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		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=20813</id>
		<title>Surgery</title>
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		<updated>2021-08-11T06:11:03Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: Reordered and rewrote some things. Haven&amp;#039;t yet updated surgeries - saving progress in case of browser issues.&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;
!Tool&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Scalpel}}[[#Scalpel|Scalpel]]&#039;&#039;&#039;||Used for cutting through flesh.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039;PICT System[[File:The_PICT System.png|32px]],  Kitchen Knife[[File:Kitchen_Knife.png|32px]], or Glass Shard[[File:Shard.png|32px]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Incision Management System}}[[#Incision Management System|Incision Management System]] (IMS)&#039;&#039;&#039;||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision. Only functions as a scalpel in steps after the first.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Hemostat}}[[#Hemostat|Hemostat]]&#039;&#039;&#039;||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wirecutters[[File:Wirecutters.png|32px]] if you are going to use it to extract items from the patient or Cable Coil [[File:CableCoils.png|32px]] if you are going to use it to stop the bleeding of a patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Setter}}[[#Bone Setter|Bone Setter]]&#039;&#039;&#039;||Used for setting bones back into place. If used on a bone that is not broken then you will break it.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wrench [[File:Wrench.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Gel}}[[#Bone Gel|Bone Gel]]&#039;&#039;&#039;||Used for repairing broken/shattered bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Screwdriver[[File:Screwdriver.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Retractor}}[[#Retractor|Retractor]]&#039;&#039;&#039;||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Crowbar[[File:Crowbar.png|32px|]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Cautery}}[[#Cautery|Cautery]]&#039;&#039;&#039;||Used for sealing incisions in a patients skin. Burns skin together.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Cigarette[[File:Cig.png|32px]], Lighter[[File:Lighter.png|32px]], or Blowtorch[[File:Welder.gif|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fixovein.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Fix-O-Vein}}[[#Fix-O-Vein|Fix-O-Vein]]&#039;&#039;&#039;||Used for repairing veins and arteries.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Surgical Line[[File:Surgical Line.png|32px]], Cable Coil[[File:CableCoils.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Circular Saw}}[[#Circular Saw|Circular Saw]]&#039;&#039;&#039;||Used for cutting through bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Hatchet[[File:Hatchet.png|32px|]] or Machete[[File:Machete.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Advanced Trauma Kit}}[[#Advanced Trauma Kit|Advanced Trauma Kit]]&#039;&#039;&#039;||Used to patch all organs except for the brain and eyes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Line}}[[#Surgical Line|Surgical Line]]&#039;&#039;&#039;||A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Fix-O-Vein[[File:Fixovein.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_PICT System.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|PICT Systerm}}[[#PICT Systerm|PICT Systerm]]&#039;&#039;&#039;||The Precision Incision and Cauterization Tool uses a high-frequency vibrating blade, laser cautery, and suction liquid control system to precisely sever target tissues while preventing all fluid leakage. Despite its troubled development program and horrifying pricetag, outside of complex experimental surgeries it isn&#039;t any better than an ordinary twenty-dollar scalpel and can&#039;t create a full-length incision bloodlessly.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
* Improvised tools generally have a fairly high failure chance starting at about 25%.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for Surgery ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Before you begin to operate, you should make sure you have all the tools you will need. Occasionally a surgeon will accidentally pocket a tool, or a deploying field surgeon will grab tools out of an operating theatre.&lt;br /&gt;
&lt;br /&gt;
Specifically designed surgical tools are the best, but there are a variety of substitutes; some tools can be used outside of their intended role, and others can be replaced with improvised substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The equipment on the Almayer is adequate, but sometimes marines will find better tools while deployed. If someone asks if you&#039;d like an Incision Management System, the correct answer is &amp;quot;yes please&amp;quot;.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical Surface===&lt;br /&gt;
The second requirement is a place to work. Some surgeries can be performed on a standing patient, and it doesn&#039;t matter where you perform them. Most, however, need a decent surface to work on.&lt;br /&gt;
&lt;br /&gt;
The patient doesn&#039;t necessarily need to be buckled - having them on the same tile will do.&lt;br /&gt;
If a surface isn&#039;t ideal, the surgery will take longer - and possibly a lot longer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The ideal surface for surgery is a proper operating table. [[File:Operating_Table.png|32px]] This is designed for surgery and has a built-in anesthetic system for patients buckled to it. &#039;&#039;&#039;This is the only surface that can be used for extracting xenomorph larvae.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The next best thing is a portable surgical bed. [[File:FieldSurgicalBed.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The surfaces that are better than nothing are beds, [[File:Bed.png|32px]] roller beds, [[File:RollerBed.png|32px]] tables, [[File:Table.png|32px]] and window frames. [[File:Window_Frame.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The worst surfaces are floors and Med-Evac stretchers, [[File:Med_Evac_Stretcher.png|32px]] which are not designed for surgery, and trying to work with their fittings in their way is as hard as no surface at all.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Surgery is a painful experience, and patients find it difficult to hold still while feeling someone cut into their flesh, which tends to frustrate everyone involved. There are two ways around this: an unconscious (or dead) patient, or powerful painkillers.&lt;br /&gt;
&lt;br /&gt;
Anesthetic (with tank and mask or using the surgery table&#039;s integrated anesthesia setup) is a simple and reliable way to render your patient unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* if the patient&#039;s lungs are ruptured, they will occasionally not breath in the anesthetic. Depending on the damage to the lungs, they will either occasionally breath in the anesthetic or it won&#039;t work at all. Therefore, you will have to give the patient the anesthetic via Injection, until his lungs are not ruptured anymore.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Operating Table ====&lt;br /&gt;
If you are using an operating table, place your patient on the table (grab your patient, then click the table with your grabbing hand selected). Then buckle them to it to connect the anaesthetic system (click hold and drag the patient to the operating table). After a short delay, your patient will be under general anaesthetic, which will allow you to operate safely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*The operating table must have an anaesthetic tank attached to be able to put your patient to sleep.&lt;br /&gt;
&lt;br /&gt;
* Click on the surgery table with an anaesthetic tank in hand to insert one.&lt;br /&gt;
&lt;br /&gt;
* Click on the table with an empty hand when no patient is buckled to it to remove an existing one.&lt;br /&gt;
&lt;br /&gt;
* If the tank runs out, simply replace it with a new one.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Anesthetic Tank and Medical Mask ====&lt;br /&gt;
If there is no available operating table then you can make the patient wear an anesthetic tank and medical mask and turn on its internals. Encourage your patient to don and activate the tank and mask themselves, as this is much faster than doing it yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* It is advisable to remove the anesthetic tank and medical mask during the cauterizing step for maximum efficiency; the anesthetic takes a few seconds to wear off.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Painkillers ====&lt;br /&gt;
If you don&#039;t have anesthetic equipment or you just want to save time, you can give your patients [[Chemistry#Oxycodone|Oxycodone]] for quick surgeries without anesthetic  (15-20U recommended). You will need to work quickly, though, as it wears off.&lt;br /&gt;
&lt;br /&gt;
Different surgeries cause different amounts of pain. If Oxycodone isn&#039;t available, some painkillers are much better than none; a mixture of [[Chemistry#Tramadol|Tramadol]], [[Chemistry#Inaprovaline|Inaprovaline]] or [[Chemistry#Paracetamol|Paracetamol]] (Paracetamol and Tramadol are toxic when mixed - do not give them simultaneously) will make them less likely to flinch. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Use your medical scanner to monitor your patient&#039;s painkiller levels and re-dose as necessary. Using painkillers instead of anesthetics can cause distress in the patient (screaming over the radio about getting operated on without anesthetics, standing up and trying to leave or fight back).&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeries ==&lt;br /&gt;
Surgeries are simple processes with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
To perform surgery on someone, you must Toggle the Surgery Mode to be On. This can be bound to a hotkey in preferences. [[File:Surgery Button.png|32px]]&lt;br /&gt;
This will toggle the Help-Intent Safety preference, if you didn&#039;t have it already, preventing you from accidentally hurting people with objects when on help intent. You will be forced on to &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left, &#039;&#039;&#039;1&#039;&#039;&#039;) [[File:Intent-Wheel.gif]], which allows you to perform any surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Only one surgery can be performed on a given aim-location at a time.&lt;br /&gt;
&lt;br /&gt;
* Once you complete a step in a surgery, you must finish the surgery before you can begin a different one.&lt;br /&gt;
&lt;br /&gt;
* Failing or cancelling the first attempted step doesn&#039;t injure the patient unless done deliberately.&lt;br /&gt;
&lt;br /&gt;
* Some steps can be skipped, if the conditions are right, sometimes including the first step.&lt;br /&gt;
&lt;br /&gt;
* If you are in a rush, attempting surgery steps on &amp;lt;span style=&amp;quot;background-color: lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top right, &#039;&#039;&#039;2&#039;&#039;&#039;) [[File:Intent-Wheel.gif]] deliberately fails the step. For a handful of specific steps, this will quickly and violently complete the step at the expense of your patient&#039;s health. Useful when you need to do a critical surgery very quickly, or to save time if you&#039;re certain you know what you&#039;re doing. It isn&#039;t necessary to switch back to Help intent afterwards - that happens automatically.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standing Patients and Self-Surgery ===&lt;br /&gt;
Some surgeries can be performed on a patient who&#039;s standing up. These surgeries aren&#039;t affected by the surface under the patient. These are marked as &#039;&#039;&#039;(STANDING)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed on yourself. As you need to be able to hold tools while you work, this means they have to be able to be performed on a standing patient, since people who&#039;re lying down can&#039;t handle objects. These are marked as &#039;&#039;&#039;(SELF)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* If you&#039;re trying to work on a standing patient and can&#039;t begin a surgery that you know you should be able to, make sure that it doesn&#039;t need them to be lying down.&lt;br /&gt;
&lt;br /&gt;
