on the map, so don&#039;t put it in a grenade.&lt;br /&gt;
*&#039;&#039;&#039;Dropper:&#039;&#039;&#039;&lt;br /&gt;
**Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
*&#039;&#039;&#039;Syringe:&#039;&#039;&#039;&lt;br /&gt;
**Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
*&#039;&#039;&#039;Injector:&#039;&#039;&#039;&lt;br /&gt;
**These hold 15u max. Can be emptied and refilled via the use of a syringe. They deliver their entire capacity in one click, instantly, but are one use-only. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. Pills can be dissolved into an injector apparently as long as it already contains something, but as with beakers, anything over the max capacity will be wasted.&lt;br /&gt;
*&#039;&#039;&#039;Pill:&#039;&#039;&#039;&lt;br /&gt;
**60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and it&#039;s contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
*&#039;&#039;&#039;Pill Bottle:&#039;&#039;&#039;&lt;br /&gt;
**Holds 14 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
*&#039;&#039;&#039;Syringe Case:&#039;&#039;&#039;&lt;br /&gt;
**Holds three syringes/bottles/injectors.&lt;br /&gt;
*&#039;&#039;&#039;Hypospray:&#039;&#039;&#039;&lt;br /&gt;
**Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe. Instantly injects 5u doses.&lt;br /&gt;
*&#039;&#039;&#039;Labellers and Pens:&#039;&#039;&#039;&lt;br /&gt;
**Labels can be put on anything you can click on. If you use the labeller on something two times, it will look like this: pill bottle (organ damage) (safe dose: 2)&lt;br /&gt;
**Pens replace the name of a chem-master bottle, so instead of bottle (peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Medicines and Chemicals====&lt;br /&gt;
*&#039;&#039;&#039;How do they mix?&#039;&#039;&#039;: &lt;br /&gt;
Recipes have ratios in parts. For example, Dylovene is &amp;lt;code&amp;gt;1 part Nitrogen, 1 part Potassium and 1 part Silicon&amp;lt;/code&amp;gt;, resulting in 3 parts Dylovene. &lt;br /&gt;
&lt;br /&gt;
Peridaxon, on the other hand, is &amp;lt;code&amp;gt;1 part Bicardine, 1 part Clonexadone and 5 units Phoron (catalyst)&amp;lt;/code&amp;gt;, meaning that any amount of Bicardine and Clonexadone will mix as long as there&#039;s 5 units of Phoron present. &lt;br /&gt;
&lt;br /&gt;
Most chems mix in a direct radio, where 30 of one ingredient and 30 of another will equal 60 of your final product. If there is a catalyst present, it &#039;&#039;&#039;will not&#039;&#039;&#039; be used up in the reaction.&lt;br /&gt;
&lt;br /&gt;
Remember to always add the catalyst last, or you will end up with fucked up ratios and things like &amp;quot;5.982329779799999 units&amp;quot;.&lt;br /&gt;
The metabolism rates shown here are based on server tick rate. During times of lag ticks come slower.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&lt;br /&gt;
|+Recipes&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
*Faster than Kelotane&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Glycerol&lt;br /&gt;
| &lt;br /&gt;
*Used in Making Nitroglycerin&lt;br /&gt;
| &lt;br /&gt;
*3 Part Corn Oil (Blend Corn)&lt;br /&gt;
*1 Part Sulphuric Acid &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Hyperzine&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Imidazoline&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Impedrezene&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Inaprovaline&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Kelotane&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Leporazine&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Patient Temperature&lt;br /&gt;
| &lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Copper&lt;br /&gt;
*5 Parts Carbon (Catayst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Lexorin&lt;br /&gt;
| &lt;br /&gt;
*Temporarily Stops Respiration&lt;br /&gt;
*Causes Tissue Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Oxycodone&lt;br /&gt;
| &lt;br /&gt;
*Extremely Powerful Painkiller&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Phoron (Catalyst)&lt;br /&gt;
| 20 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Peridaxon&lt;br /&gt;
| &lt;br /&gt;
*Heals Organ Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Bicaridine&lt;br /&gt;
*1 Part Clonexadone&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| &lt;br /&gt;
*Extremely Corrosive&lt;br /&gt;
*Destroys Organic Material&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
*1 Part Hydrochloric Acid&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Ryetalyn&lt;br /&gt;
| &lt;br /&gt;
*Heals Genetic Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Arithrazine&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Silicate&lt;br /&gt;
| &lt;br /&gt;
*Strengthens Windows&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Soporific&lt;br /&gt;
| &lt;br /&gt;
*Causes Unconsciousness &lt;br /&gt;
| &lt;br /&gt;
*1 Part Chloral Hydrate&lt;br /&gt;
*4 Parts Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*Anti-Biotic&lt;br /&gt;
*Cures Infections&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Cryptobiolin&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Space Cleaner&lt;br /&gt;
| &lt;br /&gt;
*Cleans Dirty Surfaces&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ammonia&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Sterilizine&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes Wounds for Surgery&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Thermite&lt;br /&gt;
| &lt;br /&gt;
*Burns at Extreme Temperatures&lt;br /&gt;
*Can Melt Walls&lt;br /&gt;
| &lt;br /&gt;
*1 Part Iron&lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Tramadol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Tricordrazine&lt;br /&gt;
| &lt;br /&gt;
*Heals All Damage Types&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| &lt;br /&gt;
*Quenches Thirst&lt;br /&gt;
*Causes Drowning&lt;br /&gt;
*It&#039;s Just Water&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*2 Part Oxygen &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=949</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=949"/>
		<updated>2016-03-03T03:37:36Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Guide to Surgery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
====Tools of the Trade====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Name&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]||Scalpel||Used for cutting through flesh.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]||Hemostat||Used to stop bleeding during an operation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]||Bone Setter||Used for setting bones back into place.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]||Bone-Gel||Used for repairing broken/shattered bones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]||Retractor||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]||Cautery||Used for sealing incisions in a patients skin. Burns skin together.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Vixovein.png]]||Fixovein||Used for repairing veins and arteries.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]||Circular saw||Used for cutting through bones.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
====Operations====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Surgery Type:&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description: (What it fixes)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;How to:&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Target Zone:&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bone Repair Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This surgery is used for mending broken bones and fractures.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone Setter.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere besides the Eyes and Mouth.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Internal Bleeding Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Facial Reconstruction Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This surgery fixes the facial deformities gained from combat.i.e Unknown as Squad marine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mouth&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Amputation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Removal of a limb or a limb stump.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Saw.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Limbs - Legs,Arms,Hands,Feet&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Limb Replacement Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;The replacement of missing limbs with robotic ones. You can also reattach a robotic limb to just a hand or foot stump.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]-&amp;gt; Now attach a robotic limb.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Limbs - Legs,Arms,Hands,Feet&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Internal Organs Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mending collapsed lungs and other broken organs.&lt;br /&gt;
*If the patient has robotic organs replace the Trauma Kit step with Nanopaste [[File:1Nanopaste.png|link=|caption]] (Steps in parenthesis are only necessary for chest and skull surgeries.) &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;([[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]])-&amp;gt;[[File:1Traumakit.png|link=|caption]]-&amp;gt;([[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]])-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Eye Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mending the eyes. i.e Blindness&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Eyes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Foreign Object Removal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Removal of unknown objects from the body such as implants and shrapnel from bullets. (Steps in parentheses are only needed for chest and skull surgeries).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;([[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]])-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;([[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;)[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere besides the Mouth,Eyes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Alien Embryo Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;The removal of an alien embryo.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Brain Damage Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fixing up the brain.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Head Reattachment Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Reattaching a severed head to a body again.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Infection Treatment&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fixing limb infections.If an organ is infected administer spaceacillin.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
====Combining Surgeries====&lt;br /&gt;
&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
# [[File:1Scalpel.png|link=|caption]] Cut an incision while aiming with &#039;Help&#039; intent at the head&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] Stop bleeders in the head&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Open up the incision for further surgery&lt;br /&gt;
# [[File:1Saw.png|link=|caption]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:1Vixovein.png|link=|caption]] [[File:1Traumakit.png|link=|caption]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Use bone gel on the skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|caption]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|caption]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Quick-clot and one Dexalin Plus injectors to stop internal bleeding and to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, in the vast majority of cases a quick jab with Quick-clot is preferable. Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|caption]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|caption]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Separate the rib cage&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:1Traumakit.png|link=|caption]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|caption]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Another application for the broken ribs themselves&lt;br /&gt;
# [[File:1Bone Setter.png|link=|caption]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] An application for the set bones. In general remember that fixing a broken bone requires one application of bone gel before the setting and one after.&lt;br /&gt;
# [[File:1Cautery.png|link=|caption]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense spaceacillin or dylovene as needed&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====General Tips====&#039;&lt;br /&gt;
&lt;br /&gt;
*Wash your hands to help reduce infection chance&lt;br /&gt;
*Anesthesia is important to successful surgery, make sure to put a mask on the patient&#039;s face, an anesthesia tank on their back, and turn their internals on&lt;br /&gt;
*Triage cases properly, alien embryo cases and lung ruptures take priority over brain damage cases which in turn take priority over simple bone fractures in limbs&lt;br /&gt;
*Internal organ damage can oftentimes be fixed with peridaxon turning some surgeries into simpler, faster bone repair surgeries&lt;br /&gt;
*Use the Health Analyzer to check for brain damage during brain surgery to confirm that you&#039;ve fixed everything&lt;br /&gt;
*Use the Health Analyzer to confirm that a patient&#039;s bone fractures are all gone after performing all required bone repair surgeries&lt;br /&gt;
*Use the Health Analyzer to check for post-op infection that should be treated with spaceacillin&lt;br /&gt;
*If no other options are available, roller beds and tables can be used to perform surgery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you Vrai, Arachnidnexus, and Rahl for the information and help.-TopHat&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=948</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=948"/>
		<updated>2016-03-03T03:35:32Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Formatting change for sake of guide style consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Surgery=&lt;br /&gt;
====Tools of the Trade====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Name&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]||Scalpel||Used for cutting through flesh.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]||Hemostat||Used to stop bleeding during an operation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]||Bone Setter||Used for setting bones back into place.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]||Bone-Gel||Used for repairing broken/shattered bones.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]||Retractor||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]||Cautery||Used for sealing incisions in a patients skin. Burns skin together.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Vixovein.png]]||Fixovein||Used for repairing veins and arteries.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]||Circular saw||Used for cutting through bones.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
====Operations====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Surgery Type:&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description: (What it fixes)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;How to:&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Target Zone:&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bone Repair Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This surgery is used for mending broken bones and fractures.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone Setter.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere besides the Eyes and Mouth.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Internal Bleeding Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Facial Reconstruction Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;This surgery fixes the facial deformities gained from combat.i.e Unknown as Squad marine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mouth&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Amputation&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Removal of a limb or a limb stump.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Saw.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Limbs - Legs,Arms,Hands,Feet&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Limb Replacement Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;The replacement of missing limbs with robotic ones. You can also reattach a robotic limb to just a hand or foot stump.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]-&amp;gt; Now attach a robotic limb.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Limbs - Legs,Arms,Hands,Feet&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Internal Organs Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mending collapsed lungs and other broken organs.&lt;br /&gt;
*If the patient has robotic organs replace the Trauma Kit step with Nanopaste [[File:1Nanopaste.png|link=|caption]] (Steps in parenthesis are only necessary for chest and skull surgeries.) &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;([[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]])-&amp;gt;[[File:1Traumakit.png|link=|caption]]-&amp;gt;([[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]])-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Eye Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mending the eyes. i.e Blindness&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Eyes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Foreign Object Removal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Removal of unknown objects from the body such as implants and shrapnel from bullets. (Steps in parentheses are only needed for chest and skull surgeries).&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;([[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]])-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;([[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;)[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere besides the Mouth,Eyes&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Alien Embryo Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;The removal of an alien embryo.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Brain Damage Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fixing up the brain.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Saw.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Hemostat.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Bone-Gel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Head Reattachment Surgery&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Reattaching a severed head to a body again.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Retractor.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Vixovein.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Head&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Infection Treatment&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fixing limb infections.If an organ is infected administer spaceacillin.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:1Scalpel.png|link=|caption]]-&amp;gt;[[File:1Cautery.png|link=|caption]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Everywhere&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
====Combining Surgeries====&lt;br /&gt;
&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
# [[File:1Scalpel.png|link=|caption]] Cut an incision while aiming with &#039;Help&#039; intent at the head&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] Stop bleeders in the head&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Open up the incision for further surgery&lt;br /&gt;
# [[File:1Saw.png|link=|caption]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:1Vixovein.png|link=|caption]] [[File:1Traumakit.png|link=|caption]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Use bone gel on the skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|caption]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|caption]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Quick-clot and one Dexalin Plus injectors to stop internal bleeding and to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, in the vast majority of cases a quick jab with Quick-clot is preferable. Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|caption]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|caption]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Separate the rib cage&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:1Traumakit.png|link=|caption]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|caption]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|caption]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|caption]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] Another application for the broken ribs themselves&lt;br /&gt;
# [[File:1Bone Setter.png|link=|caption]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|caption]] An application for the set bones. In general remember that fixing a broken bone requires one application of bone gel before the setting and one after.&lt;br /&gt;
# [[File:1Cautery.png|link=|caption]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense spaceacillin or dylovene as needed&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====General Tips====&#039;&lt;br /&gt;
&lt;br /&gt;
*Wash your hands to help reduce infection chance&lt;br /&gt;
*Anesthesia is important to successful surgery, make sure to put a mask on the patient&#039;s face, an anesthesia tank on their back, and turn their internals on&lt;br /&gt;
*Triage cases properly, alien embryo cases and lung ruptures take priority over brain damage cases which in turn take priority over simple bone fractures in limbs&lt;br /&gt;
*Internal organ damage can oftentimes be fixed with peridaxon turning some surgeries into simpler, faster bone repair surgeries&lt;br /&gt;
*Use the Health Analyzer to check for brain damage during brain surgery to confirm that you&#039;ve fixed everything&lt;br /&gt;
*Use the Health Analyzer to confirm that a patient&#039;s bone fractures are all gone after performing all required bone repair surgeries&lt;br /&gt;
*Use the Health Analyzer to check for post-op infection that should be treated with spaceacillin&lt;br /&gt;
*If no other options are available, roller beds and tables can be used to perform surgery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you Vrai, Arachnidnexus, and Rahl for the information and help.-TopHat&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=947</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=947"/>