* Since it&#039;s difficult and awkward to work on your own body, self-surgery takes longer to do.&lt;br /&gt;
&lt;br /&gt;
* You can&#039;t perform surgery on the same arm you&#039;re holding the tool with.&lt;br /&gt;
&lt;br /&gt;
* Self-surgery requires you to use painkillers rather than anesthesia, since it&#039;s hard to work when unconscious.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Required Skills ===&lt;br /&gt;
Your character&#039;s training affects how quickly they can work.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed by anyone with any surgical training, but others need a more thorough education.&lt;br /&gt;
&lt;br /&gt;
Medics, nurses, and pilot officers all have basic surgical training and can perform some simple surgeries. These are marked as &#039;&#039;&#039;(NOVICE)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may occasionally see Professor DUMMY, the medical mannequin. This is a sophisticated training tool designed to realistically simulate any wound. Real patients are more difficult to perform surgery on - a medic may be able to set Professor DUMMY&#039;s broken ribs, but that doesn&#039;t mean they can do it on a real patient in the field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Level 1 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Suture wound}}[[#Suture Wound|Suture Wound]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Suture and tend a wound that has either brute and/or burn damage on it. This will heal 10 brute and 10 burn damage on the targeted area. This will loop until all damage on the area has been fixed.&lt;br /&gt;
*Tend to the damaged wound. [[File:Surgical Line.png|32px|link=|Surgical Line]]&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object Removal}}[[#Foreign Objectl|Foreign Object]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Removal of unknown objects, such as shrapnel or implants from the body.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Fish out the foreign objects until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Sealing a Stump}}[[#Sealing a Stump|Sealing a Stump]] (Severed Arms and Legs)&lt;br /&gt;
|Sealing a stump where the patient&#039;s arm or leg should have been.&lt;br /&gt;
**Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]]  &#039;&#039;&#039;OR&#039;&#039;&#039; [[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Level 2 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alien Embryo Removal}}[[#Alien Embryo Removal|Alien Embryo Removal]]&lt;br /&gt;
|Removal of an alien embryo from the body.&lt;br /&gt;
*&#039;&#039;&#039;This must be performed on an operating table&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva. Make haste in removing any embryos.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Cut away the larva&#039;s pseudoroots.([[File:The_PICT System.png|32px|link=|PICT System]])&lt;br /&gt;
*Pull out the alien embryo. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use your hands (not recommended).&lt;br /&gt;
*Close the ribcage.([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]]).&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*&#039;&#039;&#039;Note that a repaired bone will rebreak if your patient has more than 50 brute damage.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the bone. ([[File:1Bone-Gel.png|32px|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|32px|link=|Bone Setter]]) (Use the Health Analyzer to double check)&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]] (Groin, Chest.)&lt;br /&gt;
|Mending broken internal organs such as the heart or appendix. Note that this surgery excludes the eyes and brain as they have their own surgeries respectively.&lt;br /&gt;
*&#039;&#039;&#039;Peridaxon does not heal organ damage. This is the only way to heal organs in the chest and groin.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. It loops fixing each damaged organ until none remain.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage if necessary. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]] (Eyes.)&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage.&lt;br /&gt;
*&#039;&#039;&#039;Using imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
* Mend the eyes. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]] (Head.)&lt;br /&gt;
|Fixing up the brain.&lt;br /&gt;
*&#039;&#039;&#039;Using alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull.([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair severe brain damage, if any. ([[File:Fixovein.png|32px|link=|Fix-O-Vein]])&lt;br /&gt;
*Extract embedded bone chips until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]]) (Use Health Analyzer to double check)&lt;br /&gt;
*Close the skull. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Bleeding Surgery}}[[#Internal Bleeding Surgery|Internal Bleeding Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Mend the artery. ([[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]] (Mouth.)&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
*Fix the facial deformities. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|Removal of a limb.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
&lt;br /&gt;
* Use the Incision Management System to sever the muscles.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Sever the muscles using the scalpel. ([[File:1Scalpel.png|32px|link=|Scalpel]]&lt;br /&gt;
&lt;br /&gt;
* Saw through the limb. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|The replacement of missing limbs with robotic ones. Robot arms and legs are used to replace hands and feet; there is no need to further amputate if that&#039;s all the patient has lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost an organic Limb.&lt;br /&gt;
*Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]]  &#039;&#039;&#039;OR&#039;&#039;&#039; [[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost a robotic limb&lt;br /&gt;
*Saw off the remaining clamps holding the broken prosthetic to the body. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
*Use your hand to take broken prosthetic out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Attach the robotic limb. (Robotic Limb) &lt;br /&gt;
*Tighten the new robotic limb. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; Use your hand (Click on them with help intent)&lt;br /&gt;
*Calibrate the new robotic limb with your hand. (Click on them with help intent)&lt;br /&gt;
*Inform the patient that the robotic limb can be repaired with Blowtorch [[File:Welder.gif|32px]](brute) and Cable coils[[File:CableCoils.png|32px]](burn).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Synthetic Head Re-Attachment Surgery}}[[#Synthetic Head Re-Attachment Surgery|Synthetic Head Re-Attachment Surgery]] (Head.)&lt;br /&gt;
|Re-attaching a decapitated synthetic head.&lt;br /&gt;
*Mend the torn silicone tissue. ([[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Attach the synthetic head.&lt;br /&gt;
*Reconstruct the tissue ([[File:Fixovein.png|32px|link=|Fix-O-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
*Use a Defibrillator [[File:Defibrillator.png|32px|link=|Defibrillator]] on the synthetic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note: There isn&#039;t a timer on defibbing a synthetic.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Necrosis is currently disabled.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Excise necrotic tissue as many times as needed and heal the area.([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]] (Groin, Chest, Head.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Currently disabled and not performable.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
*Remove the old organ ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Attach the new organ. Use Trauma kit (biological) or Nanopaste (robotic). (New Organ -&amp;gt;[[File:Fixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. ([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Autodoc System ==&lt;br /&gt;
&lt;br /&gt;
The Autodoc system is located in the middle of the treatment center and is only usable by the medical staff (and Squad Medics during WO). Note that while the autodoc is an extremely useful machine in medical, it cannot conduct larva removal surgery.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+[[File:AutoDoc.png|32px]] &#039;&#039;&#039;Operating Mode:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manual:&#039;&#039;&#039;&lt;br /&gt;
|Manual mode will fix everything of the selected surgery type, for example selecting broken bone surgery will fix all broken bones one by one. Note that the autodoc &#039;&#039;&#039;cannot&#039;&#039;&#039; remove larva as, narratively, a removal procedure for this has not yet been programmed.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Manual Surgery List:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Autodoc_manual_list.png]]&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Trauma Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Brute Damage Treatment:&#039;&#039;&#039; Treats and removes brute damage from the patient.&lt;br /&gt;
* &#039;&#039;&#039;Burn Damage Treatment:&#039;&#039;&#039; Treats and removes burn damage from the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orthopedic Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Broken Bone Surgery:&#039;&#039;&#039; Repairs any broken bones the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Internal Bleeding Surgery:&#039;&#039;&#039; Repairs any internal bleeding the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Shrapnel Removal Surgery:&#039;&#039;&#039; Removes all instances of shrapnel from the patient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organ Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eye Surgery:&#039;&#039;&#039; Treats and repairs eye damage and vision problems.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Organ Treatment:&#039;&#039;&#039; Repairs any damage to organs the patient has other than the eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hematology Treatments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blood Transfer:&#039;&#039;&#039; Transfers blood into the patient. The autodoc has an internal reservoir of O- blood that it refills as needed.&lt;br /&gt;
* &#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Purges chemicals from the patient&#039;s blood stream; use with toxin damage chelation to treat poisoning and overdoses.&lt;br /&gt;
* &#039;&#039;&#039;Toxin Damage Chelation (Kelation):&#039;&#039;&#039; Removes toxin damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Open Incision:&#039;&#039;&#039; Closes all open surgical incisions on the patient.&lt;br /&gt;
* &#039;&#039;&#039;Facial Surgery:&#039;&#039;&#039; Treats and repairs facial deformities (typically from physical damage) so the patient can be clearly identified and doesn&#039;t look like an unga.&lt;br /&gt;
* &#039;&#039;&#039;Limb Replacement Surgery:&#039;&#039;&#039; Replaces any missing limbs the patient has with robotic prosthetics.&lt;br /&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;
#Use the Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]) to make an incision.&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] 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:Fixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] 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=|Retractor]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] 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;
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=|Scalpel]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] &#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=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
# [[File:The_PICT_System.png|link=|PICT System]] Begin cutting out the alien embryo&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|Nanopaste]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] 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 Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires two application of bone gel before the setting it.&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] 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 dylovene as needed&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Patients can often tell you where they need surgery if an advance scanner is not available.&lt;br /&gt;
* The hemostat step can be saved for later in the surgery or skipped entirely at the cost of damaging your patient over time.&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Operating_Table.png&amp;diff=20812</id>
		<title>File:Operating Table.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Operating_Table.png&amp;diff=20812"/>
		<updated>2021-08-11T05:21:26Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Window_Frame.png&amp;diff=20811</id>
		<title>File:Window Frame.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Window_Frame.png&amp;diff=20811"/>
		<updated>2021-08-11T05:14:36Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Bed.png&amp;diff=20810</id>
		<title>File:Bed.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Bed.png&amp;diff=20810"/>
		<updated>2021-08-11T05:10:07Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: Vanagandr uploaded a new version of File:Bed.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=20809</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=20809"/>
		<updated>2021-08-11T04:02:52Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chemistry#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chemistry#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chemistry#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chemistry#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chemistry#Nutriment|Nutriment]] (food or [[Chemistry#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area and wait for it to fully heal.&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area to stop the bleeding.&lt;br /&gt;
* Waiting for the would to clot once treated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chemistry#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chemistry#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chemistry#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chemistry#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WeylandMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chemistry#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chemistry#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item that heals 1 burn damage once applied and fixes it over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time.The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:UpgradedAdvtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat  high brute damage. Heals 36 brute damage once applied and fixes it over time.The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:UpgradedAdvburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat high burn damage. Heals 36 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
||{{Anchor|Nano Splints}}[[File:Nano-Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die a lot more securely than the standard issue splints. Will not break when the affected splinted limb takes damage. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Upgraded Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Upgraded Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay).&lt;br /&gt;
&lt;br /&gt;
This upgraded variant can work through armour.&lt;br /&gt;
&lt;br /&gt;
*Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
&lt;br /&gt;
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use. &lt;br /&gt;
*Bad for performing surgery, but better than nothing&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*Utterly useless for performing surgery&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Portable Surgical Bed}}[[File:FieldSurgicalBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Surgical Bed&#039;&#039;&#039;&lt;br /&gt;
|| A collapsible bed used for field surgery. Functions in the same way as a roller bed but cannot be moved when deployed.&lt;br /&gt;
*Excellent for performing surgery, second only to a proper operating table&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Surgical Line}}[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|| A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
#CPR can also extend the timer of dead marines that are still revivable. The default time a marine has after death is 5 minutes before becoming clinically declared dead. (Permanent death)&lt;br /&gt;
#If the person you are CPRing is deceased, doing CPR requires 4 seconds and adds 7 seconds to the dead marine&#039;s defibbable status timer. You have to wait in between CPRs for a total of 3 seconds or else the CPR fails. Failing CPR does not add time to the marine&#039;s timer.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below. Pro tip: Using your numpad keys allows you to quickly cycle through limbs to decrease the total time required to kit them.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying as defibing heals them for 12 + 4 brute and 4 burns)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#You can also apply necessary medicine BEFORE resuscitation but it will not be metabolized until the patient is living again. (You can give inaprovaline before reviving to stabilize them after they are resuscitated.)&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. ([12 + 16 brute and 16 burns] healed damage instead of [12 + 4 brute and 4 burns])&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
#If you see a marine with an orange line on your HUD that has a lot of damage when scanned, ask a nearby marine to &amp;quot;CPR!&amp;quot; if any are in the vicinity.&lt;br /&gt;
#And please, don&#039;t ever give up if you see someone with over 200 damage. You can use advanced trauma and burn kits while defibbing with your other hand. You can also inject epinephrine while defibbing. Don&#039;t give up. Keep going. Save that marine!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. If you see it going from green to orange, it means the marine has exactly 1 minute left unless being CPR&#039;d to increase their defib timer. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chemistry#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chemistry#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chemistry#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chemistry#Water|Water]], and then with the [[Chemistry#Potassium|Potassium]]; inject at least 5 units of each, otherwise it will not work.&lt;br /&gt;
#With a small &amp;quot;explosion&amp;quot;, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#Does not actually cause an explosion, as that was disabled. Has no other effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=20808</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=20808"/>
		<updated>2021-08-11T04:01:15Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: /* 64px Automated Equipment Rack 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as Nurse.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Squad Medics started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Medic Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Medic fatigues, only worn by USCM Medics.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user&#039;s mobility.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM medical satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM medics. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Medic Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M4A3 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Large-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser.&lt;br /&gt;
&lt;br /&gt;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline and epinephrine. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
&lt;br /&gt;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 10%&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;width: 90%&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Utilities&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:9 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:175px;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 6 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Squad Medic == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are only a few caveats to a Medic&#039;s loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
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For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
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* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. Though it is ultimately a preference thing, it is highly recommended you start out with a satchel unless you know what you&#039;re doing. Having to take off your backpack constantly can slow down your work massively, and the satchel is more than capable of allowing you to heal and revive marines very efficiently.&lt;br /&gt;
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* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
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* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the two belts already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators and one roller bed in. Optionally, pack more first aid kits and stasis bags.&lt;br /&gt;
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* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
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* Next, you will actually need to start considering your weapon loadout. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like, and can mount an angled grip to greatly reduce the delay before you can wield it.. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
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* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo.&lt;br /&gt;
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* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
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* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
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* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tactics ==&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
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In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
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Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harrasers trying to get in and kill you, and ask a squad engineer or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
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However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
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If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
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As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
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&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
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&lt;br /&gt;
Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
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The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
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In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
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Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
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&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
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* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
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* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
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** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
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** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts and if possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
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* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. An exception to this is quick clot. It ODs at 15 units so don&#039;t inject the patient with it if they have 5 units or more.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is in critical health, and especially near death, immediately inaprovaline and peridoxin pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
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* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. As marines never wait to heal fully or currectly at active combat, its best give one or two quickclot pill. ( do not administer more then two pill, result will be quickclot overdose and patient will take brute damage. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery. Alternatively as medic you can use syringa to transfer blood between marines. A marine can donate up to %15 of his blood without damaging himself.Before transfer be sure to check its correct blood type.&lt;br /&gt;