		<updated>2016-03-03T02:54:44Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Major update to chem guide, courtesy of Derpislav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
----&lt;br /&gt;
====Tools of the Trade====&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.[[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units).&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click &amp;quot;create bottle&amp;quot; several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
# &#039;&#039;&#039;Beakers&#039;&#039;&#039;: At round-start, there will be several empty beakers and a beaker containing Cryoxadone.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
*&#039;&#039;&#039;Beakers and Bottles:&#039;&#039;&#039;&lt;br /&gt;
**Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u. There&#039;s only one bluespace beaker on the map, so don&#039;t put it in a grenade.&lt;br /&gt;
*&#039;&#039;&#039;Dropper:&#039;&#039;&#039;&lt;br /&gt;
**Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
*&#039;&#039;&#039;Syringe:&#039;&#039;&#039;&lt;br /&gt;
**Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
*&#039;&#039;&#039;Injector:&#039;&#039;&#039;&lt;br /&gt;
**These hold 15u max. Can be emptied and refilled via the use of a syringe. They deliver their entire capacity in one click, instantly, but are one use-only. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. Pills can be dissolved into an injector apparently as long as it already contains something, but as with beakers, anything over the max capacity will be wasted.&lt;br /&gt;
*&#039;&#039;&#039;Pill:&#039;&#039;&#039;&lt;br /&gt;
**60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and it&#039;s contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
*&#039;&#039;&#039;Pill Bottle:&#039;&#039;&#039;&lt;br /&gt;
**Holds 14 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
*&#039;&#039;&#039;Syringe Case:&#039;&#039;&#039;&lt;br /&gt;
**Holds three syringes/bottles/injectors.&lt;br /&gt;
*&#039;&#039;&#039;Hypospray:&#039;&#039;&#039;&lt;br /&gt;
**Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe. Instantly injects 5u doses.&lt;br /&gt;
*&#039;&#039;&#039;Labellers and Pens:&#039;&#039;&#039;&lt;br /&gt;
**Labels can be put on anything you can click on. If you use the labeller on something two times, it will look like this: pill bottle (organ damage) (safe dose: 2)&lt;br /&gt;
**Pens replace the name of a chem-master bottle, so instead of bottle (peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Medicines and Chemicals====&lt;br /&gt;
*&#039;&#039;&#039;How do they mix?&#039;&#039;&#039;: &lt;br /&gt;
Recipes have ratios in parts. For example, Dylovene is &amp;lt;code&amp;gt;1 part Nitrogen, 1 part Potassium and 1 part Silicon&amp;lt;/code&amp;gt;, resulting in 3 parts Dylovene. &lt;br /&gt;
&lt;br /&gt;
Peridaxon, on the other hand, is &amp;lt;code&amp;gt;1 part Bicardine, 1 part Clonexadone and 5 units Phoron (catalyst)&amp;lt;/code&amp;gt;, meaning that any amount of Bicardine and Clonexadone will mix as long as there&#039;s 5 units of Phoron present. &lt;br /&gt;
&lt;br /&gt;
Most chems mix in a direct radio, where 30 of one ingredient and 30 of another will equal 60 of your final product. If there is a catalyst present, it &#039;&#039;&#039;will not&#039;&#039;&#039; be used up in the reaction.&lt;br /&gt;
&lt;br /&gt;
Remember to always add the catalyst last, or you will end up with fucked up ratios and things like &amp;quot;5.982329779799999 units&amp;quot;.&lt;br /&gt;
The metabolism rates shown here are based on server tick rate. During times of lag ticks come slower.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&lt;br /&gt;
|+Recipes&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
*Faster than Kelotane&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Glycerol&lt;br /&gt;
| &lt;br /&gt;
*Used in Making Nitroglycerin&lt;br /&gt;
| &lt;br /&gt;
*3 Part Corn Oil (Blend Corn)&lt;br /&gt;
*1 Part Sulphuric Acid &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Hyperzine&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Imidazoline&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Impedrezene&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Inaprovaline&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Kelotane&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Leporazine&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Patient Temperature&lt;br /&gt;
| &lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Copper&lt;br /&gt;
*5 Parts Carbon (Catayst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Lexorin&lt;br /&gt;
| &lt;br /&gt;
*Temporarily Stops Respiration&lt;br /&gt;
*Causes Tissue Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Oxycodone&lt;br /&gt;
| &lt;br /&gt;
*Extremely Powerful Painkiller&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Phoron (Catalyst)&lt;br /&gt;
| 20 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Peridaxon&lt;br /&gt;
| &lt;br /&gt;
*Heals Organ Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Bicaridine&lt;br /&gt;
*1 Part Clonexadone&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| &lt;br /&gt;
*Extremely Corrosive&lt;br /&gt;
*Destroys Organic Material&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
*1 Part Hydrochloric Acid&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Ryetalyn&lt;br /&gt;
| &lt;br /&gt;
*Heals Genetic Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Arithrazine&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Silicate&lt;br /&gt;
| &lt;br /&gt;
*Strengthens Windows&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Soporific&lt;br /&gt;
| &lt;br /&gt;
*Causes Unconsciousness &lt;br /&gt;
| &lt;br /&gt;
*1 Part Chloral Hydrate&lt;br /&gt;
*4 Parts Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*Anti-Biotic&lt;br /&gt;
*Cures Infections&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Cryptobiolin&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Space Cleaner&lt;br /&gt;
| &lt;br /&gt;
*Cleans Dirty Surfaces&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ammonia&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Sterilizine&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes Wounds for Surgery&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Thermite&lt;br /&gt;
| &lt;br /&gt;
*Burns at Extreme Temperatures&lt;br /&gt;
*Can Melt Walls&lt;br /&gt;
| &lt;br /&gt;
*1 Part Iron&lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Tramadol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Tricordrazine&lt;br /&gt;
| &lt;br /&gt;
*Heals All Damage Types&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| &lt;br /&gt;
*Quenches Thirst&lt;br /&gt;
*Causes Drowning&lt;br /&gt;
*It&#039;s Just Water&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*2 Part Oxygen &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:ChemLab.png&amp;diff=946</id>
		<title>File:ChemLab.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:ChemLab.png&amp;diff=946"/>
		<updated>2016-03-02T23:37:19Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=945</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=945"/>
		<updated>2016-03-02T21:09:17Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Guide to Chemistry */ Restriction Column removed at Rahlzel&amp;#039;s request.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
*Faster than Kelotane&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Glycerol&lt;br /&gt;
| &lt;br /&gt;
*Used in Making Nitroglycerin&lt;br /&gt;
| &lt;br /&gt;
*3 Part Corn Oil (Blend Corn)&lt;br /&gt;
*1 Part Sulphuric Acid &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Hyperzine&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Imidazoline&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Impedrezene&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Inaprovaline&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Kelotane&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Leporazine&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Patient Temperature&lt;br /&gt;
| &lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Copper&lt;br /&gt;
*5 Parts Carbon (Catayst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Lexorin&lt;br /&gt;
| &lt;br /&gt;
*Temporarily Stops Respiration&lt;br /&gt;
*Causes Tissue Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Oxycodone&lt;br /&gt;
| &lt;br /&gt;
*Extremely Powerful Painkiller&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Phoron (Catalyst)&lt;br /&gt;
| 20 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Peridaxon&lt;br /&gt;
| &lt;br /&gt;
*Heals Organ Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Bicaridine&lt;br /&gt;
*1 Part Clonexadone&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| &lt;br /&gt;
*Extremely Corrosive&lt;br /&gt;
*Destroys Organic Material&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
*1 Part Hydrochloric Acid&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Ryetalyn&lt;br /&gt;
| &lt;br /&gt;
*Heals Genetic Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Arithrazine&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Silicate&lt;br /&gt;
| &lt;br /&gt;
*Strengthens Windows&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Soporific&lt;br /&gt;
| &lt;br /&gt;
*Causes Unconsciousness &lt;br /&gt;
| &lt;br /&gt;
*1 Part Chloral Hydrate&lt;br /&gt;
*4 Parts Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*Anti-Biotic&lt;br /&gt;
*Cures Infections&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Cryptobiolin&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Space Cleaner&lt;br /&gt;
| &lt;br /&gt;
*Cleans Dirty Surfaces&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ammonia&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Sterilizine&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes Wounds for Surgery&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Thermite&lt;br /&gt;
| &lt;br /&gt;
*Burns at Extreme Temperatures&lt;br /&gt;
*Can Melt Walls&lt;br /&gt;
| &lt;br /&gt;
*1 Part Iron&lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Tramadol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Tricordrazine&lt;br /&gt;
| &lt;br /&gt;
*Heals All Damage Types&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| &lt;br /&gt;
*Quenches Thirst&lt;br /&gt;
*Causes Drowning&lt;br /&gt;
*It&#039;s Just Water&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*2 Part Oxygen &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=944</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=944"/>
		<updated>2016-03-02T19:13:46Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Guide to Chemistry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
! Restriction&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
*Faster than Kelotane&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Glycerol&lt;br /&gt;
| &lt;br /&gt;
*Used in Making Nitroglycerin&lt;br /&gt;
| &lt;br /&gt;
*3 Part Corn Oil (Blend Corn)&lt;br /&gt;
*1 Part Sulphuric Acid &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Hyperzine&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Imidazoline&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Impedrezene&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Inaprovaline&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Kelotane&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Leporazine&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Patient Temperature&lt;br /&gt;
| &lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Copper&lt;br /&gt;
*5 Parts Carbon (Catayst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Lexorin&lt;br /&gt;
| &lt;br /&gt;
*Temporarily Stops Respiration&lt;br /&gt;
*Causes Tissue Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Oxycodone&lt;br /&gt;
| &lt;br /&gt;
*Extremely Powerful Painkiller&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Phoron (Catalyst)&lt;br /&gt;
| 20 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Peridaxon&lt;br /&gt;
| &lt;br /&gt;
*Heals Organ Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Bicaridine&lt;br /&gt;
*1 Part Clonexadone&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| &lt;br /&gt;
*Extremely Corrosive&lt;br /&gt;
*Destroys Organic Material&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
*1 Part Hydrochloric Acid&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Ryetalyn&lt;br /&gt;
| &lt;br /&gt;
*Heals Genetic Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Arithrazine&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Silicate&lt;br /&gt;
| &lt;br /&gt;
*Strengthens Windows&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Soporific&lt;br /&gt;
| &lt;br /&gt;
*Causes Unconsciousness &lt;br /&gt;
| &lt;br /&gt;
*1 Part Chloral Hydrate&lt;br /&gt;
*4 Parts Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*Anti-Biotic&lt;br /&gt;
*Cures Infections&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Cryptobiolin&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Space Cleaner&lt;br /&gt;
| &lt;br /&gt;
*Cleans Dirty Surfaces&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ammonia&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Sterilizine&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes Wounds for Surgery&lt;br /&gt;
| &lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Thermite&lt;br /&gt;
| &lt;br /&gt;
*Burns at Extreme Temperatures&lt;br /&gt;
*Can Melt Walls&lt;br /&gt;
| &lt;br /&gt;
*1 Part Iron&lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Tramadol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Tricordrazine&lt;br /&gt;
| &lt;br /&gt;
*Heals All Damage Types&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| &lt;br /&gt;
*Quenches Thirst&lt;br /&gt;
*Causes Drowning&lt;br /&gt;
*It&#039;s Just Water&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*2 Part Oxygen &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=943</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=943"/>
		<updated>2016-03-02T18:56:25Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Guide to Chemistry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
! Restriction&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
*Faster than Kelotane&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Glycerol&lt;br /&gt;
| &lt;br /&gt;
*Used in Making Nitroglycerin&lt;br /&gt;
| &lt;br /&gt;
*3 Part Corn Oil (Blend Corn)&lt;br /&gt;
*1 Part Sulphuric Acid &lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Hyperzine&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Imidazoline&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Impedrezene&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Inaprovaline&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Kelotane&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Leporazine&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Patient Temperature&lt;br /&gt;
| &lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
*1 Part Copper&lt;br /&gt;
*5 Parts Carbon (Catayst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Lexorin&lt;br /&gt;
| &lt;br /&gt;
*Temporarily Stops Respiration&lt;br /&gt;
*Causes Tissue Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Phoron&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Oxycodone&lt;br /&gt;
| &lt;br /&gt;
*Extremely Powerful Painkiller&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Ethanol&lt;br /&gt;
*1 Part Phoron (Catalyst)&lt;br /&gt;
| 20 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Peridaxon&lt;br /&gt;
| &lt;br /&gt;
*Heals Organ Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Bicaridine&lt;br /&gt;
*1 Part Clonexadone&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Polytrinic Acid&lt;br /&gt;
| &lt;br /&gt;
*Extremely Corrosive&lt;br /&gt;
*Destroys Organic Material&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sulphuric Acid&lt;br /&gt;
*1 Part Hydrochloric Acid&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Ryetalyn&lt;br /&gt;
| &lt;br /&gt;
*Heals Genetic Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Arithrazine&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Paracetamol&lt;br /&gt;
| &lt;br /&gt;
*Mild Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Tramadol&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=942</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=942"/>
		<updated>2016-03-02T18:18:32Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Guide to Chemistry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
! Restriction&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| All Access&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Hyperzine&lt;br /&gt;
| &lt;br /&gt;
*Allows Greater Movement in Heavy Armour&lt;br /&gt;
*Causes Twitching&lt;br /&gt;
*Addictive&lt;br /&gt;
| &lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Imidazoline&lt;br /&gt;
| &lt;br /&gt;
*Heals (Non-Genetic) Eye Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Impedrezene&lt;br /&gt;
| &lt;br /&gt;
*Causes Massive Brain Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Mercury&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Inaprovaline&lt;br /&gt;
| &lt;br /&gt;
*Stabilizes Critical Patients&lt;br /&gt;
*Weak Painkiller&lt;br /&gt;
| &lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 60 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| All Access&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=941</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=941"/>
		<updated>2016-03-02T17:54:11Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Guide to Chemistry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
! Restriction&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
| Medical Only&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Ethylredoxrazine&lt;br /&gt;
| &lt;br /&gt;
*Cures Drunkenness&lt;br /&gt;
| &lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Explosion&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Explosion&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Water&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder&lt;br /&gt;
| &lt;br /&gt;
*Causes Immediate Flash Effect: Blinding&lt;br /&gt;
| &lt;br /&gt;
*1 Part Aluminium&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sulfur&lt;br /&gt;
| Never&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=938</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=938"/>
		<updated>2016-03-01T19:07:58Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Created Guide to Chemistry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Chemistry=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Effects&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Recipe&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |Overdose&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Alkysine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brain Damage&lt;br /&gt;
|&lt;br /&gt;
*1 Part Dylovene&lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Chlorine&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Arithrazine&lt;br /&gt;
| &lt;br /&gt;
*Advanced Radiation Healing&lt;br /&gt;
*Chance of minor Brute Damage&lt;br /&gt;
*Slight Toxin Healing&lt;br /&gt;
| &lt;br /&gt;
*1 Part Hyronalin&lt;br /&gt;
*1 Part Hydrogen&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Bicardine&lt;br /&gt;
| &lt;br /&gt;
*Heals Brute Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Inaprovaline&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Clonexadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
* More effective than Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
*1 Part Cryoxadone&lt;br /&gt;
*1 Part Sodium&lt;br /&gt;
* 0.1 Part Phoron&lt;br /&gt;
* 5 Parts Phoron (Catalyst)&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryoxadone&lt;br /&gt;
| &lt;br /&gt;
* Heals all Damage when in Cryo Tube&lt;br /&gt;
* Only works at very low temperatures&lt;br /&gt;
|&lt;br /&gt;
* 1 Part Dexalin&lt;br /&gt;
* 1 Part Water&lt;br /&gt;
* 1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Cryptobiolin&lt;br /&gt;
| &lt;br /&gt;
*Component for Creating Spaceacillin&lt;br /&gt;
| &lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Sugar&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| Never&lt;br /&gt;
| Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Dermaline&lt;br /&gt;
| &lt;br /&gt;
*Heals Burn Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Kelotane&lt;br /&gt;
*1 Part Phosphorus&lt;br /&gt;
*1 Part Oxygen&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin&lt;br /&gt;
| &lt;br /&gt;
*Heals Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*2 Parts Oxygen&lt;br /&gt;
*0.1 Parts Phoron&lt;br /&gt;
*5 Parts Phoron (Catalyst)&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dexalin Plus&lt;br /&gt;
| &lt;br /&gt;
*Heals All Suffocation Damage&lt;br /&gt;
| &lt;br /&gt;
*1 Part Dexalin&lt;br /&gt;
*1 Part Carbon&lt;br /&gt;
*1 Part Iron&lt;br /&gt;
| 15 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|-&lt;br /&gt;
| Dylovene&lt;br /&gt;
| &lt;br /&gt;
*Heals Toxin Damage&lt;br /&gt;
*Wakes Up Sedated Humans&lt;br /&gt;
| &lt;br /&gt;
*1 Part Nitrogen&lt;br /&gt;
*1 Part Potassium&lt;br /&gt;
*1 Part Silicon&lt;br /&gt;
| 30 Units&lt;br /&gt;
| Medicine&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=937</id>
		<title>User:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=937"/>
		<updated>2016-03-01T18:18:33Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* User History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== User History ===&lt;br /&gt;
* 01/03/2016: Started [[Chem Guide]].&lt;br /&gt;
* 11/02/2016: Started [[Marine Combat]] guide.&lt;br /&gt;
* 11/02/2016: Added [[Runner]] description, tactics and evolution.&lt;br /&gt;
* 08/02/2016: Adapted ShotgunBill&#039;s [[Leadership]] Guide for Wiki&lt;br /&gt;
* 01/02/2016: Added [[Sentinel]] description, tactics and evolution.&lt;br /&gt;
* 01/02/2016: Added [[Hivelord]] description and tactics.&lt;br /&gt;
* 01/02/2016: Added [[Carrier]] description and tactics.&lt;br /&gt;
* 01/02/2016: Edited [[Drone]] page to include more content and better formatting.&lt;br /&gt;
* 31/01/2016: Reformatted [[Rank]] page to use proper wikicode table.&lt;br /&gt;
* 30/01/2016: Redesigned and added content to [[Hives]] page.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=930</id>
		<title>Combat Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=930"/>
		<updated>2016-02-29T18:39:33Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &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 = CombatEngi.png&lt;br /&gt;
|jobtitle = Combat Engineer|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Set up defenses, open doors and spam girders.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
The mainstay of any squad, you can have all the guns and funs in the world, but if you can&#039;t get through that bolted airlock door, your squad is as much use as a chocolate fireguard!&lt;br /&gt;
&lt;br /&gt;