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* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
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* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
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* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
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* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
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* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
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== Squad Medic Tips and Tricks ==&lt;br /&gt;
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* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. If they are FULLY empty, you may also refill them by simply left clicking the vendor with injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
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* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
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* If you can&#039;t remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
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* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
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* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
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* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
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* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
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* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
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* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
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* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
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* If a Marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
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* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
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* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
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== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
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To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Skillset ==&lt;br /&gt;
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[[File:Medic_skill_set.png]]&lt;br /&gt;
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To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
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== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (Blunt but simple to read and understand. Highly recommended for both beginner and advanced squad medics. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=20807</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=20807"/>
		<updated>2021-08-11T03:56:31Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: /* Storage Equipment */&lt;/p&gt;
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__TOC__&lt;br /&gt;
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&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
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&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
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The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
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=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
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&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
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&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
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&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
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&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
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&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the barrel. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |An M4A3 Service Pistol, the standard issue sidearm of the Colonial Marines. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case if a one doesn&#039;t have any more ammo. Fires 9mm pistol rounds.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors.&lt;br /&gt;
All &#039;&#039;&#039;[[Cargo Technician|Cargo Technicians]]&#039;&#039;&#039; start with one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that have armor piercing ammo available to it in the vendors.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the &#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039; for self defense. It is also a standard sidearm for &#039;&#039;&#039;[[Weyland Yutani&#039;s PMCs]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4  damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It&#039;s usually held in speed-loaders, and holds a maximum of 7 bullets.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M44 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, [[Squad Engineer|engineers]] and [[Squad Medic|medics]]. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.&lt;br /&gt;
&lt;br /&gt;
The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M39 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust, and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. The L42A is known for its higher lethality, due primarily to the significant increase in barrel length over the M41A. It can  quickly change barrel attachments because it features a larger muzzle ring quick detach than the M41A. The increased barrel length increases muzzle velocity which leads to significantly better ballistic coefficients, drastically increasing the accuracy of the weapon. The L42 holds significantly less ammunition in each magazines, only 25 rounds in a standard magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{L42A Stats}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{L42A damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a [[Macros|Macro]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M37 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M37 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png|96px]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M42A Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M42A damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M240-T Attachments}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This one is stamped &#039;&#039;&#039;Major Ike Saker, 7th &#039;Falling Falcons&#039; Battalion.&#039;&#039;&#039; This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Autorevolver Custom Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds. Carried by [[Senior_Enlisted_Advisor|Senior Enlisted Advisors]] and [[Requisitions_Officer|Requisition Officers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Custom Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.&lt;br /&gt;
Standard issue to &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Custom Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the &#039;&#039;&#039;Experimental Trooper Kits&#039;&#039;&#039; located in squad requisitions or requisitions itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Cannot be used with signal flares. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved? A hit to a xenomorph will ignite them, causing burns for roughly 10 seconds.&lt;br /&gt;
It additionally has IFF capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;[[Squad Smartgunner|Smartgunners]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad Specialist|Squad Specialists]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Commanding Officer|the Commanding Officer]]&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; can use this weapon, it&#039;s only available inside the Smartgunners Equipment vendor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{MK221 Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the [[Squad_Specialist#Pyrotechnician Loadout|Pyrotechnician]] to refill your empty fuel tanks. To turn on the pilot light, go to the &#039;&#039;&#039;Weapon Tab&#039;&#039;&#039; and click &#039;&#039;&#039;Toggle Gun Safety&#039;&#039;&#039; or Alt+Click the Flamethrower. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]].&lt;br /&gt;
&lt;br /&gt;
It can be ordered from Cargo via the &#039;&#039;&#039;LMG Crate&#039;&#039;&#039; or in &#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 armour piercing rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It&#039;s also less modular than the MK2 but makes up for it in its high capacity armour piercing magazines. It is also notable for being able to use a wide variety of ammunition, taking both MK1 and MK2 magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four rifles can be found in the command armory on the Almayer and it is issued to [[Squad_Leader|Squad Leaders]] and where they&#039;re available at their Colonial Marines Automated Vendors. It is also one of the possible rifles for the &#039;&#039;&#039;[[Freelancer Mercenaries]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These engineer-only mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be bought from the &#039;&#039;&#039;ColMarTech Automated Closet&#039;s&#039;&#039;&#039; Mini-Engineer Kits. They come pre-assembled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Construction and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deployable, heavy machine gun. The M2C &#039;Chimp&#039; HB is a modified M2 HB reconfigured to fire 10x28 Caseless Tungsten rounds for USCM use. It is capable of recoilless fire and fast-rotating. However it has a debilitating overheating issue due to the poor quality of metals used in the parts, forcing it to be used in decisive, crushing engagements as a squad support weapon. &lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Rivq2DKDBPk&amp;amp;feature=youtu.be&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click its sprite while behind it without holding anything to man it. Click-drag on NON-GRAB intent to disassemble the gun. Click drag on GRAB INTENT to remove ammo magazines.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 512-M Mini-Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 512-M Mini-Sentry|&#039;&#039;&#039;UA 512-M Mini-Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Mini-Sentry Gun is the smaller brother of the normal one. It automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. &lt;br /&gt;
&lt;br /&gt;
The mini-sentry has a 135 degree firing arc, 5 tile range and a rapid fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 512-M Mini-Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 512-M Mini Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 12 Shotgun Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 12 Shotgun Sentry|&#039;&#039;&#039;UA 12 Shotgun Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Shotgun Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its short range however leads to it being a very close range sentry gun.&lt;br /&gt;
&lt;br /&gt;
The shotgun sentry has a 135 degree firing arc, 2 tile range and a low fire rate. Has 50 buckshot shells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 12 Shotgun Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 12 Shotgun Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 725-D Sniper Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 725-D Sniper Sentry|&#039;&#039;&#039;UA 725-D Sniper Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sniper Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its longer range allows it to cover long flanks without the need for marine presence to back it up.&lt;br /&gt;
&lt;br /&gt;
The sniper sentry has a 135 degree firing arc, 20 tile range and a low fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
{{UA 725-D Sniper Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 725-D Sniper Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Sentry Flamer Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Sentry Flamer Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 55-FA Assault Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 55-FA Assault Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel but burns up faster.&lt;br /&gt;
&lt;br /&gt;
{{UA 55-FA Flamer Assault Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 55-FA Flamer Assault Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 45-FM mini sentry}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 45-FM mini sentry&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Mini Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slightly faster fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 45-FM Mini Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 45-FM Mini Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 60-FP Plasma Sentry}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 60-FP Plasma Sentry&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Plasma Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the phosphorus that lingers doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The flamethrower sentry has a 135 degree firing arc, 14 tile range and a very slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 60-FP Plasma Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 60-FP Plasma Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Overclocked Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Overclocked Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|25S Mini Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;25S Mini Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won&#039;t trigger it. It will only trigger when a different hostile entity enters the bell tower&#039;s range.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG motion detector bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed with a motion tracker that pings every time someone steps into range of it. It has a 14 tile range, meaning anything near to it will trigger a motion ping. Once triggered, the hostile that triggers it will be slowed down for a short duration.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG cloaked detector bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 2 tile range, meaning anything near to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won&#039;t trigger it. It will only trigger when a different hostile entity enters the bell tower&#039;s range.&lt;br /&gt;
&lt;br /&gt;
This version is cloaked an will allow anyone to walk over it.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 11x11 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Warbanner JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Move, Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IfB4ee5XzqI&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Magazine Box}}[[File:L42 Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A Magazine Box|&#039;&#039;&#039;L42A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#L42A Extended Magazine Box|&#039;&#039;&#039;L42A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A AP Magazine Box}}[[File:L42 MK-1 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A AP Magazine Box|&#039;&#039;&#039;L42A AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Incendiary Magazine Box}}[[File:L42-MK1 Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#L42A Incendiary Magazine Box|&#039;&#039;&#039;L42A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and L42A magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M42C Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56 Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{PMC Smartgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{PMC Smartgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{DS Smartgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{PMC Smartgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Auto Revolver Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 SMG Stats}}&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Stats}}&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Ammunition}}&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{Type 23 Riot Shotgun Stats}}&lt;br /&gt;
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{{Type 23 Riot Shotgun Ammunition}}&lt;br /&gt;
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{{Type 23 Riot Shotgun Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.&lt;br /&gt;
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This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{UPP Minigun Stats}}&lt;br /&gt;
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{{Minigun Ammunition}}&lt;br /&gt;
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{{UPP Minigun Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Stats}}&lt;br /&gt;
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{{CZ-81 Ammunition}}&lt;br /&gt;
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{{CZ-81 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UPP_Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Pistol Stats}}&lt;br /&gt;
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{{Korovin PK-9 Pistol Ammunition}}&lt;br /&gt;
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{{Korovin PK-9 Pistol Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.&lt;br /&gt;
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{{Nagant-Yamasaki Revolver Stats}}&lt;br /&gt;
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{{Nagant-Yamasaki Revolver Ammunition}}&lt;br /&gt;
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{{Nagant-Yamasaki Revolver Attachments}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-40 Battle Rifle Stats}}&lt;br /&gt;
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{{MAR-40 Ammunition}}&lt;br /&gt;
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{{MAR-40 Battle Rifle Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-30 Battle Carbine Stats}}&lt;br /&gt;
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{{MAR-30 Battle Carbine Ammunition}}&lt;br /&gt;
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{{MAR-30 Battle Carbine Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Stats}}&lt;br /&gt;
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{{M16 Ammunition}}&lt;br /&gt;
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{{M16 Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MP27 Stats}}&lt;br /&gt;
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{{MP27 Ammunition}}&lt;br /&gt;
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{{MP27 Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Basira_Strongarm.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Strongarm Rifle}}&lt;br /&gt;
[[#Basira-Strongarm Rifle|&#039;&#039;&#039;Basira-Strongarm Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outercolonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Basira-Strongarm Rifle Stats}}&lt;br /&gt;
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{{Basira-Strongarm Rifle Ammunition}}&lt;br /&gt;
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{{Basira-Strongarm Rifle Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
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{{MP5 Stats}}&lt;br /&gt;
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{{MP5 Ammunition}}&lt;br /&gt;
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{{MP5 Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{FN FP9000 Stats}}&lt;br /&gt;
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{{FN FP9000 Ammunition}}&lt;br /&gt;
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{{FN FP9000 Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{MAC-15 Stats}}&lt;br /&gt;
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{{MAC-15 Ammunition}}&lt;br /&gt;
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{{MAC-15 Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Custom Built Shotgun Stats}}&lt;br /&gt;
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{{Shotgun Ammunition}}&lt;br /&gt;
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{{Custom Built Shotgun Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
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{{HG Pump Shotgun Stats}}&lt;br /&gt;
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{{Shotgun Ammunition}}&lt;br /&gt;
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{{HG Pump Shotgun Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Double Barrel Shotgun Stats}}&lt;br /&gt;
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{{Shotgun Ammunition}}&lt;br /&gt;
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{{Double Barrel Shotgun Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sawn-Off Shotgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
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{{Double Barrel Shotgun Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Pistol Stats}}&lt;br /&gt;
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{{Korovin PK-9 Pistol Ammunition}}&lt;br /&gt;
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{{Korovin PK-9 Pistol Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{M1911 Stats}}&lt;br /&gt;
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{{M1911 Ammunition}}&lt;br /&gt;
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{{M1911 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Desert Eagle Stats}}&lt;br /&gt;
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{{Desert Eagle Ammunition}}&lt;br /&gt;
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{{Desert Eagle Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
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{{KT-42 Stats}}&lt;br /&gt;
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{{KT-42 Ammunition}}&lt;br /&gt;
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{{KT-42 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .357 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Smith &amp;amp; Wesson Revolver Stats}}&lt;br /&gt;
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{{Smith &amp;amp; Wesson Revolver Ammunition}}&lt;br /&gt;
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{{Smith &amp;amp; Wesson Revolver Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CMB Spearhead AutoRevolver Stats}}&lt;br /&gt;
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{{CMB Spearhead AutoRevolver Ammunition}}&lt;br /&gt;
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{{CMB Spearhead AutoRevolver Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Holdout Pistol Stats}}&lt;br /&gt;
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{{Holdout Pistol Ammunition}}&lt;br /&gt;
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{{Holdout Pistol Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{Highpower Stats}}&lt;br /&gt;
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{{Highpower Ammunition}}&lt;br /&gt;
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{{Highpower Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
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{{Beretta Stats}}&lt;br /&gt;
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{{Beretta Ammunition}}&lt;br /&gt;
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{{Beretta Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
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{{M2132 Machete Stats}}&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
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{{Katana Stats}}&lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
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The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
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{{Two Bore Rifle Stats}}&lt;br /&gt;
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{{Two Bore Rifle Ammunition}}&lt;br /&gt;
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{{Two Bore Rifle Attachments}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
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{{Webley MK VI Stats}}&lt;br /&gt;
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{{Webley MK VI Ammunition}}&lt;br /&gt;
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{{Webley MK VI Attachments}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.&lt;br /&gt;
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{{SVD Dragunov Stats}}&lt;br /&gt;
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{{SVD Dragunov Ammunition}}&lt;br /&gt;
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{{SVD Dragunov Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Was a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.&lt;br /&gt;