As a Marine Engineer, having completed the six month basic training course followed by a further three months of specialisation in the role of Combat Engineer, you can both fix a door &#039;&#039;&#039;and&#039;&#039;&#039; fuck up Aliens.&lt;br /&gt;
&lt;br /&gt;
When you awake from Cryo and get yourself down to the prep rooms, you&#039;ll find your very own Engineer room with a ColMarTech vendor that contains everything you&#039;ll need to secure sites, build FOBs, set up defences and injure any hostiles that might come your way.&lt;br /&gt;
&lt;br /&gt;
===Playing an Engineer===&lt;br /&gt;
&lt;br /&gt;
There are two routes you can realistically go down as a Combat Engineer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; Engineer&lt;br /&gt;
* Combat &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note the emphasis! &lt;br /&gt;
&lt;br /&gt;
From the ColMarTech Vendor you obtain mines, Incendiary grenades, C4 explosive charges and, oh yes, a top of the line, assembly required, batteries provided, UA 571-C Sentry Gun. If you decide to support your team offensively, then you can use these to support the squad with flexible heavy duty firepower as you tow the Sentry Gun around, place mines and throw grenades. It&#039;s a tricky style to play and one that demands a higher level of skill than just running around guns blazing. If however, you can deploy and orientate that turret quickly enough when the Alien wave falls on you, it may turn the tide of the battle.&lt;br /&gt;
&lt;br /&gt;
If on the other hand, you decide to go down the Engineer route, then your strengths will lie in your ability to open any door, repair structural damage, set up near impassable defensive lines, rig up some booby traps and of course, sort out the power. &lt;br /&gt;
&lt;br /&gt;
===Engineer Tactics===&lt;br /&gt;
&lt;br /&gt;
* Space is your enemy. Not the black space, but the bag space. You will want more than you can possibly carry, and the god of meta-gaming might whisper in your ear just to take some more stuff down in a locker or crate. &#039;&#039;&#039;Don&#039;t do it!&#039;&#039;&#039; - remember, you&#039;re just a Marine on a routine mission drop like any other. You wouldn&#039;t go down towing a cargo hold worth of gear with you.&lt;br /&gt;
This is why you need to decide if you want to play Defensive Engineer or Offensive Engineer. The UA 571-C takes up one hand slot and cannot be stored anywhere on your person. If you take any part of it out of its storage crate, &#039;&#039;&#039;it will not go back in&#039;&#039;&#039;. There is however, nothing stopping you from carrying a grab bag in a free hand filled with other equipment you might need. &lt;br /&gt;
&lt;br /&gt;
* There will be enough material on the planet to keep you supplied in metal, but pack wisely on the Sulaco as you may not get a chance to go back for more. If the worst comes to the worst, you can cannibalise an out-building for more materials.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re setting up a FOB, take a moment to assess routes of ingress and egress. Only the worst Engineer blocks off entry and exit routes so that when you&#039;re overrun, reinforcements either can&#039;t get in, or the wounded, dying and fleeing, can&#039;t get out.&lt;br /&gt;
&lt;br /&gt;
* Cover from view and cover from fire. Two totally different things. If you&#039;re building cover from fire (Acid attacks) then consider grilles and windows rather than walls so your Marines can see the approaching enemy. Marines don&#039;t need cover from view, they&#039;re not sneaking up on anyone - they&#039;re big, loud and it&#039;s hard to hide a dozen men.&lt;br /&gt;
&lt;br /&gt;
* UA 571-C locations. It&#039;s critical you identify a killing zone for the sentry to be most effective. If there isn&#039;t one, consider making one through wall structures. Don&#039;t be afraid to move it around as the tide of battle flows around your location either, and don&#039;t be afraid to move it &#039;&#039;&#039;during&#039;&#039;&#039;the battle as long as you&#039;re confident you can resite and get it powered up quickly enough. There&#039;s nothing worse than watching a sentry get smashed to pieces just because it got left behind in the withdrawal. &lt;br /&gt;
&lt;br /&gt;
* Geothermal Generators. If your squad is tasked with getting these generators running, that&#039;s &#039;&#039;&#039;your&#039;&#039;&#039; job. Anyone other than an Engineer working on those it&#039;s meta-gaming to fuck. Because of this, it&#039;s &#039;&#039;&#039;your&#039;&#039;&#039; job to stay with them and maintain them. They break. A lot. Don&#039;t set them up then run off. If your squad is holding that area, stay with the generators. Get your sentry set up, place out your mines and reinforce the building with structural adjustments in between fixing the generators as they break.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039; - You cannot build Reinforced Walls as an Engineer on Colonial Marines. Funnily enough, this &#039;fix&#039; seemed to happen shortly after someone *cough* surrounded the LZ with reinforced walls. Hmm... So don&#039;t waste Plasteel trying. It wont work!&lt;br /&gt;
&lt;br /&gt;
===Engineer Quick Reference Guides===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting up the UA 571-C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Open the crate&lt;br /&gt;
# Take Plasteel&lt;br /&gt;
# Activate it and select the turret frame&lt;br /&gt;
# Wrench turret in place&lt;br /&gt;
# Add cable&lt;br /&gt;
# Add turret&lt;br /&gt;
# Add sensor&lt;br /&gt;
# Add metal&lt;br /&gt;
# Weld together&lt;br /&gt;
# Add battery (Try to put in a High-Capacity one rather than the bog standard one that comes in the box)&lt;br /&gt;
# Click on turret to activate&lt;br /&gt;
&#039;&#039;&#039;To re-locate&#039;&#039;&#039;&lt;br /&gt;
#Select screwdriver&lt;br /&gt;
#Access turret menu and power-down&lt;br /&gt;
#Activate screwdriver on turret, you&#039;ll unscrew the bolts&lt;br /&gt;
#Drag it to new location&lt;br /&gt;
#Activate screwdriver on turret, you&#039;ll screw down the bolts&lt;br /&gt;
#Click on turret to power it up&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=910</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=910"/>
		<updated>2016-02-21T20:15:52Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Muzzle Attachments */ Recoil Comp does not fit Pulse Rifle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
==Standard Marine Weapons==&lt;br /&gt;
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always because aiming anywhere else results in an accuracy penalty (that stacks with other ones).&lt;br /&gt;
&lt;br /&gt;
====M4A3 Pistol====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m4a3.png&lt;br /&gt;
 |itemtitle = M4A3 Service Pistol&lt;br /&gt;
 |description= This is one of two pistols that the marines have a choice to take. It is a reliable fall back weapon and it uses .45-S ammo with the magazine holding 12 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====.44 Magnum====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = 44magnum.png&lt;br /&gt;
 |itemtitle = .44 Remington Magnum&lt;br /&gt;
 |description= This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. Unlike the M4A3 the Magnum is heavier and cannot fit inside pockets or small containers, but it deals significantly more damage per round. It uses .44 rounds and holds 7 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==== M39 SMG====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m39.png&lt;br /&gt;
 |itemtitle = M39 Submachine Gun&lt;br /&gt;
 |description= This is the standard sub-machine. A mediocre firearm that serves usefully for support marines, such as medics, engineers or specialists with heavy weapons, as well as being used in conjunction with a riot shield. It uses 9mm special rounds, and holds 35 bullets.&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M41A Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m41a.png&lt;br /&gt;
 |itemtitle = M41A Mk2 Pulse Rifle&lt;br /&gt;
 |description= This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and holds 30 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 30 rounds but offers the user greater capabilities to customise their weapon with attachments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M37 Shotgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Shotgun.png&lt;br /&gt;
 |itemtitle = M37A2 Pump Shotgun&lt;br /&gt;
 |description= Shotgun utilised by USMC Marines, a powerful in close quarters combat that is capable of killing even the strongest of hostile targets. However it is difficult to use as the shotgun has to be cocked after ever time its fired, as well as ammo management being difficult. It uses shotgun special shells and holds 8 rounds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Combat Knife====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = knife.png&lt;br /&gt;
 |itemtitle = Combat Knife&lt;br /&gt;
 |description= A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Restricted Marine Weapons==&lt;br /&gt;
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers. &lt;br /&gt;
&lt;br /&gt;
====M42C Scout Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = ScoutRifle.png&lt;br /&gt;
 |itemtitle = M42c Scoped Rifle&lt;br /&gt;
 |description= Specialist only. A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M92 Grenade Launcher====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = GrenadeLauncher.png&lt;br /&gt;
 |itemtitle = M92 Grenade Launcher&lt;br /&gt;
 |description= Specialist only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====SADAR====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SADAR.png&lt;br /&gt;
 |itemtitle = M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket&lt;br /&gt;
 |description= Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either high explosive or Armor piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M56 Smartgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SmartGun.png&lt;br /&gt;
 |itemtitle = M56 Smartgun&lt;br /&gt;
 |description = Specialist only. The most complicated weapon available to a marine. Sadly the Smartgun lacks any auto-tracking capabilities. However it has a impressive 250 round ammo pool to draw from, a inbuilt infrared sensor allowing great visibility in low-light conditions, it deals a good amount of damage per bullet with a high rate of fire, an automatic reloading system and the coup de grace being that due to the gun&#039;s complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of allied marines without fear of hitting any of them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Flamethrower====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Flamethrower.png&lt;br /&gt;
 |itemtitle = M240 Incinerator Unit&lt;br /&gt;
 |description = Capable of shooting flames by lighting plasma, this weapon is capable of shooting around corners and dealing massive damage to Xenos and Marines alike. Unlike bullets, this weapon doesn&#039;t stop on the first mob hit and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! This weapon deals most of its damage during the initial burst.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = M40 HEDP Grenade &lt;br /&gt;
 |description = Exploding in a 3x3 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! Five grenades are available in the Squad Leader and Specialist Preparation rooms.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incendiary Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = U4 Firebomb&lt;br /&gt;
 |description = Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Restricted Marine Equipment ==&lt;br /&gt;
&lt;br /&gt;
==== Sentry Gun ====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = &lt;br /&gt;
 |itemtitle = UA 571-C Automated Sentry Gun&lt;br /&gt;
 |description= These engineer only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target upon hit. The tracking system is capable of identifying a non-marine from a marine and fire at it. They are capable of firing straight forward in cone or 360 around. Firing options are full automatic, burst and single shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Classified Black Ops Equipment ==&lt;br /&gt;
Any equipment listed here is non-exhaustive. This list details highly classified weapons or equipment employed by black ops teams, all off the record.&lt;br /&gt;
&lt;br /&gt;
====M41C Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = M41C.png&lt;br /&gt;
 |itemtitle = M41C Pulse Rifle&lt;br /&gt;
 |description= WY Commandos Only. A unique variant of the M41A Pulse Rifle. This weapon is specially modified, and is capable of being fired with one hand, as well as having a significantly faster rate of fire. It is also painted in a unique brown colour scheme to match the Commandos Armor.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====MAR-40====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img= MAR.png&lt;br /&gt;
 |itemtitle=MAR-40 Pulse Rifle&lt;br /&gt;
 |description= Used by the [[Freelancer Mercenaries]] and the [[Dutch&#039;s dozen]]. While outdated and old, this weapon showed to be extremly reliable and adaptable. Created originally by the USSR to serve as a quickly deployable rifle to be used at any environment, it was mass-produced and become extremely popular with poorer mercenary groups.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Weapon Attachments==&lt;br /&gt;
Marine&#039;s can acquire attachments to attach to some of their weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most RO&#039;s usually only give one or two attachments to most marines, though some may grant more to squad leaders or specialists. &lt;br /&gt;
&lt;br /&gt;
Most attachments offer a advantage, and many also counter that with some disadvantage. &lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations, the rail, under barrel and the muzzle. Only one attachment can be on one of these locations at a time.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often, however until they do change this page will be up to date on the statistics on each attachment.&lt;br /&gt;
====Muzzle Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|Suppressor||&lt;br /&gt;
* Greatly Reduces Firing Sound&lt;br /&gt;
* Removes Messages When Firing&lt;br /&gt;
|| &lt;br /&gt;
*Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|Bayonet||&lt;br /&gt;
* Greatly Increases Weapon Melee Damage&lt;br /&gt;
* Easier to Destroy Fortifications&lt;br /&gt;
|| &lt;br /&gt;
* Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:bayonet.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|Extended Barrel||&lt;br /&gt;
* Increases Accuracy (~20%)&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|Barrel Charger||&lt;br /&gt;
* Significantly Increase Damage&lt;br /&gt;
|| &lt;br /&gt;
* Greatly Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Smartgun&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|Recoil Compensator||&lt;br /&gt;
* Reduces Recoil&lt;br /&gt;
* Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M37&lt;br /&gt;
||[[File:recoilcomp.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rail Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Flashlight--&amp;gt;&lt;br /&gt;
|Flashlight||&lt;br /&gt;
* Generates a Light Source&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:mountedflash.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|Red Dot Sight||&lt;br /&gt;
* Significantly Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:reddot.png]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--QF--&amp;gt;&lt;br /&gt;
|Quickfire Adapter||&lt;br /&gt;
* Increases Rate of Fire&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M37 &lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:quickfire.png]]&lt;br /&gt;
|}&lt;br /&gt;
====Underbarrel Attachments====&lt;br /&gt;
[[File:forwardgrip.png]] Forward Magazine Grip&lt;br /&gt;
&lt;br /&gt;
+ Significantly Increases accuracy&lt;br /&gt;
+ 15% Accuracy&lt;br /&gt;
&lt;br /&gt;
+ Significantly Decreases recoil&lt;br /&gt;
&lt;br /&gt;
- Makes one handed weapons two handed&lt;br /&gt;
&lt;br /&gt;
- Increases size of weapon&lt;br /&gt;
&lt;br /&gt;
Mounts on: M4A1, M37 and M39&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.gif]] Gyroscopic Stabilizer&lt;br /&gt;
&lt;br /&gt;
+ Makes two handed weapons one handed&lt;br /&gt;
&lt;br /&gt;
- Decreases accuracy&lt;br /&gt;
- 15% accuracy&lt;br /&gt;
&lt;br /&gt;
- Causes weapon recoil (shakes screen)&lt;br /&gt;
&lt;br /&gt;
Mounts on: M41, M37, M42C Scout&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png]] Bipod&lt;br /&gt;
&lt;br /&gt;
+ Reduced recoil&lt;br /&gt;
&lt;br /&gt;
+ Significantly increases accuracy&lt;br /&gt;
+ 30% Accuracy&lt;br /&gt;
&lt;br /&gt;
- Increased weapon size&lt;br /&gt;
&lt;br /&gt;
- Decreased melee damage&lt;br /&gt;
- 50% Melee damage&lt;br /&gt;
&lt;br /&gt;
==Standard Marine Clothing==&lt;br /&gt;
[[File:helmet.png]] Helmet - Protect&#039;s your head. Not very effective in stopping bullets. There are several variants of helmets available.&lt;br /&gt;
&lt;br /&gt;
[[File:armor.png]] Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet.  There are several variants of Armor available.&lt;br /&gt;
&lt;br /&gt;
[[File:boots.png]] Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.&lt;br /&gt;
&lt;br /&gt;
[[File:jumpsuit.png]] Jumpsuit - This can vary depending on the current squad.&lt;br /&gt;
&lt;br /&gt;
[[File:gloves.png]] Gloves - Tactical gloves that are coloured for the squad. Not very useful if you&#039;re an engineer, take the insulated gloves instead.&lt;br /&gt;
&lt;br /&gt;
[[File:belt.png]] Marine Belt - It holds ammo and small items. Yeah not that helpful for shotguns.&lt;br /&gt;
&lt;br /&gt;
[[File:flare.gif]] Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.&lt;br /&gt;
&lt;br /&gt;
[[File:flashlight.png]] Flashlight - For dark places, preventing the marines from going crazy. Using a screwdriver on this will make it attachable, allowing you to attach it to a variety of weapons such as the M4A1 and M4A3. This decreases its light radius slightly.&lt;br /&gt;
&lt;br /&gt;
==Marine Armor==&lt;br /&gt;
There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.&lt;br /&gt;
&lt;br /&gt;
====M3 Armor====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Standard.png&lt;br /&gt;
 |itemtitle = M3 Pattern Personal Armor&lt;br /&gt;
 |description = Standard Issue Armor used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet will stop exactly one alien facehugger attack before breaking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Addendum: &amp;quot;Donator&amp;quot; Armor, as well as most ERT Armor, while looking unique, is essentially a resprited piece of M3 Armor in terms of defence.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B12 Armor====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SL.png&lt;br /&gt;
 |itemtitle = B12 Pattern Personal Armor&lt;br /&gt;
 |description = Unique Armor worn by squad leaders. The main difference with the squad leaders Armor is that the Armor has a attached, and powerful, personal flashlight that can be activated at will. In addition the M11 Helmet can block two facehugging attempts before breaking and has a inbuilt camera allowing for command overwatch to observe the squad&#039;s actions from the Sulaco.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M2 Armor====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = MilitaryPolice.png&lt;br /&gt;
 |itemtitle = M2 Pattern Personal Armor&lt;br /&gt;
 |description = Older generation Armor worn by Military Police. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks. Optionally issued Riot Helmet can block one facehugging attempt.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B18 Experimental Armor====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Spec.png&lt;br /&gt;
 |itemtitle = B18 Experimental Personal Armor&lt;br /&gt;
 |description = One of the equipment options available to specialists. This Armor has the best personal protection of any Armor the Marines can get as it has a very high armor soak value and three tricord auto injectors. In addition the helmet can block three facehugger&#039;s before breaking.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====X-13 Apesuit====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Commando.png&lt;br /&gt;
 |itemtitle = X-13 Apesuit&lt;br /&gt;
 |description = A prototype combat Armor worn by the [[Mercenaries#Deathsquad|Weyland-Yutani Commando unit]]. It is the most powerful personal Armor available, it has a extremely high Armor value that makes it resistant to melee and projectile attacks, in addition the Armor is utterly acid proof. The helmet is specially designed to resist facehugging attempts, it will take dozens of facehuggers to even break the protective seals.&lt;br /&gt;
&lt;br /&gt;
Has the same stats of a B18&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Engineer Extra Clothing==&lt;br /&gt;
[[File:Toolbelt.png]] Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :&lt;br /&gt;
  &lt;br /&gt;
[[File:Screwdriver.png]][[File:Wrench.png]][[File:Wirecutters.png]][[File:Welder.gif]][[File:Multitool.png]][[File:Crowbar.png]] &lt;br /&gt;
When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).&lt;br /&gt;
&lt;br /&gt;
[[File:Mesons.png]] Meson Goggles - Meson Goggles are very useful especially when slicing down walls due to how they allow you to see the layout of the planet/station even in pitch black.&lt;br /&gt;
&lt;br /&gt;
[[File:goggles.png]] Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.&lt;br /&gt;
&lt;br /&gt;
[[File:Insulated Gloves.png]] Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.&lt;br /&gt;
&lt;br /&gt;
==Medic Extra Clothing==&lt;br /&gt;
[[File:Medicalbelt.png]] - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.&lt;br /&gt;
&lt;br /&gt;
[[File:MedicHud.png]] - The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:SupplyLineDiagram.png&amp;diff=906</id>
		<title>File:SupplyLineDiagram.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:SupplyLineDiagram.png&amp;diff=906"/>
		<updated>2016-02-18T16:29:52Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=898</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=898"/>
		<updated>2016-02-16T16:50:24Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Spaced paragraphs and used headings correctly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
The Alien (A.K.A. Xenomorph) is a moderately difficult antagonist role to play aboard the Colonial Marines server. The aliens&#039; strength comes mostly from close-quarters combat. You&#039;ll have to maintain at least a noticeable level of role-play and avoid meta-gaming situations at all costs. Your job is to serve the queen of your hive. You do not feel remorse or compassion, no needs other than to propagate and protect your own kind. If you do well, then there will be little in your way to stop you.&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Starting Out ====&lt;br /&gt;