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{{PPSH Stats}}&lt;br /&gt;
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{{PPSH Ammunition}}&lt;br /&gt;
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{{PPSH Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Stats}}&lt;br /&gt;
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{{M16 Ammunition}}&lt;br /&gt;
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{{M16A2 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
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&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
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{{Nailgun Stats}}&lt;br /&gt;
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{{Nailgun Ammunition}}&lt;br /&gt;
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{{Nailgun Utility}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
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{{M2132 Machete Stats}}&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
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&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
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{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
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{{Metal Baseball Bat Stats}}&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
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{{Makeshift Spear Stats}}&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#M40-SD Pulse Rifle|&#039;&#039;&#039;M40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
{{M40-SD Pulse Rifle Stats}}&lt;br /&gt;
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{{M40-SD Pulse Rifle Ammunition}}&lt;br /&gt;
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{{M40-SD Pulse Rifle Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#MK210 Tactical Shotgun|&#039;&#039;&#039;MK210 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
{{MK210 Tactical Shotgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{MK210 Tactical Shotgun Attachments}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto9 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Auto9 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Auto9 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Minigun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Minigun Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Auto Revolver Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Pistol Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Pistol Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M60 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M60 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Techwebs Equipment =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; width:95%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 ! width=150 style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2 Thermal Goggles case.png]]&lt;br /&gt;
{{Anchor|M2 Thermal Goggles case}} [[#M2 Thermal Goggles case|&#039;&#039;&#039;M2 Thermal Goggles case&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;M2 Thermal Goggles crate containing the following:&#039;&#039;&#039;&lt;br /&gt;
|{{Anchor|M2 Thermal Goggles}}[[File:M2_Thermal_Goggles.png]]&lt;br /&gt;
[[#M2 Thermal Goggles |&#039;&#039;&#039;M2 Thermal Goggles&#039;&#039;&#039;]]&lt;br /&gt;
| Thermal goggles that require a battery to function. Comes with a rechargable electrochemical power cell already inside with 1000w&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powercell.png]]&lt;br /&gt;
&#039;&#039;&#039;AA rechargeable battery.&#039;&#039;&#039;&lt;br /&gt;
| A spare AA baterry that can hold up to 500w.&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Screwdriver.png]]&lt;br /&gt;
&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
|Screwdrive the thermal goggles to take out a powercell.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:B18_Defensive_Armor_crate.png]]{{Anchor|B18_Defensive_Armor_crate Kit}}&lt;br /&gt;
[[#B18_Defensive_Armor_crate|&#039;&#039;&#039;B18 Defensive Armor crate&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;B18 Defensive Armor crate containing the following:&#039;&#039;&#039;&lt;br /&gt;
|[[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|Should be used when repairing the B18 armor otherwise you&#039;ll go blind.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welder.gif]]&lt;br /&gt;
&#039;&#039;&#039;Welder&#039;&#039;&#039;&lt;br /&gt;
|Used to repair the B18 armor after combat&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crowbar.png]]&lt;br /&gt;
&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
|Can be used on B18 armor to remove the plasteel plates&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver.png]]&lt;br /&gt;
&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
| Can be used on B18 armor to remove firstaid injectors. &amp;lt;small&amp;gt;&#039;&#039;&#039;Currently you cannot put injectors back into the B18 armguard once taken out.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:B18_Experimental_Personal_Armour.png]]&lt;br /&gt;
[[#B18_Experimental_Personal_Armor|&#039;&#039;&#039;B18 Armor&#039;&#039;&#039;]]&lt;br /&gt;
| Protects your body.&lt;br /&gt;
{{B18 Experimental Personal Armor Stats}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Tool Usage:&#039;&#039;&#039;&lt;br /&gt;
*Weld to repair the armor after combat&lt;br /&gt;
*Crowbar to remove plasteel plates&lt;br /&gt;
*Screwdrive to remove firstaid injectors. &#039;&#039;&#039;Cannot cannot put injectors back into the B18 armguard once taken out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Internal Holdings:&#039;&#039;&#039;&lt;br /&gt;
*Contains storage 3 slots&lt;br /&gt;
*Holds 3 Plasteel plates&lt;br /&gt;
*Holds 4 firstaid injectors for usage during combat&lt;br /&gt;
|-&lt;br /&gt;
|[[File:B-18_helmet,_2.png]]&amp;lt;br&amp;gt;[[#B18_Helmet|&#039;&#039;&#039;B18 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
| Protects your head. Can be screwdrived to remove armor in favour of more vision.&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;B18 Armored Gloves&#039;&#039;&#039;&lt;br /&gt;
|They protect your hands.&lt;br /&gt;
 |}&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|Hoverpack}}[[File:Hoverpack.png|64px]]&lt;br /&gt;
[[#Hoverpack|&#039;&#039;&#039;Hoverpack&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
This prototype hoverpack allows marines to quickly jump over to strategic locations on the battlefield, at the cost of their backpack. &#039;&#039;&#039;You can change the settings with a screwdriver.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Hoverpack Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Strong Mode:&#039;&#039;&#039; &lt;br /&gt;
*Expends 5% Gas for 2 tiles of movement in any direction.&lt;br /&gt;
*6 meters per second&lt;br /&gt;
*Cooldown of 5 seconds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default Mode:&#039;&#039;&#039; &lt;br /&gt;
*Expends 5% Gas for 4 tiles of movement in any direction.&lt;br /&gt;
*5 meters per second&lt;br /&gt;
*Cooldown of 10 seconds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Mode:&#039;&#039;&#039; &lt;br /&gt;
*Expends 2.5% Gas for 6 tiles of movement in any direction. &lt;br /&gt;
*4.5 meters per second&lt;br /&gt;
*Cooldown of 5 seconds.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* MB-6 Folding Barricade&lt;br /&gt;
* M56D Mounted Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* MB-6 Folding Barricade&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with slugs&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Injector)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Squad_Medic|Squad Medic&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;UpgradedAdvanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Frontline Grenadier Kits&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner. &lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight Expedition Pack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight Expedition Pack|&#039;&#039;&#039;USCM Lightweight Expedition Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty IMP based backpack that can be slung around the front or to the side, and can quickly be accessed with only one hand. Usually issued to USCM intelligence officers. It is larger than normal sized bags and will hold 7 normal sized items.&lt;br /&gt;
This is the standard issue backpack for &#039;&#039;&#039;Intelligence Officers.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Squad_Smartgunner|&#039;&#039;&#039;USCM Squad Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Tactical Binoculars&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Tactical Binoculars}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Unused Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode). This item was used by Intelligence Officers while CM was using the DEFCON system.&lt;br /&gt;
You can&#039;t find it on the game anymore unless the admin spawned it.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
Gas masks are available in ColMarTech Automated Closets for all marines. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Rtobackpack.png]]&lt;br /&gt;
&lt;br /&gt;
[[#IMP Frame Mount|&#039;&#039;&#039;IMP Frame Mount&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|IMP Frame Mount}}&lt;br /&gt;
A wearable bell tower that slows down any enemy that gets within a 5x5 tile range around the user.&lt;br /&gt;
Takes up the backpack slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Rtobackpack.png]]&lt;br /&gt;
&lt;br /&gt;
[[#JIMP Frame Mount|&#039;&#039;&#039;JIMP Frame Mount&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|JIMP Frame Mount}}&lt;br /&gt;
A wearable flag that provides a small speed and accuracy buff for anyone that gets within a 5x5 tile range around the user.&lt;br /&gt;
Takes up the backpack slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Makes you feel drowsy and slower while wearing.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
XM4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Heat absorbent coif}}[[File:Heat_absorbent_coif.png|64px]]&lt;br /&gt;
[[#Heat absorbent coif|&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;]]&lt;br /&gt;
|A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Combat Boots}}[[File:Boots.png|64px]]&lt;br /&gt;
[[#Combat Boots|&#039;&#039;&#039;Combat Boots&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|SWAT Mask}}[[File:swat_mask.png|64px]]&lt;br /&gt;
[[#SWAT Mask|&#039;&#039;&#039;SWAT Mask&#039;&#039;&#039;]]&lt;br /&gt;
|A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M8 pattern armored balaclava}}[[File:PMC mask.png|64px]]&lt;br /&gt;
[[#M8 pattern armored balaclava|&#039;&#039;&#039;M8 pattern armored balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M8 pattern armored balaclava}}[[File:PMC SL Mask.png|64px]]&lt;br /&gt;
[[#M8 pattern armored balaclava|&#039;&#039;&#039;M8 pattern armored balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP armored commando balaclava}}[[File:UPP Mask.png|64px]]&lt;br /&gt;
[[#UPP armored commando balaclava|&#039;&#039;&#039;UPP armored commando balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
[[#M10 Pattern Marine Helmet|&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M10_technician_helmet.png|64px]]&lt;br /&gt;
[[#M10 Technician Helmet|&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M11Helm.png|64px]]&lt;br /&gt;
[[#M11 Pattern Leader Helmet|&#039;&#039;&#039;M11 Pattern Leader Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-S_helmet.png|64px]]&lt;br /&gt;
[[#M3-S Helmet|&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Ghillie-Coif.png|64px]]&lt;br /&gt;
[[#M45 Ghillie Helmet|&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M35_Helmet.png]]&lt;br /&gt;
[[#M35 Helmet|&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
[[#M3-G4 Helmet|&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MP_Helmet.png|64px]]&lt;br /&gt;
[[#Riot Helmet|&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
[[#M50 Tanker Helmet|&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
[[#B18 Helmet|&#039;&#039;&#039;B18 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM12 Pattern Intel Helmet.png|64px]]&lt;br /&gt;
[[#XM12 Pattern Radio Operator Helmet|&#039;&#039;&#039;XM12 Pattern Radio Operator Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MARSOC Helmet.png|64px]]&lt;br /&gt;