In the beginning, you are spawned in with a group of aliens, ranging from a Drone, several Runners and many Larva, aboard the mysterious planet know as LV-642, the alien infested planet. The amount of starting aliens scales with the number of Marines that initially join at round-start. The original aliens should have full knowledge regarding the locations and areas of the planet and human settlement to assist them in their mission of repopulation.&lt;br /&gt;
&lt;br /&gt;
Several locations on the planet are prime nesting grounds, complete with a few monkeys to help repopulate. You would be wise to establish your hive somewhere in the far northern cave network, nesting in the southern jungle is very risky.&lt;br /&gt;
&lt;br /&gt;
First-timer tips:&lt;br /&gt;
* Speak in Hivemind by using &#039;&#039;&#039;:a&#039;&#039;&#039; before your message.&lt;br /&gt;
** Example: Say &amp;quot;:aMy life for the Queen!&amp;quot;&lt;br /&gt;
* You are a slave to the Queen&#039;s will. Follow her orders or die trying - unless it&#039;s against the server rules.&lt;br /&gt;
* Grow the hive. Gather together any hosts and bring them to her chosen nest for repopulation.&lt;br /&gt;
* Weeds weeds weeds. Plant weeds everywhere. While on weeds, aliens regenerate health and plasma very quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tier 1 Evolution ====&lt;br /&gt;
You have a choice of three castes of xenomorph: the Runner, the Sentinel, or the Drone. After that, advanced evolutions become available through the use of Royal Jelly secreted by the Queen. Each caste has its pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Drone.png|64px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Support: Grow the hive and support the Queen.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Sentinel.png|64px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&lt;br /&gt;
|Defence: Defend the hive,guard captured prey and eliminate and deter threats from range.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Runner.png|64px|link=Runner]]&amp;lt;br&amp;gt;[[Runner]]&lt;br /&gt;
|Offence: The fastest Xeno with the most constant speed (besides the Crusher). Leap over tables with ease and pounce on the enemy. Capture and harass prey. Recon threats. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tier 2 Evolution ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Carrier.png|64px|link=Carrier]]&amp;lt;br&amp;gt;[[Carrier]]&lt;br /&gt;
|Support: Carry a pile of facehuggers and throw them at prey, or use them as area denial.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Spitter.png|64px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&lt;br /&gt;
|Defence: Defend the hive, employ your more powerful acid to better stun targets and break down fortifications.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Warrior.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
|Offence: Capture and harass prey. Use stealth to turn nearly invisible and set up ambushes or assault prey positions.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tier 3 Evolution ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Hivelord.png|128px|link=Hivelord]]&amp;lt;br&amp;gt;[[Hivelord]]&lt;br /&gt;
|Support: The ultimate support. Very large plasma capacity for spreading weeds and resin. Dig holes into the ground to create pathways for other Xenos to travel between.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Praetorian.png|128px|link=Praetorian ]]&amp;lt;br&amp;gt;[[Praetorian ]]&lt;br /&gt;
|Defence: Very strong and quick-firing acid. Able to melt walls quickly or stun marines from a distance.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Boiler.png|128px|link=Boiler]]&amp;lt;br&amp;gt;[[Boiler]]&lt;br /&gt;
|Defence/Offense: Defend the hive, support the offence. Use your powerful and long-range acid/neurotoxin &amp;quot;bombs&amp;quot; to quickly destroy the strongest of fortifications and attack humans. Use your acid/neurotoxin spray that covers the ground and stuns everything that walks on it and invokes area-denial. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Ravager.png|128px|link=Ravager ]]&amp;lt;br&amp;gt;[[Ravager ]]&lt;br /&gt;
|Offence: The bringer of death. Very powerful claws, and able to charge to close short distances.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien-Crusher.png|128px|link=Crusher ]]&amp;lt;br&amp;gt;[[Crusher ]]&lt;br /&gt;
|Offensive Support: Weaker in melee than the Ravager, but able to run much faster, deflect bullets using the enlarged and hardened head crest, and charge through enemy defenses. An immunity to explosions makes minesweeping a useful tactic.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tier 4 ====&lt;br /&gt;
=====The Queen =====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Queen.png|135px|link=Queen]]&amp;lt;br&amp;gt;[[Queen]]&lt;br /&gt;
|Lead the hive.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
* Plant Weeds often to spread weeds as far as possible. Plasma is the life force of the xenomorph.&lt;br /&gt;
* Aliens do not need to breathe. You can traverse open (and oxygenated)  space without permanent damage.&lt;br /&gt;
* If you are injured, you will regenerate plasma at a much slower rate. &lt;br /&gt;
* Aliens only heal when standing on weeds, and some castes will die slowly if they&#039;ve been off of it for too long or knocked unconscious.&lt;br /&gt;
* As a Queen, there is no greater advantage you can give your brood than to plant as many eggs as possible. Not only is it an excellent defence, but a powerful weapon when your sisters have access to facehuggers to immobilize their prey.&lt;br /&gt;
* Remember you are in a hivemind, you have no free will.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Combat&amp;diff=887</id>
		<title>Marine Combat</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Combat&amp;diff=887"/>
		<updated>2016-02-11T18:24:13Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Added Squad Tactics section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
==[http://www.colonial-marines.com/memberlist.php?mode=viewprofile&amp;amp;u=1688 \\N&#039;s] Guide to Marine Combat==&lt;br /&gt;
----&lt;br /&gt;
====Gearing Up====&lt;br /&gt;
&lt;br /&gt;
Whether you are a [[Squad Leader|Leader]], a [[Specialist]], an [[Combat Engineer|Engineer]], a [[Combat Medic|Medic]], or just a [[Standard Marine|Marine]], there are a few things to keep in mind. One, there are specific guides written about these roles so I will not bother going over them in great detail. Instead, I will hit the highlights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Know your role. If you are playing a [[Specialist]], pick a weapon and stick to it. If you are an [[Combat Engineer|Engineer]], keep in mind that another engie may want the mine box or plasteel. If you just want to build barricades, take all the necessary supplies for that. &#039;&#039;&#039;Try not to mix and match too much&#039;&#039;&#039;; being good at one thing is often more helpful than being marginally decent at a few things. Nobody cares for a combat medic who only carries enough medicine to treat himself, for instance.&lt;br /&gt;
&lt;br /&gt;
Your backpack is an important tool. While it may be cool to carry your weapon on your back instead of the suit storage, it isn&#039;t entirely practical. Your backpack can hold a a lot of useful material, including flares, secondaries, building material, and anything else you can fit inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light is everything to a marine.&#039;&#039;&#039; I will go into more detail later, but for now keep in mind that you should have &#039;&#039;&#039;at least two flares&#039;&#039;&#039; on your person. If you find an abandoned flashlight on the ground, pick it up and stash it in your pack. It&#039;s a flare that never goes out, and you will probably find it helpful later. I generally bring at least four light sources on any sortie--don&#039;t rely on the shoulder lamp, it will get you killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammunition is important, and you can run out, especially when assaulting hives. Your primary weapon will depend on your playstyle, attachments included, but I think the standard 10mm is perfectly acceptable in any and all circumstances. Go ahead and stash all the magazines for your primary you can fit in to your belt, as there is no reason not to. If you bring a secondary, it&#039;s actually more convenient to just carry another one in your pack instead of reloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you can, &#039;&#039;&#039;attach a bayonet so you do not need to smack weeds with your knife&#039;&#039;&#039;. Purple sacs take several hits from the butt of your rifle to clear, and a bayonet greatly speeds up the process. You can conserve ammunition by destroying alien structures with the bayonet rather than the knife. In case you are attacked by a hostile while clearing out a resin door or some such, you can quickly fire off warning shots and radio for backup, or just blast the door to pieces and escape. A bayonet is also a potent melee weapon, and will serve you well if you are captured. It is a very versatile, tactical attachment, and I highly recommend it. &#039;&#039;&#039;You can make your own bayonet by combining some wires with a combat knife.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricord injectors are another thing I find very helpful for a standard marine. Other roles don&#039;t have the space for them, if fully loaded, but a standard can greatly benefit from a quick injection of tricord while moderately wounded. It may even prolong your life enough to get out of dodge and into safety, or continue fighting until proper medical attention is found. You can get tricord injectors from the white NanoMed machines scattered around the Sulaco. They are also present in the drop pod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: You have two empty slots in your armor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Squad Tactics====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squads operate on a simple principle: watch your buddies and they will watch you. Whether you are a leader or just a standard, you should always have an eye on friendlies. If you lose sight of them at any point, &#039;&#039;&#039;FIND THEM&#039;&#039;&#039;. And do it quickly. If someone is lagging behind, WAIT for them, or go see why they are delayed. A squad operates as a single unit, and that is what gives it strength. Lack of cohesion, disorder, and panic are death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some tips on positioning and formation:&lt;br /&gt;
*A good squad sets up the buddy system. Everyone in the squad has someone who is their &#039;&#039;BB (battle buddy)&#039;&#039;to essentially form the squad into pairs. When the combat gets thick, &#039;&#039;&#039;you stick with your BB&#039;&#039;&#039;. If your BB is dead or wounded, that&#039;s your fault. But don&#039;t feel bad, good teamwork usually means the other party isn&#039;t mad at you as you did everything you could to keep them alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PointmanDiagram.png|thumbnail|right|]]&lt;br /&gt;
*A good squad has a &#039;&#039;&#039;pointman&#039;&#039;&#039;. This is the person responsible for moving ahead and reporting on enemy movement. Specialists with sniper rifles excel at this role, as do marines who throw flares before moving. If the pointman begins shooting, that usually means there is an enemy ahead. That does not mean begin wildly chasing the enemy. It is up to the pointman whether or not to pursue. If they start moving, the squad moves behind them. If they start running back, the squad moves back with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SquadLeaderPosition.png|thumbnail|right]]&lt;br /&gt;
*A good squad has a competent leader. A leader should always communicate with their squad, even when the squad does not respond back. They are still paying attention and will recognize competence. They will follow orders by necessesity. A mark of a competent leader is knowing &#039;&#039;&#039;WHEN to retreat&#039;&#039;&#039;. A competent leader will &#039;&#039;&#039;minimize losses&#039;&#039;&#039; when they know they are at a disadvantage. A leader should generally &#039;&#039;&#039;stick in the middle of the squad&#039;&#039;&#039;--if they are an actual Squad Leader, losing them means Command will no longer have eyes on the ground. The breakdown of communication is a slow and excruciating death. &#039;&#039;&#039;Protect your SL&#039;&#039;&#039;. Get them out of combat and into safety if possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RearguardPosition.png|thumbnail|right]]&lt;br /&gt;
*A good squad has a rearguard. A rearguard has only one duty: to &#039;&#039;&#039;watch for any sign of the enemy at the rear and act accordingly&#039;&#039;&#039;. They should REPORT hostile sightings to the rest of the squad so everyone is aware of what the enemy force is like. The rest of the squaddies should watch their rearguard in case they go down--that usually means the enemy has flanked and will proceed to tear the squad apart if nothing is done. The best course of action in that situation is to cover fire in the direction of the hostile until the rearguard is on their feet, then reassess the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A good squad watches their fire. Firing lanes are very important in CM as one stray bullet can mean the difference between a healthy soldier and one with broken bones and lung punctures, one who requires 20 minutes of evac and Sulaco-side surgery before getting back on their feet. &#039;&#039;&#039;The best way to form firing lanes is to stand shoulder to shoulder while firing at the same point&#039;&#039;&#039;. If you must break formation to deal with an enemy, such as a charger, make doubly sure that no one is in the path of your projectiles. If they are, &#039;&#039;&#039;DON&#039;T FIRE WILDLY!&#039;&#039;&#039; They may move in to your line of fire by accident, that means &#039;&#039;&#039;STOP SHOOTING!&#039;&#039;&#039; Friendly fire is far more dangerous to a marine than the xenomorph menace. And remember, &#039;&#039;&#039;aim for center of mass.&#039;&#039;&#039;&lt;br /&gt;
[[File:BadFirePosition.png|How not to position yourselves.]]&lt;br /&gt;
[[File:StaggeredFiringPosition.png|A point or inverted point allows many marines to fire upon a single point.]]&lt;br /&gt;
[[File:WallFiringPosition.png|The Wall is the classic formation for defense.]]&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:WallFiringPosition.png&amp;diff=886</id>
		<title>File:WallFiringPosition.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:WallFiringPosition.png&amp;diff=886"/>
		<updated>2016-02-11T18:17:15Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:StaggeredFiringPosition.png&amp;diff=885</id>
		<title>File:StaggeredFiringPosition.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:StaggeredFiringPosition.png&amp;diff=885"/>
		<updated>2016-02-11T18:16:49Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:BadFirePosition.png&amp;diff=884</id>
		<title>File:BadFirePosition.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:BadFirePosition.png&amp;diff=884"/>
		<updated>2016-02-11T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:RearguardPosition.png&amp;diff=883</id>
		<title>File:RearguardPosition.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:RearguardPosition.png&amp;diff=883"/>
		<updated>2016-02-11T18:13:37Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:SquadLeaderPosition.png&amp;diff=882</id>
		<title>File:SquadLeaderPosition.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:SquadLeaderPosition.png&amp;diff=882"/>
		<updated>2016-02-11T18:04:54Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:PointmanDiagram.png&amp;diff=881</id>
		<title>File:PointmanDiagram.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:PointmanDiagram.png&amp;diff=881"/>
		<updated>2016-02-11T17:59:15Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Pointman Diagram for \\N&amp;#039;s Marine Combat guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pointman Diagram for \\N&#039;s Marine Combat guide.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Combat&amp;diff=880</id>
		<title>Marine Combat</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Combat&amp;diff=880"/>
		<updated>2016-02-11T17:51:39Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
==[http://www.colonial-marines.com/memberlist.php?mode=viewprofile&amp;amp;u=1688 \\N&#039;s] Guide to Marine Combat==&lt;br /&gt;
----&lt;br /&gt;
====Gearing Up====&lt;br /&gt;
&lt;br /&gt;
Whether you are a [[Squad Leader|Leader]], a [[Specialist]], an [[Combat Engineer|Engineer]], a [[Combat Medic|Medic]], or just a [[Standard Marine|Marine]], there are a few things to keep in mind. One, there are specific guides written about these roles so I will not bother going over them in great detail. Instead, I will hit the highlights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Know your role. If you are playing a [[Specialist]], pick a weapon and stick to it. If you are an [[Combat Engineer|Engineer]], keep in mind that another engie may want the mine box or plasteel. If you just want to build barricades, take all the necessary supplies for that. &#039;&#039;&#039;Try not to mix and match too much&#039;&#039;&#039;; being good at one thing is often more helpful than being marginally decent at a few things. Nobody cares for a combat medic who only carries enough medicine to treat himself, for instance.&lt;br /&gt;
&lt;br /&gt;
Your backpack is an important tool. While it may be cool to carry your weapon on your back instead of the suit storage, it isn&#039;t entirely practical. Your backpack can hold a a lot of useful material, including flares, secondaries, building material, and anything else you can fit inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light is everything to a marine.&#039;&#039;&#039; I will go into more detail later, but for now keep in mind that you should have &#039;&#039;&#039;at least two flares&#039;&#039;&#039; on your person. If you find an abandoned flashlight on the ground, pick it up and stash it in your pack. It&#039;s a flare that never goes out, and you will probably find it helpful later. I generally bring at least four light sources on any sortie--don&#039;t rely on the shoulder lamp, it will get you killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammunition is important, and you can run out, especially when assaulting hives. Your primary weapon will depend on your playstyle, attachments included, but I think the standard 10mm is perfectly acceptable in any and all circumstances. Go ahead and stash all the magazines for your primary you can fit in to your belt, as there is no reason not to. If you bring a secondary, it&#039;s actually more convenient to just carry another one in your pack instead of reloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you can, &#039;&#039;&#039;attach a bayonet so you do not need to smack weeds with your knife&#039;&#039;&#039;. Purple sacs take several hits from the butt of your rifle to clear, and a bayonet greatly speeds up the process. You can conserve ammunition by destroying alien structures with the bayonet rather than the knife. In case you are attacked by a hostile while clearing out a resin door or some such, you can quickly fire off warning shots and radio for backup, or just blast the door to pieces and escape. A bayonet is also a potent melee weapon, and will serve you well if you are captured. It is a very versatile, tactical attachment, and I highly recommend it. &#039;&#039;&#039;You can make your own bayonet by combining some wires with a combat knife.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricord injectors are another thing I find very helpful for a standard marine. Other roles don&#039;t have the space for them, if fully loaded, but a standard can greatly benefit from a quick injection of tricord while moderately wounded. It may even prolong your life enough to get out of dodge and into safety, or continue fighting until proper medical attention is found. You can get tricord injectors from the white NanoMed machines scattered around the Sulaco. They are also present in the drop pod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: You have two empty slots in your armor.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Combat&amp;diff=879</id>
		<title>Marine Combat</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Combat&amp;diff=879"/>
		<updated>2016-02-11T17:51:16Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Added Gearing Up Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[http://www.colonial-marines.com/memberlist.php?mode=viewprofile&amp;amp;u=1688 \\N&#039;s] Guide to Marine Combat==&lt;br /&gt;
----&lt;br /&gt;
====Gearing Up====&lt;br /&gt;
&lt;br /&gt;
Whether you are a [[Squad Leader|Leader]], a [[Specialist]], an [[Combat Engineer|Engineer]], a [[Combat Medic|Medic]], or just a [[Standard Marine|Marine]], there are a few things to keep in mind. One, there are specific guides written about these roles so I will not bother going over them in great detail. Instead, I will hit the highlights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Know your role. If you are playing a [[Specialist]], pick a weapon and stick to it. If you are an [[Squad Engineer|Engineer]], keep in mind that another engie may want the mine box or plasteel. If you just want to build barricades, take all the necessary supplies for that. &#039;&#039;&#039;Try not to mix and match too much&#039;&#039;&#039;; being good at one thing is often more helpful than being marginally decent at a few things. Nobody cares for a combat medic who only carries enough medicine to treat himself, for instance.&lt;br /&gt;
&lt;br /&gt;
Your backpack is an important tool. While it may be cool to carry your weapon on your back instead of the suit storage, it isn&#039;t entirely practical. Your backpack can hold a a lot of useful material, including flares, secondaries, building material, and anything else you can fit inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light is everything to a marine.&#039;&#039;&#039; I will go into more detail later, but for now keep in mind that you should have &#039;&#039;&#039;at least two flares&#039;&#039;&#039; on your person. If you find an abandoned flashlight on the ground, pick it up and stash it in your pack. It&#039;s a flare that never goes out, and you will probably find it helpful later. I generally bring at least four light sources on any sortie--don&#039;t rely on the shoulder lamp, it will get you killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ammunition is important, and you can run out, especially when assaulting hives. Your primary weapon will depend on your playstyle, attachments included, but I think the standard 10mm is perfectly acceptable in any and all circumstances. Go ahead and stash all the magazines for your primary you can fit in to your belt, as there is no reason not to. If you bring a secondary, it&#039;s actually more convenient to just carry another one in your pack instead of reloading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you can, &#039;&#039;&#039;attach a bayonet so you do not need to smack weeds with your knife&#039;&#039;&#039;. Purple sacs take several hits from the butt of your rifle to clear, and a bayonet greatly speeds up the process. You can conserve ammunition by destroying alien structures with the bayonet rather than the knife. In case you are attacked by a hostile while clearing out a resin door or some such, you can quickly fire off warning shots and radio for backup, or just blast the door to pieces and escape. A bayonet is also a potent melee weapon, and will serve you well if you are captured. It is a very versatile, tactical attachment, and I highly recommend it. &#039;&#039;&#039;You can make your own bayonet by combining some wires with a combat knife.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricord injectors are another thing I find very helpful for a standard marine. Other roles don&#039;t have the space for them, if fully loaded, but a standard can greatly benefit from a quick injection of tricord while moderately wounded. It may even prolong your life enough to get out of dodge and into safety, or continue fighting until proper medical attention is found. You can get tricord injectors from the white NanoMed machines scattered around the Sulaco. They are also present in the drop pod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: You have two empty slots in your armor.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=878</id>
		<title>User:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=878"/>
		<updated>2016-02-11T17:23:00Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== User History ===&lt;br /&gt;
* 11/02/2016: Started [[Marine Combat]] guide.&lt;br /&gt;
* 11/02/2016: Added [[Runner]] description, tactics and evolution.&lt;br /&gt;
* 08/02/2016: Adapted ShotgunBill&#039;s [[Leadership]] Guide for Wiki&lt;br /&gt;
* 01/02/2016: Added [[Sentinel]] description, tactics and evolution.&lt;br /&gt;
* 01/02/2016: Added [[Hivelord]] description and tactics.&lt;br /&gt;
* 01/02/2016: Added [[Carrier]] description and tactics.&lt;br /&gt;
* 01/02/2016: Edited [[Drone]] page to include more content and better formatting.&lt;br /&gt;
* 31/01/2016: Reformatted [[Rank]] page to use proper wikicode table.&lt;br /&gt;
* 30/01/2016: Redesigned and added content to [[Hives]] page.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=877</id>
		<title>User:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=877"/>
		<updated>2016-02-11T17:18:57Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== User History ===&lt;br /&gt;
* 11/02/2016: Added [[Runner]] description, tactics and evolution.&lt;br /&gt;
* 08/02/2016: Adapted ShotgunBill&#039;s [[Leadership]] Guide for Wiki&lt;br /&gt;
* 01/02/2016: Added [[Sentinel]] description, tactics and evolution.&lt;br /&gt;
* 01/02/2016: Added [[Hivelord]] description and tactics.&lt;br /&gt;
* 01/02/2016: Added [[Carrier]] description and tactics.&lt;br /&gt;
* 01/02/2016: Edited [[Drone]] page to include more content and better formatting.&lt;br /&gt;
* 31/01/2016: Reformatted [[Rank]] page to use proper wikicode table.&lt;br /&gt;
* 30/01/2016: Redesigned and added content to [[Hives]] page.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Runner&amp;diff=876</id>
		<title>Runner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Runner&amp;diff=876"/>
		<updated>2016-02-11T17:18:02Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Reformatted Runner page, added Evolution details and Runner tactics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = OFFENCE&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Runner.png&lt;br /&gt;
|jobtitle = Runner&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Queen&lt;br /&gt;
|duties = Capture and harass prey.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Playing a Runner ====&lt;br /&gt;
As a Runner your job is to attack isolated prey and secure more hosts for the hive. You are the fastest Alien but you are also the weakest, in terms of health and attacking power, and so must use your speed to your advantage.&lt;br /&gt;
&lt;br /&gt;
Runners are &#039;&#039;&#039;hit and run&#039;&#039;&#039; experts. They are the fastest of all alien castes, but also the weakest. A few well-aimed shots will bring down a Runner, which means it is important for the Runners to hunt in packs. &lt;br /&gt;
&lt;br /&gt;
Runners serve best at harassing round start survivors, who are ill equipped to fend you off, or hunting isolated Marines. They can also operate well during larger conflicts in harassing and infecting wounded and retreating Marines, especially those that may get cut off from the rest of their squad. Runners are not effective in direct combat as their low health means they&#039;ll die very quickly to someone with any firearm.&lt;br /&gt;
&lt;br /&gt;
The Runner starts with the &amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt; ability as soon as it evolves from a larva. This ability allows a Runner to close distance with Hosts quickly, and will knock a Host to the ground if aimed to hit them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Runner Evolution====&lt;br /&gt;
&lt;br /&gt;
After consuming some Royal Jelly (created by the Queen) and allowing it to become absorbed by their body, Runners can evolve into a more powerful, larger variant of their caste; the [[Hunter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Hunter]] gains increased health, and becomes a more focused &#039;&#039;&#039;stealth and ambush&#039;&#039;&#039; fighter. Gaining a cloaking ability, the Hunter becomes a more effective single fighter than a Runner could ever be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Runner Tactics====&lt;br /&gt;
&lt;br /&gt;
*Hunt in a pack! Alone you are weak, but as a group you can overwhelm most small groups of Marines, and any isolated Hosts are easy pickings.&lt;br /&gt;
&lt;br /&gt;
*If you fall below half health (or take ~two hits), &#039;&#039;&#039;flee!&#039;&#039;&#039; Although the other Aliens may not agree at times, you are a valuable part of the hive. Find some weeds, heal up, and find a pack to hunt with.&lt;br /&gt;
&lt;br /&gt;
*Your &amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt; ability can be very formidable if you&#039;re carrying Facehuggers. Once the Host has been stunned you can hit them with two Facehuggers to incapacitate them. However, be wary of any other Hosts in the area, they can kill you faster than you can click twice. If you drag the unfortunate Host away from their comrades, you can devour them (grab, then click on yourself) to return them to a nice, snug, nest.&lt;br /&gt;
&lt;br /&gt;
*When you evolve from a larva, you keep your &amp;lt;code&amp;gt;Crawl Through Vent&amp;lt;/code&amp;gt; ability. Use this to your advantage, there are a number of vents placed around the Nexus, use them as a quick escape if you&#039;re in danger, or use them to stalk Hosts while keeping to shadowy areas.&lt;br /&gt;
&lt;br /&gt;
*If you find yourself assaulting the Sulaco, try to escape the shuttle as quickly as possible. Your low health prevents you from being much use during the Hangar assault, so find a vent and move to a less populated area. If you&#039;re lucky, there should be unarmoured civilian personnel that you can infect quickly.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=868</id>
		<title>User:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=868"/>
		<updated>2016-02-08T20:35:02Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== User History ===&lt;br /&gt;
* 08/02/2016: Adapted ShotgunBill&#039;s [[Leadership]] Guide for Wiki&lt;br /&gt;
* 01/02/2016: Added [[Sentinel]] description, tactics and evolution.&lt;br /&gt;
* 01/02/2016: Added [[Hivelord]] description and tactics.&lt;br /&gt;
* 01/02/2016: Added [[Carrier]] description and tactics.&lt;br /&gt;
* 01/02/2016: Edited [[Drone]] page to include more content and better formatting.&lt;br /&gt;
* 31/01/2016: Reformatted [[Rank]] page to use proper wikicode table.&lt;br /&gt;
* 30/01/2016: Redesigned and added content to [[Hives]] page.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Talk:Main_Page&amp;diff=867</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Talk:Main_Page&amp;diff=867"/>
		<updated>2016-02-08T20:34:19Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Added request for front page edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Monkey Spawns map does not show the current Colonial Marines map, but instead the Baystation version. Might want to fix that.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Compare this: http://i.imgur.com/PHXcKtJ.png (the monkey map)&amp;lt;br&amp;gt;&lt;br /&gt;
And this: http://i.imgur.com/HbbIDqd.png (the proper map)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I don&#039;t follow. Both maps are the same except for one showing monkeys and one showing the shuttles. --[[User:Rahlzel|Rahlzel]] ([[User talk:Rahlzel|talk]]) 22:50, 19 July 2015 (PDT)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Have a look at the monkey map&#039;s shuttle at arrivals, and you&#039;ll see it&#039;s the standard SS13 arrivals shuttle, rather than the Colonial Marines shuttle. Also, to the north east of the vault for the other shuttle, which doesn&#039;t exist on the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One emphasizes shuttles for Marines and the other monkeys for the Aliens. There&#039;s a lot of other differences, like a missing toxins testing, research shuttle, etc. It&#039;s fine for now, and Alpha is coming soon, so it&#039;ll be obsolete in a while anyway. Everything done from this point forward should be for the Alpha.&lt;br /&gt;
&lt;br /&gt;
==New Guides==&lt;br /&gt;
When possible, please add the new guide [[Leadership]] to the front page, if it qualifies for a front page guide.&lt;br /&gt;
&lt;br /&gt;
== Colony Map is Outdated ==&lt;br /&gt;
&lt;br /&gt;
A few of the buildings shown in the satellite image have swapped around. I&#039;ve compared it to an old map, and the layout is the same. Might want to fix that.&lt;br /&gt;
&lt;br /&gt;
* The layout is the same because the buildings haven&#039;t changed much. Which buildings do you think have swapped around? [[User:Rahlzel|Rahlzel]] ([[User talk:Rahlzel|talk]]) 11:22, 22 August 2015 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Compare this map http://i.imgur.com/sL1T0Lx.jpg to the current colony map. The dormitories area (since removed) are on this map http://i.imgur.com/Vp8dU2L.png . You can tell that it&#039;s not medical based on the connection between water purification and the dorms, where there&#039;s a small outlet at the bottom that leads to a disposal bin. I can circle it for you if you want.&amp;lt;br&amp;gt;On second thought, that&#039;s really about the only thing wrong with it. I probably shouldn&#039;t have brought it up.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Leadership&amp;diff=866</id>
		<title>Leadership</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Leadership&amp;diff=866"/>
		<updated>2016-02-08T20:32:27Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Adapted ShotgunBill&amp;#039;s Leadership Guide for Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Leadership Guide=&lt;br /&gt;
&lt;br /&gt;
Lemme just summarize this guide in one sentence: You aren&#039;t a Commander; you&#039;re a coordinator. Lemme explain:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In truth, the CO does not actually hold any sort of authority over the crew. As the CO, you are not a masterful overlord in the sky, commanding your troops like this were some sort of RTS. Like everyone else, you&#039;re just someone playing a game to have fun (and possibly win). As numerous COs have found out the hard way, hostile confrontation and overbearing (and confusing) leadership is a great way to get the troops to ignore (and possibly execute) you. Unsurprisingly, none of us want to be yelled at or demeaned while playing. Subsequently, I&#039;ve put together this guide to help future COs understand that gentle persuasion, &amp;quot;backseat&amp;quot; leadership, and communication is the key to a good Commanding Officer. In other words, it&#039;s way easier to attract flies with honey than with vinegar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you’ll probably read soon enough, I strongly recommend that a good CO capitalizes on the general disorganization and recalcitrant nature of the marines, rather than seeing these qualities as a detriment. This guide assumes that you already have general knowledge about the Commanding Officer role, and will not be discussing details like &amp;quot;military tactics&amp;quot;, &amp;quot;FoB defense creation&amp;quot;, etc. This guide could also probably be adapted for use by squad leaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Always Be Firm, But Polite====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best and fastest way to lose the respect of your marines is to treat them like shit over the radio. A lot of marine players on this server are extremely rude and will insult you repeatedly no matter what you do, but you need to hold your tongue. Acknowledge why people are shitting on you over the radio, and see what you can do to resolve their problems. Despite the need to be kind, you will also need to be firm – no Commander should ever be a doormat. Additionally, while no one really talks about this, &#039;&#039;&#039;proper grammar and punctuation goes a long way in garnering the respect of your troops.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Never, ever enforce your tyrannical rule through your MPs. Mutiny lies that way. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Your initial orders should be fun, logical, and easy to understand====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you’re at the briefing room. You’re trying to figure out what each squad should do. The answer is really simple: think about what –you- would want to do as a marine down on the ground. Let’s be honest here: no one wants to guard the FoB for hours on end. Some good initial objectives include getting the power back online, securing the Nexus, retrieving survivors, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At Briefing, I always give out the following objective to &#039;&#039;&#039;at least two&#039;&#039;&#039; squads: &#039;&#039;&#039;patrol the colony to look for signs of trouble&#039;&#039;&#039;. This immediately leads into my next tip. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====On the ground, give squads the power to direct themselves====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is probably one of my more controversial points. As the Commander, you really aren’t familiar with what’s going down on the ground. You can listen to the radios, or try to watch the situation over the cameras, but it doesn’t work over the long term. Why? Because as causalities mount up, your ability to lead the marines diminishes rapidly. You’ll lose access to cameras, marines will start to panic, and things inevitably go bad. There will always be point where the marines just say “fuck command” and do whatever the hell they want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is not a problem if you keep this in mind from the beginning. The main objective of every squad should be to stick together and adapt to the situation as it unfolds. Give the players the freedom to do what they want as a group, and you’ll be able to do a lot more with them than if you give them constant, specific orders every minute. So, if they want to guard the Nexus after securing it, let ‘em. If they don’t, tell them to go patrol the site with the rest. Remember: you may be the CO, but you&#039;re not actually in a position of power - even though you are technically their superior, no one likes being bossed around in a game. Squad leaders are expected to take charge, but no squad should ever be dependent on one - a good cohesive squad is one that works together, regardless of leadership structure. You can still guide your squads to do certain objectives, but this requires a finer touch discussed in the next section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Communication is Everything====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let’s talk about your single most powerful ability: your unparalleled capability to communicate with everyone. On your headset, turn on the speakers and microphone for every single squad. Yes, it’s a little overwhelming at first, but you can now assess what’s happening in every squad on the ground. Let’s go over what you should be doing over the radio:&lt;br /&gt;
&lt;br /&gt;
*A talkative squad is a useful squad. Figure out which squads are actually talking with one another. If they seem like a functional, cohesive unit over the radio, they’re probably your best bet for winning. If they seem to have a plan of action (e.g: attacking the aliens somewhere), &#039;&#039;&#039;direct them to carry-out that plan.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Rather than ordering squads around, give them information about what the other squads are doing. If one squad is facing a serious attack at Hydroponics, you can use the radio to &#039;&#039;&#039;tell&#039;&#039;&#039; other squads about the situation. Marines want bloodshed, so they’ll probably go help their colleagues.&lt;br /&gt;
&lt;br /&gt;
*Use the Communications Console! This is your best (and worst) ways to issue orders. Do &#039;&#039;&#039;not&#039;&#039;&#039; use the console to give location-specific orders. Instead, &#039;&#039;&#039;use it to remind marines about their objectives&#039;&#039;&#039; (e.g: stick together) and about any other relevant information they should know (e.g: how the alien infection works, assuming the squads are telling you about it). The best use of the Communications Console, however, is to publicly recognize the good work of squads and other personnel on the Sulaco. Everyone loves an ego boost, especially the marines.&lt;br /&gt;
&lt;br /&gt;
*If you &#039;&#039;&#039;do&#039;&#039;&#039; ask/order someone to do something, provide an explanation as to why they need to should do it. People are much more receptive if they know why they&#039;re doing something, instead of being told &amp;quot;because I told you so&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Be Careful with Delegation====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While I give squads an incredible amount of freedom, I’m not so generous with Bridge Officers. I come from a time when BOs weren’t a thing, so I tend to avoid using them to their fullest extent. I also find that a lot of BOs either:&lt;br /&gt;
*Contradict the orders I give out (giving their own instead)&lt;br /&gt;
*Go AFK about half an hour in the round&lt;br /&gt;
*Are never there in the first place &lt;br /&gt;
&lt;br /&gt;
Here’s how you should use ‘em:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bridge Officers should be primarily used to gather intel on the situation as it develops. They’re the ones who should be giving you status updates, both on squad effectiveness and on the alien menace. They should ALSO be the ones launching the shuttles, talking with the Corporate Liason, ordering MPs to keep the peace, and co-ordinating supply drops with Requisitions. They should be handling your dirty work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite my slight disregard for them, any good CO should be extremely nice to BOs. They can really ruin your day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====OPTIONAL: The Rule of No Retreat====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, I’ve been pretty nice so far. Under these set of command tips, marines are given considerable agency to do what they please in groups, and orders serve more like “guidelines”. The one command I tend to stand firm on is the Rule of No Retreat. Use this command at your peril.&lt;br /&gt;
&lt;br /&gt;
Retreating is a time honoured tradition for the marines (even back on New Eden). Even in the face of a handful of aliens, I’ve seen dozens of marines run screaming back to the Sulaco to fortify it. Sometimes its just a sign of poor sportsmanship, but any round that depends upon some sort of Shuttle Bay defense is going to take fucking forever. So, even though it is very risky, I believe that an aggressive approach on the planet is far more preferable than turtling on the Sulaco. Subsequently, I will sometimes issue The Rule of No Retreat over the Comms Console repeatedly:&lt;br /&gt;
&lt;br /&gt;
“No marine or squad may return to the Sulaco unless they are critically injured, very low on supplies, or escorting civilians to safety.”&lt;br /&gt;
&lt;br /&gt;
So far, the rule of no retreat has gone well for me. Players tend to form up on the Nexus and turn it into a truly functional FoB. Other squads tend to go out to harass the aliens, flanking in the process. If you do choose to use this method, get the squads to form up into two major teams to sweep and attack. You’ll also want your BOs to assist wherever they can, &#039;&#039;&#039;especially&#039;&#039;&#039; for orbital drops (they make for the best defense, interestingly enough).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership guide provided by ShotgunBill on the Colonial Marines Forum, and adapted for the wiki by [[User:Theslapdoctor|TheSlapDoctor]].&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User_talk:Theslapdoctor&amp;diff=865</id>
		<title>User talk:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User_talk:Theslapdoctor&amp;diff=865"/>
		<updated>2016-02-08T19:51:19Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Playing CMO=&lt;br /&gt;
----&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#99e9ff;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Make sure patients are treated. Direct the medical teams.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
The CMO is less a doctor, and more an administrator. The role of the CMO is to organise the Doctors and Researchers working under them, and make sure that all patients to the medbay get treated eventually.&lt;br /&gt;
&lt;br /&gt;
The CMO has the authority to delegate tasks, such as ordering Doctors to do [[Surgery]] and telling Researchers to produce certain items. When playing a CMO, it&#039;s important to use this authority to avoid becoming swamped with work. If the CMO is not able to give orders effectively, they are essentially a Doctor with a fancy office.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CMO&#039;s Duties====&lt;br /&gt;
* Ensure Patients get treated.&lt;br /&gt;
* Ensure Doctors are working, and remain aboard the Sulaco.&lt;br /&gt;