[[#M10 Pattern MARSOC Helmet|&#039;&#039;&#039;M10 Pattern MARSOC Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Cap.png|64px]]&lt;br /&gt;
[[#PMC Tactical Cap|&#039;&#039;&#039;PMC Tactical Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Sniper-Helmet.png|64px]]&lt;br /&gt;
[[#PMC Tactical Cap|&#039;&#039;&#039;PMC Tactical Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Beret.png|64px]]&lt;br /&gt;
[[#PMC Beret|&#039;&#039;&#039;PMC Beret&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC-Gunner-Helmet.png|64px]]&lt;br /&gt;
[[#PMC_Gunner_Helmet|&#039;&#039;&#039;PMC Gunner Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CommandoHelmet.png|64px]]&lt;br /&gt;
[[#M5X Helmet|&#039;&#039;&#039;M5X Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UM4Helm.png|64px]]&lt;br /&gt;
[[#UM4 Helmet|&#039;&#039;&#039;UM4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UPP-Armored-Cap.png|64px]]&lt;br /&gt;
[[#Armored UPP Cap|&#039;&#039;&#039;Armored UPP Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UH7Helm.png|64px]]&lt;br /&gt;
[[#UH7 Helmet|&#039;&#039;&#039;UH7 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UPP Beret.png|64px]]&lt;br /&gt;
[[#UPP Beret|&#039;&#039;&#039;UPP Beret&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Freelancer-Cap.png|64px]]&lt;br /&gt;
[[#Armored Freelancer Cap|&#039;&#039;&#039;Armored Freelancer Cap&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Freelancer-Beret.png|64px]]&lt;br /&gt;
[[#Freelancer Armored Beret|&#039;&#039;&#039;Freelancer Armored Beret&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:ArmoredCowl.png|64px]]&lt;br /&gt;
[[#Armored Militia Cowl|&#039;&#039;&#039;Armored Militia Cowl&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Bucket Helmet.png|64px]]&lt;br /&gt;
[[#Bucket|&#039;&#039;&#039;Bucket&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Dutch-Dozens-Helmet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Dutch&#039;s Dozen Helmet|&#039;&#039;&#039;Dutch&#039;s Dozen Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [https://cm-ss13.com/wiki/Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Dutch-Dozens-Cap.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Dutch&#039;s Dozen Cap|&#039;&#039;&#039;Dutch&#039;s Dozen Cap&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [https://cm-ss13.com/wiki/Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:HEFA Helmet.png|64px]]&lt;br /&gt;
[[#HEFA Helmet|&#039;&#039;&#039;HEFA Helmet&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_light_armor.png|64px]]&lt;br /&gt;
[[#M3-L Pattern Light Armor|&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&lt;br /&gt;
{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_heavy_armor.png|64px]]&lt;br /&gt;
[[#M3-H Pattern Heavy Armor|&#039;&#039;&#039;M3-H Pattern Heavy Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user&#039;s guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.&lt;br /&gt;
{{M3-H Pattern Heavy Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
[[#B12 Pattern Personal Armor|&#039;&#039;&#039;B12 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. This one is specifically made for the Squad Leaders. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-S_light_armor.png|64px]]&lt;br /&gt;
[[#M3-S Light Armor|&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-S Light Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-T_Light_Armour.png|64px]]&lt;br /&gt;
[[#M3-T Light Armor|&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-T Light Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-Sniper-Armor.png]]&lt;br /&gt;
[[#M45 Pattern Ghillie Armor|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M35 Armour.png]]&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M35 Armour Description}}&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M35 Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3G4_Grenadier_Armour.png|64px]]&lt;br /&gt;
[[#M3-G4 Grenadier Armor|&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-G4 Grenadier Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
[[#M2 Pattern Personal Armor|&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Warden_Armour.png|64px]]&lt;br /&gt;
[[#M3 Pattern Warden Armor|&#039;&#039;&#039;M3 Pattern Warden Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|  A well-crafted suit of M3 Pattern Armor typically distributed to Wardens.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Warden]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Chief_MP_Armour.png|64px]]&lt;br /&gt;
[[#M3 Pattern Chief MP Armor|&#039;&#039;&#039;M3 Pattern Chief MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|  A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Riot Armour.png|64px]]&lt;br /&gt;
[[#Riot Armor|&#039;&#039;&#039;Riot Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
* Cannot hold items.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; in riot situations. Also found in the Marshall&#039;s Office armory of Solaris Ridge and Prison Station.&lt;br /&gt;
{{Riot Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M56_Combat_Harness.png|64px]]&lt;br /&gt;
[[#M56 Combat Harness|&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;.&lt;br /&gt;
{{M56 Combat Harness Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Officer_Armor.png|64px]]&lt;br /&gt;
[[#M2 Pattern Officer Armor|&#039;&#039;&#039;M2 Pattern Officer Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Officer Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman| Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B18_Experimental_Personal_Armour.png|64px]]&lt;br /&gt;
[[#B18 Experimental Personal Armor|&#039;&#039;&#039;B18 Experimental Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Experimental Personal Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
[[#XM4 Pattern Radio Operator Armor|&#039;&#039;&#039;XM4 Pattern Radio Operator Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3-VL Pattern Vest Armor.png|64px]]&lt;br /&gt;
[[#M3-VL Pattern Vest Armor|&#039;&#039;&#039;M3-VL Pattern Vest Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MARSOC M3 Pattern Armor.png|64px]]&lt;br /&gt;
[[#MARSOC M3 Pattern Armor|&#039;&#039;&#039;MARSOC M3 Pattern Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavily customized suit of M3 armor. Used by MARSOC operators.&lt;br /&gt;
{{MARSOC M3 Pattern Armor Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4_Pattern_PMC_Armour.png|64px]]&lt;br /&gt;
[[#M4 Pattern PMC Armor|&#039;&#039;&#039;M4 Pattern PMC Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4_Pattern_PMC_Sniper_Armour.png|64px]]&lt;br /&gt;
[[#M4 Pattern PMC Sniper Armor|&#039;&#039;&#039;M4 Pattern PMC Sniper Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:PMC_M56_Combat_Harness.png|64px]]&lt;br /&gt;
[[#PMC_M56_Combat_Harness|&#039;&#039;&#039;PMC M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4_Pattern_PMC_Leader_Armour.png|64px]]&lt;br /&gt;
[[#M4 Pattern PMC Leader Armor|&#039;&#039;&#039;M4 Pattern PMC Leader Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:X-13_Apesuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M5X Exoskeleton Armor|&#039;&#039;&#039;M5X Exoskeleton Armor&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UM5_Personal_Armor.png|64px]]&lt;br /&gt;
[[#UM5 Personal Armor|&#039;&#039;&#039;UM5 Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:UH7_Heavy_Plated_Armor.png|64px]]&lt;br /&gt;
[[#UH7 Heavy Plated Armor|&#039;&#039;&#039;UH7 Heavy Plated Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Cuirass.png|64px]]&lt;br /&gt;
[[#Freelancer Cuirass|&#039;&#039;&#039;Freelancer Cuirass&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Hauberk.png|64px]]&lt;br /&gt;
[[#Colonial Militia Hauberk|&#039;&#039;&#039;Colonial Militia Hauberk&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CLF Partial Haurberk.png|64px]]&lt;br /&gt;
[[#Colonial Militia Partial Hauberk|&#039;&#039;&#039;Colonial Militia Partial Hauberk&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CLF Brace.png|64px]]&lt;br /&gt;
[[#Colonial Militia Brace|&#039;&#039;&#039;Colonial Militia Brace&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:CLF Vest.png|64px]]&lt;br /&gt;
[[#Colonial Militia Vest|&#039;&#039;&#039;Colonial Militia Vest&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Bulletproof_vest.png|64px]]&lt;br /&gt;
[[#Bulletproof Vest|&#039;&#039;&#039;Bulletproof Vest&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:D2_armored_vest.png]]&lt;br /&gt;
&lt;br /&gt;
[[#D2 Armored Vest|&#039;&#039;&#039;D2 Armored Vest&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [https://cm-ss13.com/wiki/Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:HEFA Knight Armor.png|64px]]&lt;br /&gt;
[[#HEFA Knight Armor|&#039;&#039;&#039;HEFA Knight Armor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Image Goes Here.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Name of Image goes here&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:FieldSurgicalBed.png&amp;diff=20806</id>
		<title>File:FieldSurgicalBed.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:FieldSurgicalBed.png&amp;diff=20806"/>
		<updated>2021-08-11T03:42:28Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: Vanagandr uploaded a new version of File:FieldSurgicalBed.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The folding surgery table. Next best thing to an operating table for field surgery.&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:FieldSurgicalBed.png&amp;diff=20805</id>
		<title>File:FieldSurgicalBed.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:FieldSurgicalBed.png&amp;diff=20805"/>
		<updated>2021-08-11T03:41:02Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: The folding surgery table. Next best thing to an operating table for field surgery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The folding surgery table. Next best thing to an operating table for field surgery.&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=20804</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=20804"/>
		<updated>2021-08-11T03:39:17Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: /* Communication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = CMO.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]] / [[Executive Officer]]&lt;br /&gt;
|unlock = Six hours as a [[Doctor]].&lt;br /&gt;
|duties = Oversee the Medical/Science Department. Heal people to full recovery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [https://cm-ss13.com/wiki/Surgery Surgery], [http://cm-ss13.com/wiki/Chem_Guide Guide to Chemistry]&lt;br /&gt;
|description = You are a civilian, and are not subject to follow military chain of command, but you do work for the USCM.&amp;lt;br&amp;gt;&lt;br /&gt;
You have final authority over the medical department, medications, and treatments.&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the doctors and nurses are doing their jobs and keeping the marines healthy and strong.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer (CMO)&#039;&#039;&#039; is &#039;&#039;&#039;responsible for the overall health of ALL staff&#039;&#039;&#039; on the [[USS Almayer]]. That means you should be in medical at all times, ensuring patients get treated so they can go out to get hurt again. Your job also includes overseeing the research department, which is usually [[Researcher|some researcher]] working on...  Nothing! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You also have some limited authority over the [[Squad Medic|Combat Medics]], as you have absolute say (except if the [[Commanding Officer]],XO or aCO overrules you) over all medical procedures on and off of the Almayer.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Upon mission start you&#039;ll find yourself in the medical department in the centre of the ship. Report for duty on the command channel &#039;&#039;&#039;(:v)&#039;&#039;&#039; and then ask for the medical personnel to report in on the medical channel &#039;&#039;&#039;(:m)&#039;&#039;&#039; so you can gauge your workforce and effectively distribute them tasks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Communication====&lt;br /&gt;