* Authorise field work for Doctors (allowing them to travel planetside).&lt;br /&gt;
* Make sure Doctors have all the supplies that they need.&lt;br /&gt;
&lt;br /&gt;
[[Leadership]]&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=862</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=862"/>
		<updated>2016-02-06T18:01:19Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* MAR-40 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
==Standard Marine Weapons==&lt;br /&gt;
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always because aiming anywhere else results in an accuracy penalty (that stacks with other ones).&lt;br /&gt;
&lt;br /&gt;
====M4A3 Pistol====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m4a3.png&lt;br /&gt;
 |itemtitle = M4A3 Service Pistol&lt;br /&gt;
 |description= This is one of two pistols that the marines have a choice to take. It is a reliable fall back weapon and it uses .45-S ammo with the magazine holding 12 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====.44 Magnum====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = 44magnum.png&lt;br /&gt;
 |itemtitle = .44 Remington Magnum&lt;br /&gt;
 |description= This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. Unlike the M4A3 the Magnum is heavier and cannot fit inside pockets or small containers, but it deals significantly more damage per round. It uses .44 rounds and holds 7 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==== M39 SMG====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m39.png&lt;br /&gt;
 |itemtitle = M39 Submachine Gun&lt;br /&gt;
 |description= This is the standard sub-machine. A mediocre firearm that serves usefully for support marines, such as medics, engineers or specialists with heavy weapons, as well as being used in conjunction with a riot shield. It uses 9mm special rounds, and holds 35 bullets.&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M41A Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m41a.png&lt;br /&gt;
 |itemtitle = M41A Mk2 Pulse Rifle&lt;br /&gt;
 |description= This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and holds 30 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 30 rounds but offers the user greater capabilities to customise their weapon with attachments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M37 Shotgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Shotgun.png&lt;br /&gt;
 |itemtitle = M37A2 Pump Shotgun&lt;br /&gt;
 |description= Shotgun utilised by USMC Marines, a powerful in close quarters combat that is capable of killing even the strongest of hostile targets. However it is difficult to use as the shotgun has to be cocked after ever time its fired, as well as ammo management being difficult. It uses shotgun special shells and holds 8 rounds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Combat Knife====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = knife.png&lt;br /&gt;
 |itemtitle = Combat Knife&lt;br /&gt;
 |description= A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Restricted Marine Weapons==&lt;br /&gt;
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers. &lt;br /&gt;
&lt;br /&gt;
====M42C Scout Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = ScoutRifle.png&lt;br /&gt;
 |itemtitle = M42c Scoped Rifle&lt;br /&gt;
 |description= Specialist only. A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M92 Grenade Launcher====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = GrenadeLauncher.png&lt;br /&gt;
 |itemtitle = M92 Grenade Launcher&lt;br /&gt;
 |description= Specialist only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====SADAR====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SADAR.png&lt;br /&gt;
 |itemtitle = M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket&lt;br /&gt;
 |description= Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either high explosive or armour piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M56 Smartgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SmartGun.png&lt;br /&gt;
 |itemtitle = M56 Smartgun&lt;br /&gt;
 |description = Specialist only. The most complicated weapon available to a marine. Sadly the Smartgun lacks any auto-tracking capabilities. However it has a impressive 250 round ammo pool to draw from, a inbuilt infrared sensor allowing great visibility in low-light conditions, it deals a good amount of damage per bullet with a high rate of fire, an automatic reloading system and the coup de grace being that due to the gun&#039;s complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of allied marines without fear of hitting any of them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Flamethrower====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Flamethrower.png&lt;br /&gt;
 |itemtitle = M240 Incinerator Unit&lt;br /&gt;
 |description = Capable of shooting flames by lighting plasma, this weapon is capable of shooting around corners and dealing massive damage to Xenos and Marines alike. Unlike bullets, this weapon doesn&#039;t stop on the first mob hit and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! This weapon deals most of its damage during the initial burst.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = M40 HEDP Grenade &lt;br /&gt;
 |description = Exploding in a 3x3 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! Five grenades are available in the Squad Leader and Specialist Preparation rooms.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incendiary Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = U4 Firebomb&lt;br /&gt;
 |description = Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Restricted Marine Equipment ==&lt;br /&gt;
&lt;br /&gt;
==== Sentry Gun ====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = &lt;br /&gt;
 |itemtitle = UA 571-C Automated Sentry Gun&lt;br /&gt;
 |description= These engineer only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target upon hit. The tracking system is capable of identifying a non-marine from a marine and fire at it. They are capable of firing straight forward in cone or 360 around. Firing options are full automatic, burst and single shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Classified Black Ops Equipment ==&lt;br /&gt;
Any equipment listed here is non-exhaustive. This list details highly classified weapons or equipment employed by black ops teams, all off the record.&lt;br /&gt;
&lt;br /&gt;
====M41C Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = M41C.png&lt;br /&gt;
 |itemtitle = M41C Pulse Rifle&lt;br /&gt;
 |description= WY Commandos Only. A unique variant of the M41A Pulse Rifle. This weapon is specially modified, and is capable of being fired with one hand, as well as having a significantly faster rate of fire. It is also painted in a unique brown colour scheme to match the Commandos armour.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====MAR-40====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img= MAR.png&lt;br /&gt;
 &lt;br /&gt;
 |description= Used by the [[Freelancer Mercenaries]] and the [[Dutch&#039;s dozen]]. While outdated and old, this weapon showed to be extremly reliable and adaptable. Created originally by the USSR to serve as a quickly deployable rifle to be used at any environment, it was mass-produced and become extremely popular with poorer mercenary groups.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Weapon Attachments==&lt;br /&gt;
Marine&#039;s can acquire attachments to attach to some of their weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most RO&#039;s usually only give one or two attachments to most marines, though some may grant more to squad leaders or specialists. &lt;br /&gt;
&lt;br /&gt;
Most attachments offer a advantage, and many also counter that with some disadvantage. &lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations, the rail, under barrel and the muzzle. Only one attachment can be on one of these locations at a time.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often, however until they do change this page will be up to date on the statistics on each attachment.&lt;br /&gt;
====Muzzle Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|Suppressor||&lt;br /&gt;
* Greatly Reduces Firing Sound&lt;br /&gt;
* Removes Messages When Firing&lt;br /&gt;
|| &lt;br /&gt;
*Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|Bayonet||&lt;br /&gt;
* Greatly Increases Weapon Melee Damage&lt;br /&gt;
* Easier to Destroy Fortifications&lt;br /&gt;
|| &lt;br /&gt;
* Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:bayonet.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|Extended Barrel||&lt;br /&gt;
* Increases Accuracy (~20%)&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|Barrel Charger||&lt;br /&gt;
* Significantly Increase Damage&lt;br /&gt;
|| &lt;br /&gt;
* Greatly Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Smartgun&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|Recoil Compensator||&lt;br /&gt;
* Reduces Recoil&lt;br /&gt;
* Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M37&lt;br /&gt;
||[[File:recoilcomp.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rail Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Flashlight--&amp;gt;&lt;br /&gt;
|Flashlight||&lt;br /&gt;
* Generates a Light Source&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:mountedflash.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|Red Dot Sight||&lt;br /&gt;
* Significantly Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:reddot.png]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--QF--&amp;gt;&lt;br /&gt;
|Quickfire Adapter||&lt;br /&gt;
* Increases Rate of Fire&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M37 &lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:quickfire.png]]&lt;br /&gt;
|}&lt;br /&gt;
====Underbarrel Attachments====&lt;br /&gt;
[[File:forwardgrip.png]] Forward Magazine Grip&lt;br /&gt;
&lt;br /&gt;
+ Significantly Increases accuracy&lt;br /&gt;
+ 15% Accuracy&lt;br /&gt;
&lt;br /&gt;
+ Significantly Decreases recoil&lt;br /&gt;
&lt;br /&gt;
- Makes one handed weapons two handed&lt;br /&gt;
&lt;br /&gt;
- Increases size of weapon&lt;br /&gt;
&lt;br /&gt;
Mounts on: M4A1, M37 and M39&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.gif]] Gyroscopic Stabilizer&lt;br /&gt;
&lt;br /&gt;
+ Makes two handed weapons one handed&lt;br /&gt;
&lt;br /&gt;
- Decreases accuracy&lt;br /&gt;
- 15% accuracy&lt;br /&gt;
&lt;br /&gt;
- Causes weapon recoil (shakes screen)&lt;br /&gt;
&lt;br /&gt;
Mounts on: M41, M37, M42C Scout&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png]] Bipod&lt;br /&gt;
&lt;br /&gt;
+ Reduced recoil&lt;br /&gt;
&lt;br /&gt;
+ Significantly increases accuracy&lt;br /&gt;
+ 30% Accuracy&lt;br /&gt;
&lt;br /&gt;
- Increased weapon size&lt;br /&gt;
&lt;br /&gt;
- Decreased melee damage&lt;br /&gt;
- 50% Melee damage&lt;br /&gt;
&lt;br /&gt;
==Standard Marine Clothing==&lt;br /&gt;
[[File:helmet.png]] Helmet - Protect&#039;s your head. Not very effective in stopping bullets. There are several variants of helmets available.&lt;br /&gt;
&lt;br /&gt;
[[File:armor.png]] Marine Armour - This armor protects from most damage. Do try to avoid friendly fire, however marine armour will block most damage dealt from a bullet.  There are several variants of armour available.&lt;br /&gt;
&lt;br /&gt;
[[File:boots.png]] Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.&lt;br /&gt;
&lt;br /&gt;
[[File:jumpsuit.png]] Jumpsuit - This can vary depending on the current squad.&lt;br /&gt;
&lt;br /&gt;
[[File:gloves.png]] Gloves - Tactical gloves that are coloured for the squad. Not very useful if you&#039;re an engineer, take the insulated gloves instead.&lt;br /&gt;
&lt;br /&gt;
[[File:belt.png]] Marine Belt - It holds ammo and small items. Yeah not that helpful for shotguns.&lt;br /&gt;
&lt;br /&gt;
[[File:flare.gif]] Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.&lt;br /&gt;
&lt;br /&gt;
[[File:flashlight.png]] Flashlight - For dark places, preventing the marines from going crazy. Using a screwdriver on this will make it attachable, allowing you to attach it to a variety of weapons such as the M4A1 and M4A3. This decreases its light radius slightly.&lt;br /&gt;
&lt;br /&gt;
==Marine Armour==&lt;br /&gt;
There are several different kinds of armour available to marines, depending on which role a marine is fulfilling.&lt;br /&gt;
&lt;br /&gt;
====M3 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Standard.png&lt;br /&gt;
 |itemtitle = M3 Pattern Personal Armour&lt;br /&gt;
 |description = Standard Issue armour used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet will stop exactly one alien facehugger attack before breaking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Addendum: &amp;quot;Donator&amp;quot; armour, as well as most ERT armour, while looking unique, is essentially a resprited piece of M3 Armour in terms of defence.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B12 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SL.png&lt;br /&gt;
 |itemtitle = B12 Pattern Personal Armour&lt;br /&gt;
 |description = Unique armour worn by squad leaders. The main difference with the squad leaders armour is that the armour has a attached, and powerful, personal flashlight that can be activated at will. In addition the M11 Helmet can block two facehugging attempts before breaking and has a inbuilt camera allowing for command overwatch to observe the squad&#039;s actions from the Sulaco.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M2 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = MilitaryPolice.png&lt;br /&gt;
 |itemtitle = M2 Pattern Personal Armour&lt;br /&gt;
 |description = Older generation armour worn by Military Police. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks. Optionally issued Riot Helmet can block one facehugging attempt.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B18 Experimental Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Spec.png&lt;br /&gt;
 |itemtitle = B18 Experimental Personal Armour&lt;br /&gt;
 |description = One of the equipment options available to specialists. This armour has the best personal protection of any armour the Marines can get as it has a very high armor soak value and three tricord auto injectors. In addition the helmet can block three facehugger&#039;s before breaking.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====X-13 Apesuit====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Commando.png&lt;br /&gt;
 |itemtitle = X-13 Apesuit&lt;br /&gt;
 |description = A prototype combat armour worn by the [[Mercenaries#Deathsquad|Weyland-Yutani Commando unit]]. It is the most powerful personal armour available, it has a extremely high armour value that makes it resistant to melee and projectile attacks, in addition the armour is utterly acid proof. The helmet is specially designed to resist facehugging attempts, it will take dozens of facehuggers to even break the protective seals.&lt;br /&gt;
&lt;br /&gt;
Has the same stats of a B18&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Engineer Extra Clothing==&lt;br /&gt;
[[File:Toolbelt.png]] Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :&lt;br /&gt;
  &lt;br /&gt;
[[File:Screwdriver.png]][[File:Wrench.png]][[File:Wirecutters.png]][[File:Welder.gif]][[File:Multitool.png]][[File:Crowbar.png]] &lt;br /&gt;
When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).&lt;br /&gt;
&lt;br /&gt;
[[File:Mesons.png]] Meson Goggles - Meson Goggles are very useful especially when slicing down walls due to how they allow you to see the layout of the planet/station even in pitch black.&lt;br /&gt;
&lt;br /&gt;
[[File:goggles.png]] Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.&lt;br /&gt;
&lt;br /&gt;
[[File:Insulated Gloves.png]] Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.&lt;br /&gt;
&lt;br /&gt;
==Medic Extra Clothing==&lt;br /&gt;
[[File:Medicalbelt.png]] - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.&lt;br /&gt;
&lt;br /&gt;
[[File:MedicHud.png]] - The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:MAR.png&amp;diff=861</id>
		<title>File:MAR.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:MAR.png&amp;diff=861"/>
		<updated>2016-02-06T18:00:23Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Theslapdoctor uploaded a new version of &amp;amp;quot;File:MAR.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reupload, editing existing file seems bugged.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=860</id>
		<title>File:MAR40.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=860"/>
		<updated>2016-02-06T17:53:51Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Theslapdoctor uploaded a new version of &amp;amp;quot;File:MAR40.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MAR40 used by the dutch&#039;s dozen and freelancer mercs&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=859</id>
		<title>File:MAR40.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=859"/>
		<updated>2016-02-06T17:53:18Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Theslapdoctor uploaded a new version of &amp;amp;quot;File:MAR40.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MAR40 used by the dutch&#039;s dozen and freelancer mercs&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=858</id>
		<title>File:MAR40.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=858"/>
		<updated>2016-02-06T17:53:09Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Theslapdoctor uploaded a new version of &amp;amp;quot;File:MAR40.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MAR40 used by the dutch&#039;s dozen and freelancer mercs&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=857</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=857"/>
		<updated>2016-02-06T17:48:17Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* MAR-40 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
==Standard Marine Weapons==&lt;br /&gt;
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always because aiming anywhere else results in an accuracy penalty (that stacks with other ones).&lt;br /&gt;
&lt;br /&gt;
====M4A3 Pistol====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m4a3.png&lt;br /&gt;
 |itemtitle = M4A3 Service Pistol&lt;br /&gt;
 |description= This is one of two pistols that the marines have a choice to take. It is a reliable fall back weapon and it uses .45-S ammo with the magazine holding 12 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====.44 Magnum====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = 44magnum.png&lt;br /&gt;
 |itemtitle = .44 Remington Magnum&lt;br /&gt;
 |description= This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. Unlike the M4A3 the Magnum is heavier and cannot fit inside pockets or small containers, but it deals significantly more damage per round. It uses .44 rounds and holds 7 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==== M39 SMG====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m39.png&lt;br /&gt;
 |itemtitle = M39 Submachine Gun&lt;br /&gt;
 |description= This is the standard sub-machine. A mediocre firearm that serves usefully for support marines, such as medics, engineers or specialists with heavy weapons, as well as being used in conjunction with a riot shield. It uses 9mm special rounds, and holds 35 bullets.&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M41A Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m41a.png&lt;br /&gt;
 |itemtitle = M41A Mk2 Pulse Rifle&lt;br /&gt;
 |description= This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and holds 30 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 30 rounds but offers the user greater capabilities to customise their weapon with attachments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M37 Shotgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Shotgun.png&lt;br /&gt;
 |itemtitle = M37A2 Pump Shotgun&lt;br /&gt;
 |description= Shotgun utilised by USMC Marines, a powerful in close quarters combat that is capable of killing even the strongest of hostile targets. However it is difficult to use as the shotgun has to be cocked after ever time its fired, as well as ammo management being difficult. It uses shotgun special shells and holds 8 rounds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Combat Knife====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = knife.png&lt;br /&gt;
 |itemtitle = Combat Knife&lt;br /&gt;
 |description= A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Restricted Marine Weapons==&lt;br /&gt;
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers. &lt;br /&gt;
&lt;br /&gt;
====M42C Scout Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = ScoutRifle.png&lt;br /&gt;
 |itemtitle = M42c Scoped Rifle&lt;br /&gt;
 |description= Specialist only. A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M92 Grenade Launcher====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = GrenadeLauncher.png&lt;br /&gt;
 |itemtitle = M92 Grenade Launcher&lt;br /&gt;
 |description= Specialist only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====SADAR====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SADAR.png&lt;br /&gt;
 |itemtitle = M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket&lt;br /&gt;
 |description= Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either high explosive or armour piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M56 Smartgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SmartGun.png&lt;br /&gt;
 |itemtitle = M56 Smartgun&lt;br /&gt;
 |description = Specialist only. The most complicated weapon available to a marine. Sadly the Smartgun lacks any auto-tracking capabilities. However it has a impressive 250 round ammo pool to draw from, a inbuilt infrared sensor allowing great visibility in low-light conditions, it deals a good amount of damage per bullet with a high rate of fire, an automatic reloading system and the coup de grace being that due to the gun&#039;s complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of allied marines without fear of hitting any of them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Flamethrower====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Flamethrower.png&lt;br /&gt;
 |itemtitle = M240 Incinerator Unit&lt;br /&gt;
 |description = Capable of shooting flames by lighting plasma, this weapon is capable of shooting around corners and dealing massive damage to Xenos and Marines alike. Unlike bullets, this weapon doesn&#039;t stop on the first mob hit and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! This weapon deals most of its damage during the initial burst.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = M40 HEDP Grenade &lt;br /&gt;
 |description = Exploding in a 3x3 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! Five grenades are available in the Squad Leader and Specialist Preparation rooms.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incendiary Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = U4 Firebomb&lt;br /&gt;
 |description = Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Restricted Marine Equipment ==&lt;br /&gt;
&lt;br /&gt;
==== Sentry Gun ====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = &lt;br /&gt;
 |itemtitle = UA 571-C Automated Sentry Gun&lt;br /&gt;
 |description= These engineer only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target upon hit. The tracking system is capable of identifying a non-marine from a marine and fire at it. They are capable of firing straight forward in cone or 360 around. Firing options are full automatic, burst and single shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Classified Black Ops Equipment ==&lt;br /&gt;
Any equipment listed here is non-exhaustive. This list details highly classified weapons or equipment employed by black ops teams, all off the record.&lt;br /&gt;
&lt;br /&gt;
====M41C Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = M41C.png&lt;br /&gt;
 |itemtitle = M41C Pulse Rifle&lt;br /&gt;
 |description= WY Commandos Only. A unique variant of the M41A Pulse Rifle. This weapon is specially modified, and is capable of being fired with one hand, as well as having a significantly faster rate of fire. It is also painted in a unique brown colour scheme to match the Commandos armour.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====MAR-40====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img= MAR40.png&lt;br /&gt;
 &lt;br /&gt;
 |description= Used by the [[Freelancer Mercenaries]] and the [[Dutch&#039;s dozen]]. While outdated and old, this weapon showed to be extremly reliable and adaptable. Created originally by the USSR to serve as a quickly deployable rifle to be used at any environment, it was mass-produced and become extremely popular with poorer mercenary groups.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Weapon Attachments==&lt;br /&gt;
Marine&#039;s can acquire attachments to attach to some of their weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most RO&#039;s usually only give one or two attachments to most marines, though some may grant more to squad leaders or specialists. &lt;br /&gt;
&lt;br /&gt;
Most attachments offer a advantage, and many also counter that with some disadvantage. &lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations, the rail, under barrel and the muzzle. Only one attachment can be on one of these locations at a time.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often, however until they do change this page will be up to date on the statistics on each attachment.&lt;br /&gt;
====Muzzle Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|Suppressor||&lt;br /&gt;
* Greatly Reduces Firing Sound&lt;br /&gt;
* Removes Messages When Firing&lt;br /&gt;
|| &lt;br /&gt;
*Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|Bayonet||&lt;br /&gt;
* Greatly Increases Weapon Melee Damage&lt;br /&gt;
* Easier to Destroy Fortifications&lt;br /&gt;
|| &lt;br /&gt;
* Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:bayonet.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|Extended Barrel||&lt;br /&gt;
* Increases Accuracy (~20%)&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|Barrel Charger||&lt;br /&gt;
* Significantly Increase Damage&lt;br /&gt;
|| &lt;br /&gt;
* Greatly Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Smartgun&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|Recoil Compensator||&lt;br /&gt;
* Reduces Recoil&lt;br /&gt;
* Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M37&lt;br /&gt;
||[[File:recoilcomp.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rail Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Flashlight--&amp;gt;&lt;br /&gt;
|Flashlight||&lt;br /&gt;
* Generates a Light Source&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:mountedflash.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|Red Dot Sight||&lt;br /&gt;
* Significantly Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:reddot.png]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--QF--&amp;gt;&lt;br /&gt;
|Quickfire Adapter||&lt;br /&gt;
* Increases Rate of Fire&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M37 &lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:quickfire.png]]&lt;br /&gt;
|}&lt;br /&gt;
====Underbarrel Attachments====&lt;br /&gt;
[[File:forwardgrip.png]] Forward Magazine Grip&lt;br /&gt;
&lt;br /&gt;
+ Significantly Increases accuracy&lt;br /&gt;
+ 15% Accuracy&lt;br /&gt;
&lt;br /&gt;
+ Significantly Decreases recoil&lt;br /&gt;
&lt;br /&gt;
- Makes one handed weapons two handed&lt;br /&gt;
&lt;br /&gt;
- Increases size of weapon&lt;br /&gt;
&lt;br /&gt;
Mounts on: M4A1, M37 and M39&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.gif]] Gyroscopic Stabilizer&lt;br /&gt;
&lt;br /&gt;
+ Makes two handed weapons one handed&lt;br /&gt;
&lt;br /&gt;
- Decreases accuracy&lt;br /&gt;
- 15% accuracy&lt;br /&gt;
&lt;br /&gt;
- Causes weapon recoil (shakes screen)&lt;br /&gt;
&lt;br /&gt;
Mounts on: M41, M37, M42C Scout&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png]] Bipod&lt;br /&gt;
&lt;br /&gt;
+ Reduced recoil&lt;br /&gt;
&lt;br /&gt;
+ Significantly increases accuracy&lt;br /&gt;
+ 30% Accuracy&lt;br /&gt;
&lt;br /&gt;
- Increased weapon size&lt;br /&gt;
&lt;br /&gt;
- Decreased melee damage&lt;br /&gt;
- 50% Melee damage&lt;br /&gt;
&lt;br /&gt;
==Standard Marine Clothing==&lt;br /&gt;
[[File:helmet.png]] Helmet - Protect&#039;s your head. Not very effective in stopping bullets. There are several variants of helmets available.&lt;br /&gt;
&lt;br /&gt;
[[File:armor.png]] Marine Armour - This armor protects from most damage. Do try to avoid friendly fire, however marine armour will block most damage dealt from a bullet.  There are several variants of armour available.&lt;br /&gt;
&lt;br /&gt;
[[File:boots.png]] Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.&lt;br /&gt;
&lt;br /&gt;
[[File:jumpsuit.png]] Jumpsuit - This can vary depending on the current squad.&lt;br /&gt;
&lt;br /&gt;
[[File:gloves.png]] Gloves - Tactical gloves that are coloured for the squad. Not very useful if you&#039;re an engineer, take the insulated gloves instead.&lt;br /&gt;
&lt;br /&gt;
[[File:belt.png]] Marine Belt - It holds ammo and small items. Yeah not that helpful for shotguns.&lt;br /&gt;
&lt;br /&gt;
[[File:flare.gif]] Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.&lt;br /&gt;
&lt;br /&gt;
[[File:flashlight.png]] Flashlight - For dark places, preventing the marines from going crazy. Using a screwdriver on this will make it attachable, allowing you to attach it to a variety of weapons such as the M4A1 and M4A3. This decreases its light radius slightly.&lt;br /&gt;
&lt;br /&gt;
==Marine Armour==&lt;br /&gt;
There are several different kinds of armour available to marines, depending on which role a marine is fulfilling.&lt;br /&gt;
&lt;br /&gt;
====M3 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Standard.png&lt;br /&gt;
 |itemtitle = M3 Pattern Personal Armour&lt;br /&gt;
 |description = Standard Issue armour used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet will stop exactly one alien facehugger attack before breaking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Addendum: &amp;quot;Donator&amp;quot; armour, as well as most ERT armour, while looking unique, is essentially a resprited piece of M3 Armour in terms of defence.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B12 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SL.png&lt;br /&gt;
 |itemtitle = B12 Pattern Personal Armour&lt;br /&gt;
 |description = Unique armour worn by squad leaders. The main difference with the squad leaders armour is that the armour has a attached, and powerful, personal flashlight that can be activated at will. In addition the M11 Helmet can block two facehugging attempts before breaking and has a inbuilt camera allowing for command overwatch to observe the squad&#039;s actions from the Sulaco.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M2 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = MilitaryPolice.png&lt;br /&gt;
 |itemtitle = M2 Pattern Personal Armour&lt;br /&gt;
 |description = Older generation armour worn by Military Police. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks. Optionally issued Riot Helmet can block one facehugging attempt.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B18 Experimental Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Spec.png&lt;br /&gt;
 |itemtitle = B18 Experimental Personal Armour&lt;br /&gt;
 |description = One of the equipment options available to specialists. This armour has the best personal protection of any armour the Marines can get as it has a very high armor soak value and three tricord auto injectors. In addition the helmet can block three facehugger&#039;s before breaking.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====X-13 Apesuit====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Commando.png&lt;br /&gt;
 |itemtitle = X-13 Apesuit&lt;br /&gt;
 |description = A prototype combat armour worn by the [[Mercenaries#Deathsquad|Weyland-Yutani Commando unit]]. It is the most powerful personal armour available, it has a extremely high armour value that makes it resistant to melee and projectile attacks, in addition the armour is utterly acid proof. The helmet is specially designed to resist facehugging attempts, it will take dozens of facehuggers to even break the protective seals.&lt;br /&gt;
&lt;br /&gt;
Has the same stats of a B18&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Engineer Extra Clothing==&lt;br /&gt;
[[File:Toolbelt.png]] Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :&lt;br /&gt;
  &lt;br /&gt;
[[File:Screwdriver.png]][[File:Wrench.png]][[File:Wirecutters.png]][[File:Welder.gif]][[File:Multitool.png]][[File:Crowbar.png]] &lt;br /&gt;
When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).&lt;br /&gt;
&lt;br /&gt;
[[File:Mesons.png]] Meson Goggles - Meson Goggles are very useful especially when slicing down walls due to how they allow you to see the layout of the planet/station even in pitch black.&lt;br /&gt;
&lt;br /&gt;
[[File:goggles.png]] Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.&lt;br /&gt;
&lt;br /&gt;
[[File:Insulated Gloves.png]] Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.&lt;br /&gt;
&lt;br /&gt;
==Medic Extra Clothing==&lt;br /&gt;
[[File:Medicalbelt.png]] - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.&lt;br /&gt;
&lt;br /&gt;
[[File:MedicHud.png]] - The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=856</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=856"/>
		<updated>2016-02-06T17:47:37Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* MAR-40 */ updated MAR-40 image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
==Standard Marine Weapons==&lt;br /&gt;
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always because aiming anywhere else results in an accuracy penalty (that stacks with other ones).&lt;br /&gt;
&lt;br /&gt;
====M4A3 Pistol====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m4a3.png&lt;br /&gt;
 |itemtitle = M4A3 Service Pistol&lt;br /&gt;
 |description= This is one of two pistols that the marines have a choice to take. It is a reliable fall back weapon and it uses .45-S ammo with the magazine holding 12 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====.44 Magnum====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = 44magnum.png&lt;br /&gt;
 |itemtitle = .44 Remington Magnum&lt;br /&gt;
 |description= This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. Unlike the M4A3 the Magnum is heavier and cannot fit inside pockets or small containers, but it deals significantly more damage per round. It uses .44 rounds and holds 7 bullets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==== M39 SMG====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m39.png&lt;br /&gt;
 |itemtitle = M39 Submachine Gun&lt;br /&gt;
 |description= This is the standard sub-machine. A mediocre firearm that serves usefully for support marines, such as medics, engineers or specialists with heavy weapons, as well as being used in conjunction with a riot shield. It uses 9mm special rounds, and holds 35 bullets.&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M41A Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = m41a.png&lt;br /&gt;
 |itemtitle = M41A Mk2 Pulse Rifle&lt;br /&gt;
 |description= This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and holds 30 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 30 rounds but offers the user greater capabilities to customise their weapon with attachments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M37 Shotgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Shotgun.png&lt;br /&gt;
 |itemtitle = M37A2 Pump Shotgun&lt;br /&gt;
 |description= Shotgun utilised by USMC Marines, a powerful in close quarters combat that is capable of killing even the strongest of hostile targets. However it is difficult to use as the shotgun has to be cocked after ever time its fired, as well as ammo management being difficult. It uses shotgun special shells and holds 8 rounds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Combat Knife====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = knife.png&lt;br /&gt;
 |itemtitle = Combat Knife&lt;br /&gt;
 |description= A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Restricted Marine Weapons==&lt;br /&gt;
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers. &lt;br /&gt;
&lt;br /&gt;
====M42C Scout Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = ScoutRifle.png&lt;br /&gt;
 |itemtitle = M42c Scoped Rifle&lt;br /&gt;
 |description= Specialist only. A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M92 Grenade Launcher====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = GrenadeLauncher.png&lt;br /&gt;
 |itemtitle = M92 Grenade Launcher&lt;br /&gt;
 |description= Specialist only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====SADAR====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SADAR.png&lt;br /&gt;
 |itemtitle = M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket&lt;br /&gt;
 |description= Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either high explosive or armour piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M56 Smartgun====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SmartGun.png&lt;br /&gt;
 |itemtitle = M56 Smartgun&lt;br /&gt;
 |description = Specialist only. The most complicated weapon available to a marine. Sadly the Smartgun lacks any auto-tracking capabilities. However it has a impressive 250 round ammo pool to draw from, a inbuilt infrared sensor allowing great visibility in low-light conditions, it deals a good amount of damage per bullet with a high rate of fire, an automatic reloading system and the coup de grace being that due to the gun&#039;s complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of allied marines without fear of hitting any of them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Flamethrower====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Flamethrower.png&lt;br /&gt;
 |itemtitle = M240 Incinerator Unit&lt;br /&gt;
 |description = Capable of shooting flames by lighting plasma, this weapon is capable of shooting around corners and dealing massive damage to Xenos and Marines alike. Unlike bullets, this weapon doesn&#039;t stop on the first mob hit and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! This weapon deals most of its damage during the initial burst.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = M40 HEDP Grenade &lt;br /&gt;
 |description = Exploding in a 3x3 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! Five grenades are available in the Squad Leader and Specialist Preparation rooms.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incendiary Grenade====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Grenade.png&lt;br /&gt;
 |itemtitle = U4 Firebomb&lt;br /&gt;
 |description = Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Restricted Marine Equipment ==&lt;br /&gt;
&lt;br /&gt;
==== Sentry Gun ====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = &lt;br /&gt;
 |itemtitle = UA 571-C Automated Sentry Gun&lt;br /&gt;
 |description= These engineer only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target upon hit. The tracking system is capable of identifying a non-marine from a marine and fire at it. They are capable of firing straight forward in cone or 360 around. Firing options are full automatic, burst and single shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
== Classified Black Ops Equipment ==&lt;br /&gt;
Any equipment listed here is non-exhaustive. This list details highly classified weapons or equipment employed by black ops teams, all off the record.&lt;br /&gt;
&lt;br /&gt;
====M41C Pulse Rifle====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = M41C.png&lt;br /&gt;
 |itemtitle = M41C Pulse Rifle&lt;br /&gt;
 |description= WY Commandos Only. A unique variant of the M41A Pulse Rifle. This weapon is specially modified, and is capable of being fired with one hand, as well as having a significantly faster rate of fire. It is also painted in a unique brown colour scheme to match the Commandos armour.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====MAR-40====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img= [[File:MAR.png|thumbnail]]&lt;br /&gt;
 &lt;br /&gt;
 |description= Used by the [[Freelancer Mercenaries]] and the [[Dutch&#039;s dozen]]. While outdated and old, this weapon showed to be extremly reliable and adaptable. Created originally by the USSR to serve as a quickly deployable rifle to be used at any environment, it was mass-produced and become extremely popular with poorer mercenary groups.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Weapon Attachments==&lt;br /&gt;
Marine&#039;s can acquire attachments to attach to some of their weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most RO&#039;s usually only give one or two attachments to most marines, though some may grant more to squad leaders or specialists. &lt;br /&gt;
&lt;br /&gt;
Most attachments offer a advantage, and many also counter that with some disadvantage. &lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations, the rail, under barrel and the muzzle. Only one attachment can be on one of these locations at a time.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often, however until they do change this page will be up to date on the statistics on each attachment.&lt;br /&gt;
====Muzzle Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|Suppressor||&lt;br /&gt;
* Greatly Reduces Firing Sound&lt;br /&gt;
* Removes Messages When Firing&lt;br /&gt;
|| &lt;br /&gt;
*Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|Bayonet||&lt;br /&gt;
* Greatly Increases Weapon Melee Damage&lt;br /&gt;
* Easier to Destroy Fortifications&lt;br /&gt;
|| &lt;br /&gt;
* Slightly Reduces Accuracy&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:bayonet.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|Extended Barrel||&lt;br /&gt;
* Increases Accuracy (~20%)&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|Barrel Charger||&lt;br /&gt;
* Significantly Increase Damage&lt;br /&gt;
|| &lt;br /&gt;
* Greatly Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Smartgun&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:supressor.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|Recoil Compensator||&lt;br /&gt;
* Reduces Recoil&lt;br /&gt;
* Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Damage&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
*M37&lt;br /&gt;
||[[File:recoilcomp.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rail Attachments====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!Drawbacks&lt;br /&gt;
!Useable With&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Flashlight--&amp;gt;&lt;br /&gt;
|Flashlight||&lt;br /&gt;
* Generates a Light Source&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
||[[File:mountedflash.png]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|Red Dot Sight||&lt;br /&gt;
* Significantly Increases Accuracy&lt;br /&gt;
|| &lt;br /&gt;
* None&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M37&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:reddot.png]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--QF--&amp;gt;&lt;br /&gt;
|Quickfire Adapter||&lt;br /&gt;
* Increases Rate of Fire&lt;br /&gt;
|| &lt;br /&gt;
* Reduces Accuracy&lt;br /&gt;
* Increases Recoil&lt;br /&gt;
||&lt;br /&gt;
*M41A&lt;br /&gt;
*M39 SMG&lt;br /&gt;
*M37 &lt;br /&gt;
*M4A3 Pistol&lt;br /&gt;
*.44 Magnum&lt;br /&gt;
||[[File:quickfire.png]]&lt;br /&gt;
|}&lt;br /&gt;
====Underbarrel Attachments====&lt;br /&gt;
[[File:forwardgrip.png]] Forward Magazine Grip&lt;br /&gt;
&lt;br /&gt;
+ Significantly Increases accuracy&lt;br /&gt;
+ 15% Accuracy&lt;br /&gt;
&lt;br /&gt;
+ Significantly Decreases recoil&lt;br /&gt;
&lt;br /&gt;
- Makes one handed weapons two handed&lt;br /&gt;
&lt;br /&gt;
- Increases size of weapon&lt;br /&gt;
&lt;br /&gt;
Mounts on: M4A1, M37 and M39&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.gif]] Gyroscopic Stabilizer&lt;br /&gt;
&lt;br /&gt;
+ Makes two handed weapons one handed&lt;br /&gt;
&lt;br /&gt;
- Decreases accuracy&lt;br /&gt;
- 15% accuracy&lt;br /&gt;
&lt;br /&gt;
- Causes weapon recoil (shakes screen)&lt;br /&gt;
&lt;br /&gt;
Mounts on: M41, M37, M42C Scout&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png]] Bipod&lt;br /&gt;
&lt;br /&gt;
+ Reduced recoil&lt;br /&gt;
&lt;br /&gt;
+ Significantly increases accuracy&lt;br /&gt;
+ 30% Accuracy&lt;br /&gt;
&lt;br /&gt;
- Increased weapon size&lt;br /&gt;
&lt;br /&gt;
- Decreased melee damage&lt;br /&gt;
- 50% Melee damage&lt;br /&gt;
&lt;br /&gt;
==Standard Marine Clothing==&lt;br /&gt;
[[File:helmet.png]] Helmet - Protect&#039;s your head. Not very effective in stopping bullets. There are several variants of helmets available.&lt;br /&gt;
&lt;br /&gt;
[[File:armor.png]] Marine Armour - This armor protects from most damage. Do try to avoid friendly fire, however marine armour will block most damage dealt from a bullet.  There are several variants of armour available.&lt;br /&gt;
&lt;br /&gt;
[[File:boots.png]] Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.&lt;br /&gt;
&lt;br /&gt;
[[File:jumpsuit.png]] Jumpsuit - This can vary depending on the current squad.&lt;br /&gt;
&lt;br /&gt;
[[File:gloves.png]] Gloves - Tactical gloves that are coloured for the squad. Not very useful if you&#039;re an engineer, take the insulated gloves instead.&lt;br /&gt;
&lt;br /&gt;
[[File:belt.png]] Marine Belt - It holds ammo and small items. Yeah not that helpful for shotguns.&lt;br /&gt;
&lt;br /&gt;
[[File:flare.gif]] Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.&lt;br /&gt;
&lt;br /&gt;
[[File:flashlight.png]] Flashlight - For dark places, preventing the marines from going crazy. Using a screwdriver on this will make it attachable, allowing you to attach it to a variety of weapons such as the M4A1 and M4A3. This decreases its light radius slightly.&lt;br /&gt;
&lt;br /&gt;
==Marine Armour==&lt;br /&gt;
There are several different kinds of armour available to marines, depending on which role a marine is fulfilling.&lt;br /&gt;
&lt;br /&gt;
====M3 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Standard.png&lt;br /&gt;
 |itemtitle = M3 Pattern Personal Armour&lt;br /&gt;
 |description = Standard Issue armour used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet will stop exactly one alien facehugger attack before breaking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Addendum: &amp;quot;Donator&amp;quot; armour, as well as most ERT armour, while looking unique, is essentially a resprited piece of M3 Armour in terms of defence.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B12 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = SL.png&lt;br /&gt;
 |itemtitle = B12 Pattern Personal Armour&lt;br /&gt;
 |description = Unique armour worn by squad leaders. The main difference with the squad leaders armour is that the armour has a attached, and powerful, personal flashlight that can be activated at will. In addition the M11 Helmet can block two facehugging attempts before breaking and has a inbuilt camera allowing for command overwatch to observe the squad&#039;s actions from the Sulaco.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====M2 Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = MilitaryPolice.png&lt;br /&gt;
 |itemtitle = M2 Pattern Personal Armour&lt;br /&gt;
 |description = Older generation armour worn by Military Police. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks. Optionally issued Riot Helmet can block one facehugging attempt.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====B18 Experimental Armour====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Spec.png&lt;br /&gt;
 |itemtitle = B18 Experimental Personal Armour&lt;br /&gt;
 |description = One of the equipment options available to specialists. This armour has the best personal protection of any armour the Marines can get as it has a very high armor soak value and three tricord auto injectors. In addition the helmet can block three facehugger&#039;s before breaking.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
====X-13 Apesuit====&lt;br /&gt;
 {{Item&lt;br /&gt;
 |img = Commando.png&lt;br /&gt;
 |itemtitle = X-13 Apesuit&lt;br /&gt;
 |description = A prototype combat armour worn by the [[Mercenaries#Deathsquad|Weyland-Yutani Commando unit]]. It is the most powerful personal armour available, it has a extremely high armour value that makes it resistant to melee and projectile attacks, in addition the armour is utterly acid proof. The helmet is specially designed to resist facehugging attempts, it will take dozens of facehuggers to even break the protective seals.&lt;br /&gt;
&lt;br /&gt;
Has the same stats of a B18&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Engineer Extra Clothing==&lt;br /&gt;
[[File:Toolbelt.png]] Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :&lt;br /&gt;
  &lt;br /&gt;
[[File:Screwdriver.png]][[File:Wrench.png]][[File:Wirecutters.png]][[File:Welder.gif]][[File:Multitool.png]][[File:Crowbar.png]] &lt;br /&gt;
When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).&lt;br /&gt;
&lt;br /&gt;
[[File:Mesons.png]] Meson Goggles - Meson Goggles are very useful especially when slicing down walls due to how they allow you to see the layout of the planet/station even in pitch black.&lt;br /&gt;
&lt;br /&gt;
[[File:goggles.png]] Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.&lt;br /&gt;
&lt;br /&gt;
[[File:Insulated Gloves.png]] Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.&lt;br /&gt;
&lt;br /&gt;
==Medic Extra Clothing==&lt;br /&gt;
[[File:Medicalbelt.png]] - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.&lt;br /&gt;
&lt;br /&gt;
[[File:MedicHud.png]] - The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:MAR.png&amp;diff=855</id>
		<title>File:MAR.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:MAR.png&amp;diff=855"/>
		<updated>2016-02-06T17:42:07Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Reupload, editing existing file seems bugged.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reupload, editing existing file seems bugged.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=854</id>
		<title>File:MAR40.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:MAR40.png&amp;diff=854"/>
		<updated>2016-02-06T17:39:36Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Theslapdoctor uploaded a new version of &amp;amp;quot;File:MAR40.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MAR40 used by the dutch&#039;s dozen and freelancer mercs&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User_talk:Theslapdoctor&amp;diff=849</id>
		<title>User talk:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User_talk:Theslapdoctor&amp;diff=849"/>
		<updated>2016-02-02T20:20:02Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: Started CMO guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Guide to Playing CMO=&lt;br /&gt;
----&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#99e9ff;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Make sure patients are treated. Direct the medical teams.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
The CMO is less a doctor, and more an administrator. The role of the CMO is to organise the Doctors and Researchers working under them, and make sure that all patients to the medbay get treated eventually.&lt;br /&gt;
&lt;br /&gt;
The CMO has the authority to delegate tasks, such as ordering Doctors to do [[Surgery]] and telling Researchers to produce certain items. When playing a CMO, it&#039;s important to use this authority to avoid becoming swamped with work. If the CMO is not able to give orders effectively, they are essentially a Doctor with a fancy office.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CMO&#039;s Duties====&lt;br /&gt;
* Ensure Patients get treated.&lt;br /&gt;
* Ensure Doctors are working, and remain aboard the Sulaco.&lt;br /&gt;
* Authorise field work for Doctors (allowing them to travel planetside).&lt;br /&gt;
* Make sure Doctors have all the supplies that they need.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=846</id>
		<title>User:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=846"/>
		<updated>2016-02-01T20:17:31Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* User History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== User History ===&lt;br /&gt;
* 01/02/2016: Added [[Sentinel]] description, tactics and evolution.&lt;br /&gt;
* 01/02/2016: Added [[Hivelord]] description and tactics.&lt;br /&gt;
* 01/02/2016: Added [[Carrier]] description and tactics.&lt;br /&gt;
* 01/02/2016: Edited [[Drone]] page to include more content and better formatting.&lt;br /&gt;
* 31/01/2016: Reformatted [[Rank]] page to use proper wikicode table.&lt;br /&gt;
* 30/01/2016: Redesigned and added content to [[Hives]] page.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Sentinel&amp;diff=845</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Sentinel&amp;diff=845"/>
		<updated>2016-02-01T20:15:34Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = DEFENCE&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Sentinel.png&lt;br /&gt;
|jobtitle = Sentinel&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Queen&lt;br /&gt;
|duties = Defend the Hive, Protect the Queen, Guard hosts.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Playing a Sentinel====&lt;br /&gt;
As a Sentinel, it is your duty to defend the Hive. This includes defending the queen and fending off threats to the hive. Another important duty is making sure that no captured hosts escape. The Sentinel has a moderate slash damage, moderate speed, fast Plasma regeneration and a moderate Plasma cap. The Sentinel has the ability to &amp;lt;code&amp;gt;Spit-Neurotoxin&amp;lt;/code&amp;gt;, which stuns any non-Alien creature hit by it. The Sentinel also has the &amp;lt;code&amp;gt;Corrosive-Acid&amp;lt;/code&amp;gt; ability, to melt most objects and structures.&lt;br /&gt;
&lt;br /&gt;
Unless ordered to leave by the [[Queen]], you should remain inside or around the Hive at all times. If there are live hosts nested, you should remain close by to stop them from escaping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sentinel Evolution====&lt;br /&gt;
After consuming some Royal Jelly (created by the [[Queen]]) and allowing it to become absorbed by their body, Sentinels can evolve into a more powerful, tougher version of themselves.&lt;br /&gt;
&lt;br /&gt;
The [[Spitter]] is the next progression of the Sentinel caste. The Spitter is slightly slower, but gains a more powerful spit attack, as well as an Area of Effect spit, and a stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sentinel Tactics====&lt;br /&gt;
* Sentinels can use their spit to incapacitate hosts that break free from their nests. The stun is more than long enough to secure the host.&lt;br /&gt;
* The Neurotoxin spit stuns long enough for you to run up to a host and slap two aliens onto their face. However, this is only effective if you can isolate a Marine. If spotted, it is always best to retreat.&lt;br /&gt;
* When you spot a threat on the borders of (or even within) the Hive, do not engage them immediately! Warn your sisters of the threat, and &#039;&#039;&#039;give their exact location&#039;&#039;&#039;, to ensure you get backup.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=844</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=844"/>
		<updated>2016-02-01T18:43:41Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* Hivelord Tactics */ Add tunnel tactics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = Support&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Hivelord.png&lt;br /&gt;
|jobtitle = Hiverlord&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Queen&lt;br /&gt;
|duties = Create the ultimate hive&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Playing a Hivelord====&lt;br /&gt;
The role of a Hivelord is near identical to that of a [[Drone]]. However, the Hivelord benefits from an increased Plasma cap, greatly increased Plasma regeneration, stronger &amp;lt;code&amp;gt;Corrosive-Acid&amp;lt;/code&amp;gt; a new unique ability, &amp;lt;code&amp;gt;Dig-Tunnel&amp;lt;/code&amp;gt;. Unfortunately, these benefits are offset by an increase in size and a decrease in movement speed.&lt;br /&gt;
&lt;br /&gt;
A Hivelord has the ability to drastically change the course of the round. By digging tunnels to a variety of locations, the Hivelord enables the Aliens to completely control movement on the planet. This removes the need for the [[Queen]] and others to risk themselves establishing a forward base, since all Aliens can move through tunnels &#039;&#039;&#039;straight back to the Hive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hivelord Tactics====&lt;br /&gt;
* A Hivelord can create structures at an increased speed when compared to the [[Drone]], due to it&#039;s higher Plasma regen. Use this to fortify the hive, build nests and &#039;&#039;cover&#039;&#039; the floors in Sticky Resin.&lt;br /&gt;
&lt;br /&gt;
* Build [[Hives]] with narrow corridors and small rooms. The Marines are fast and have powerful ranged weapons, so force them to fight on your terms. Covering the floors of these areas with Sticky Resin further adds to your advantage. &lt;br /&gt;
&lt;br /&gt;
* Build Nests in a checkered fashion. Place a single door, and put four nests adjacent to it. (Above, Below, Left &amp;amp; Right). Then, surround those nests with doors. This allows [[Sentinel]] castes to guard all four nests when standing in that initial door. &lt;br /&gt;
&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You will likely be needed to plant Weeds, build defenses,  and share Plasma. Try to be on the second row, building weeds and nests to support the advance.&lt;br /&gt;
&lt;br /&gt;
* When digging tunnels, make sure to build the Hive entrance before moving out to the colony. This means you can use the tunnel to quickly escape to the Hive after you dig the exit.&lt;br /&gt;
&lt;br /&gt;
* When leaving the Hive to build tunnels, bring a sister with you to protect you. A tier 1 is enough to distract Marines enough for you to escape.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=843</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=843"/>
		<updated>2016-02-01T18:18:14Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = Support&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Hivelord.png&lt;br /&gt;
|jobtitle = Hiverlord&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Queen&lt;br /&gt;
|duties = Create the ultimate hive&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Playing a Hivelord====&lt;br /&gt;
The role of a Hivelord is near identical to that of a [[Drone]]. However, the Hivelord benefits from an increased Plasma cap, greatly increased Plasma regeneration, stronger &amp;lt;code&amp;gt;Corrosive-Acid&amp;lt;/code&amp;gt; a new unique ability, &amp;lt;code&amp;gt;Dig-Tunnel&amp;lt;/code&amp;gt;. Unfortunately, these benefits are offset by an increase in size and a decrease in movement speed.&lt;br /&gt;
&lt;br /&gt;
A Hivelord has the ability to drastically change the course of the round. By digging tunnels to a variety of locations, the Hivelord enables the Aliens to completely control movement on the planet. This removes the need for the [[Queen]] and others to risk themselves establishing a forward base, since all Aliens can move through tunnels &#039;&#039;&#039;straight back to the Hive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hivelord Tactics====&lt;br /&gt;
* A Hivelord can create structures at an increased speed when compared to the [[Drone]], due to it&#039;s higher Plasma regen. Use this to fortify the hive, build nests and &#039;&#039;cover&#039;&#039; the floors in Sticky Resin.&lt;br /&gt;
&lt;br /&gt;
* Build [[Hives]] with narrow corridors and small rooms. The Marines are fast and have powerful ranged weapons, so force them to fight on your terms. Covering the floors of these areas with Sticky Resin further adds to your advantage. &lt;br /&gt;
&lt;br /&gt;
* Build Nests in a checkered fashion. Place a single door, and put four nests adjacent to it. (Above, Below, Left &amp;amp; Right). Then, surround those nests with doors. This allows [[Sentinel]] castes to guard all four nests when standing in that initial door. &lt;br /&gt;
&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You will likely be needed to plant Weeds, build defenses,  and share Plasma. Try to be on the second row, building weeds and nests to support the advance.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=842</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=842"/>
		<updated>2016-02-01T18:16:57Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SUPPORT&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Drone.png&lt;br /&gt;
|jobtitle = Drone&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Queen&lt;br /&gt;
|duties = Grow the hive, secure prey.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Playing a Drone====&lt;br /&gt;
&lt;br /&gt;
As a Drone your job is to assist the Queen in growing and reinforcing the hive. To this end, the Drone has the ability to shape structures out of Resin, which the Drone creates by spending plasma. The Drone has a moderate plasma regeneration rate (and a cap of 750), deals little damage, and has little chance to disarm. Their movement speed is the normal for Aliens, which is slightly slower than that of a Marine.&lt;br /&gt;
&lt;br /&gt;
Drones can create Resin structures through the spending of Plasma. For a list of structures that Drones can create, check out the [[Hives]] page.&lt;br /&gt;
&lt;br /&gt;
Your sole job is to help grow the hive and support the Queen. You should be aiming to continue to expand the hive and ensure it&#039;s as reinforced as possible, as well as spreading weeds across the hive and planet.&lt;br /&gt;
&lt;br /&gt;
In addition you should help secure captured hosts for implantation and to ensure they cannot escape the hive nor take their life.&lt;br /&gt;
&lt;br /&gt;
When the round starts Drones should be among the first aliens to exist. One Drone should become a Queen while the rest search out and secure any local lifeforms for impregnation. The Drones should then begin to help mold and create the new hive, spreading out Weed nodes around the local area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drone Evolution====&lt;br /&gt;
After consuming some Royal Jelly (created by the Queen) and allowing it to become absorbed by their body, Drones can evolve into one of two possible castes. &lt;br /&gt;
&lt;br /&gt;
The [[Carrier]] is a more combat-oriented caste, and gains the ability to store 6 facehuggers for throwing. The Carrier can throw further and more accurately using the &amp;lt;code&amp;gt;throw-facehugger&amp;lt;/code&amp;gt; verb (or by Middle-Clicking, if it is enabled in the Alien tab). These facehuggers are thrown directly from the Carrier&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
The [[Hivelord]] is a more effective Hive builder than the standard Drone. They grow in size, and lose speed; but in return gain much faster Plasma regeneration, and the ability to dig tunnels from one location to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drone Tactics====&lt;br /&gt;
&lt;br /&gt;
* Build [[Hives]] with narrow corridors and small rooms. The Marines are fast and have powerful ranged weapons, so force them to fight on your terms. Covering the floors of these areas with Sticky Resin further adds to your advantage. &lt;br /&gt;
&lt;br /&gt;
* Build Nests in a checkered fashion. Place a single door, and put four nests adjacent to it. (Above, Below, Left &amp;amp; Right). Then, surround those nests with doors. This allows [[Sentinel]] castes to guard all four nests when standing in that initial door. &lt;br /&gt;
&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You will likely be needed to plant Weeds, build defenses,  and share Plasma.&lt;br /&gt;
&lt;br /&gt;
*  When the full hive is defending/attacking (boarding the Sulaco, for example), Drones should to be in second line, placing weeds and nests as main forces advance. Also, listen carefully to hivemind and place weeds and nests on requests.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=841</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=841"/>
		<updated>2016-02-01T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SUPPORT&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Drone.png&lt;br /&gt;
|jobtitle = Drone&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Queen&lt;br /&gt;
|duties = Grow the hive, secure prey.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Playing a Drone====&lt;br /&gt;
&lt;br /&gt;
As a Drone your job is to assist the Queen in growing and reinforcing the hive. To this end, the Drone has the ability to shape structures out of Resin, which the Drone creates by spending plasma. The Drone has a moderate plasma regeneration rate (and a cap of 750), deals little damage, and has little chance to disarm. Their movement speed is the normal for Aliens, which is slightly slower than that of a Marine.&lt;br /&gt;
&lt;br /&gt;
Drones can create Resin structures through the spending of Plasma. For a list of structures that Drones can create, check out the [[Hives]] page.&lt;br /&gt;
&lt;br /&gt;
Your sole job is to help grow the hive and support the Queen. You should be aiming to continue to expand the hive and ensure it&#039;s as reinforced as possible, as well as spreading weeds across the hive and planet.&lt;br /&gt;
&lt;br /&gt;
In addition you should help secure captured hosts for implantation and to ensure they cannot escape the hive nor take their life.&lt;br /&gt;
&lt;br /&gt;
When the round starts Drones should be among the first aliens to exist. One Drone should become a Queen while the rest search out and secure any local lifeforms for impregnation. The Drones should then begin to help mold and create the new hive, spreading out Weed nodes around the local area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drone Evolution====&lt;br /&gt;
After consuming some Royal Jelly (created by the Queen) and allowing it to become absorbed by their body, Drones can evolve into one of two possible castes. &lt;br /&gt;
&lt;br /&gt;
The [[Carrier]] is a more combat-oriented caste, and gains the ability to store 6 facehuggers for throwing. The Carrier can throw further and more accurately using the &amp;lt;code&amp;gt;throw-facehugger&amp;lt;/code&amp;gt; verb (or by Middle-Clicking, if it is enabled in the Alien tab). These facehuggers are thrown directly from the Carrier&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
The [[Hivelord]] is a more effective Hive builder than the standard Drone. They grow in size, and lose speed; but in return gain much faster Plasma regeneration, and the ability to dig tunnels from one location to another.&lt;br /&gt;
&lt;br /&gt;
====Drone Tactics====&lt;br /&gt;
&lt;br /&gt;
* Build [[Hives]] with narrow corridors and small rooms. The Marines are fast and have powerful ranged weapons, so force them to fight on your terms. Covering the floors of these areas with Sticky Resin further adds to your advantage. &lt;br /&gt;
&lt;br /&gt;
* Build Nests in a checkered fashion. Place a single door, and put four nests adjacent to it. (Above, Below, Left &amp;amp; Right). Then, surround those nests with doors. This allows [[Sentinel]] castes to guard all four nests when standing in that initial door. &lt;br /&gt;
&lt;br /&gt;
* When the assault begins, tag along at a distance unless you are needed to guard hosts. You will likely be needed to plant Weeds, build defenses,  and share Plasma.&lt;br /&gt;
&lt;br /&gt;
*  When the full hive is defending/attacking (boarding the Sulaco, for example), Drones should to be in second line, placing weeds and nests as main forces advance. Also, listen carefully to hivemind and place weeds and nests on requests.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=839</id>
		<title>User:Theslapdoctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Theslapdoctor&amp;diff=839"/>
		<updated>2016-02-01T15:13:20Z</updated>

		<summary type="html">&lt;p&gt;Theslapdoctor: /* User History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== User History ===&lt;br /&gt;
* 01/02/2016: Added [[Hivelord]] description and tactics.&lt;br /&gt;
* 01/02/2016: Added [[Carrier]] description and tactics.&lt;br /&gt;
* 01/02/2016: Edited [[Drone]] page to include more content and better formatting.&lt;br /&gt;
* 31/01/2016: Reformatted [[Rank]] page to use proper wikicode table.&lt;br /&gt;
* 30/01/2016: Redesigned and added content to [[Hives]] page.&lt;/div&gt;</summary>
		<author><name>Theslapdoctor</name></author>
	</entry>
</feed>