When playing as the CMO you&#039;ll want to keep in contact with the medics (Note that they can get a medical radio key for their headset so they should have access to the medical channel) asking if they require any medical supplies. Make sure the pilots or medics are telling you when wounded are coming up (as the medevac system can bring back two wounded every few minutes and they can come up on the alamo) so you can have a [[Doctor|doctor]] on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. If you find that the operating theatres and autodoc aren&#039;t enough and that you need to conduct more surgeries, then you can ask Requisitions to order you a surgery crate and conduct your surgery on a field surgical bed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Duties ====&lt;br /&gt;
Here is a basic list of your duties:&lt;br /&gt;
* Treating injured marines&lt;br /&gt;
* Overseeing the Medbay&lt;br /&gt;
* Overseeing the Almayer Doctors and Researchers&lt;br /&gt;
* Advising the Commander on matters of Health and Wellness&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
To accomplish your task, High Command has supplied you with the latest and greatest in corporate medical technology!&lt;br /&gt;
In Medical, you should be able to find:&lt;br /&gt;
* Two cryogenic cells.&lt;br /&gt;
* Two Chemistry departments (Upstairs and downstairs).&lt;br /&gt;
* Four operating theatres, with a fifth upstairs in the morgue that is meant for autopsies. &lt;br /&gt;
* Two autodoc medical systems.&lt;br /&gt;
* A sleeper.&lt;br /&gt;
* Four body scanners.&lt;br /&gt;
* A handful defibrillators.&lt;br /&gt;
* A ton of medical kits!&lt;br /&gt;
* A bunch of other supplies which can be vended from the medical vendors.&lt;br /&gt;
&lt;br /&gt;
===Your Skillset===&lt;br /&gt;
[[File:CMO_skillset.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
===Additional Reading===&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=10868 The Medbay Commandments]&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Doctor&amp;diff=20803</id>
		<title>Doctor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Doctor&amp;diff=20803"/>
		<updated>2021-08-11T03:38:50Z</updated>

		<summary type="html">&lt;p&gt;Vanagandr: /* Field Deployment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = MD.png&lt;br /&gt;
|jobtitle = Almayer Doctor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|unlock = Three hours as Nurse.&lt;br /&gt;
|duties = Heal severely injured marines, do surgery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [http://cm-ss13.com/wiki/Surgery Surgery], [http://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
|description = You are a civilian, and are not subject to follow military chain of command, but you do work for the USCM.&amp;lt;br&amp;gt;&lt;br /&gt;
You are tasked with keeping the marines healthy and strong, usually in the form of surgery.&amp;lt;br&amp;gt;&lt;br /&gt;
You are also an expert when it comes to medication and treatment. If you do not know what you are doing, adminhelp so a mentor can assist you.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Doctor, I can&#039;t feel my legs!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I know, we amputated them!&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;― A Patient and a Doctor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Squad Medic]] can bandage a wounded marine, but sometimes the situation is so bad that the Marine should be taken from combat back to the Almayer. That&#039;s where you, the &#039;&#039;&#039;Almayer Doctor&#039;&#039;&#039; comes, safe in your medbay on the Almayer, you&#039;ll be doing all the things normal field medics can&#039;t do.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
Your job as a &#039;&#039;&#039;Almayer Doctor&#039;&#039;&#039; is &#039;&#039;&#039;to heal what the [[Squad Medic|Combat Medics]] can&#039;t&#039;&#039;&#039;. You will be responsible for:&lt;br /&gt;
* Treating major wounds and infections&lt;br /&gt;
* Operating on patients in need of major surgeries&lt;br /&gt;
* Concocting medicine as required&lt;br /&gt;
* Handling triage&lt;br /&gt;
&lt;br /&gt;
You answer to the &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, and should follow their instructions and advice at all times, however if the  [[Commanding Officer]] gives you an order it takes priority over the Chief Medical Officers. In the event that you are planning to deploy for field surgery remember that the CMO has to agree to send you planetside. You also share a department with the [[Researcher|Research team]], who usually keep to themselves upstairs, but they will occasionally make a medicinal breakthrough.&lt;br /&gt;
&lt;br /&gt;
=== Tools of the Trade ===&lt;br /&gt;
----&lt;br /&gt;
The Almayer doctor is given a number of trusty tools to assist him or her in their duty, which is, being a doctor! These tools include:&lt;br /&gt;
* Two cryogenic cells&lt;br /&gt;
* A chemistry laboratory&lt;br /&gt;
* An autodoc medical system&lt;br /&gt;
* Four operating theaters&lt;br /&gt;
* One sleeper&lt;br /&gt;
* Six cryogenic freezers (For placing players who have left the game into)&lt;br /&gt;
* Four body scanners&lt;br /&gt;
* A ton of medical kits, defibrillators and a bunch of other supplies in the vendors&lt;br /&gt;
* Multiple IVs and a supply of blood bags&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m a doctor! Now what? ===&lt;br /&gt;
----&lt;br /&gt;
At the beginning of each round, you will have 20-30 minutes to prepare the Medbay before injured marines start showing up. During this time, you won&#039;t have many injuries to tend with, so it is best to try to prepare for the flood of casualties in Medbay by doing &#039;common tasks&#039; detailed below. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common tasks that help improve the effectiveness of your medical environment:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Medbay Cryo Updated.png|thumb|]] &amp;lt;br /&amp;gt;Switch the cryogenic cells on by clicking on each individual tank (circled in yellow) to open the cryogenic interface.The gas cooling system (circled in green) cools the cryogenic cells, while the pressure tank (circled in red) maintains pressure in the cells which is required for them to function effectively. &lt;br /&gt;
You are able to customize the power and target temperature for the cryogenic cells, but the default configuration is the most efficient. (As an additional improvement, you can alter the cryogenic cells individually with different chemicals, loadable by removing the existing beakers and inserting new beakers filled with your designer chemicals.)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IVdrip.png|thumb]]Set up the IV drips. || [[File:Bloodtypes table.jpg|thumb]]&lt;br /&gt;
|IV drips are used to provide patients with blood. To use them, take a blood pack (or a beaker, if you want to inject chemicals) and use it on the IV drip to load it. After loading the IV drip, pull it to be adjacent to your patient and click-and-drag the IV drip to your patient&#039;s body. You should get a message that the IV drip was attached. &#039;&#039;&#039;MAKE SURE THAT THE BLOOD IS COMPATIBLE WITH YOUR PATIENT. (See attached chart)&#039;&#039;&#039; When in a hurry, use O- blood. (all blood types can take O- blood) ||&lt;br /&gt;
|Always unattach the IV drip from the patient if he is about to be moved away. Patients will take minor brute damage if you pull them away while they are still attached. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor-Chem.png|400px]] Produce Chemicals at the circled red workstation, and at the circled yellow station make them into pills. || Squad medics have access to the medical communications channel through a medical key available in their lockers. They will likely request that you provide them with certain chemicals as a part of their preparation routine; the chemvendors in the lab share energy with eachother, at times the Researcher might help. Always provide these medications in pill form in a labeled pill bottle. You are authorized to distribute requested &amp;lt;b&amp;gt;beneficial&amp;lt;/b&amp;gt; medicine in pill form to Squad Medics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Please refer to the [http://cm-ss13.com/wiki/Chem_Guide chemistry guide] for details of what is available to create, please see [[Rules|Server Rules]] &amp;amp; [[Marine Law|Marine Law]] for an idea of what is illegal to distribute. Also understand the [[Standard Operating Procedure]] as it applies to Doctor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medibot.png|64px]] Medibots || As a doctor, you are able to construct medibots. Medibots are automated robots designed to assist in triaging the department, or for quick administration of drugs. By default, their injection is 15 Tricordrazine synthesized inside the medibot itself. To see how create a medibot, click [[Guide_to_construction#Other|here]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Surgery ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Prepared-OR.png|400px]] The Upper Left Operating Room, prepared for surgery. Red circle around the surgical tool storage, Yellow circle around the Operating Table || As the round progresses, your main role will be to administer aid to the individuals that visit the Medbay. Since Squad Medics can patch up and resolve minor injuries, marines will typically only visit the Medbay if they have a severe internal injury that requires surgery. As such, it is critical to triage cases properly. Because surgery is a time-consuming process with many separate steps, it is important to be educated on [[Surgery|how to conduct surgery]].  &lt;br /&gt;
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=== Field Deployment ===&lt;br /&gt;
Generally, at least one doctor will deploy from the Almayer to the FOB or an APC for field surgery duty. As a field surgeon, you are expected to be performing surgery duties in a secure area, not fighting on the front-line.&lt;br /&gt;
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You may be deploying on a hospital APC - these have most of the amenities of medbay. If not, make sure you bring a surgical tray, painkillers (such as Oxycodone injectors), and a field surgical bed to perform your surgeries on. Of course, fortunes of war may force you to bail out of the APC, so it doesn&#039;t hurt to bring anesthetics and a field bed anyway.&lt;br /&gt;
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Many maps also have medical departments on the colony, which if repaired, offer shipside Medbay levels of utility.&lt;br /&gt;
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Practice diagnosing patients without using the big medical scanner - you may not have access to one in the field. Do not leave your patients with organ damage, internal bleeding, or broken bones after surgery.&lt;br /&gt;
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=== General Guidance ===&lt;br /&gt;
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Nobody likes to wait in the Medbay while they are injured and unconscious. As a doctor, you need to organize your activities and manage your workflow efficiently in order to process patients quickly and reduce the time that everyone has to wait. This can become especially important if you are the only doctor actively conducting surgery. It&#039;s equally important to have a thick skin, because most players will be irritated that they were injured to start with. &lt;br /&gt;
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Remember that you can restock empty injectors, bottles and medical supplies in the medical vendors by click-dragging them back onto it, or by clicking the injector/bottle in hand to re-fill it. This makes them usable again. Pill bottles are not restockable in this manner.&lt;br /&gt;
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Your actions will have a large impact upon whether or not the marines will be victorious, because your ability to do surgery influences the number of active marines currently engaged in combating the alien menace. Do your job well, but remember - this is not a chore. Perform your duties at your own pace, and most importantly remember to breathe and have fun. &amp;lt;br /&amp;gt;&lt;br /&gt;
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===Efficiency Tips===&lt;br /&gt;
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* Before conducting surgery, always check the body scan of the patient and have it readily available in your mind. If you are unable to remember the scan, don&#039;t fret, you can just examine your patient and read up on the saved scan data again for reassurance.&lt;br /&gt;
* If the patient has low blood levels and also requires surgery, give them the IV drip &#039;&#039;&#039;while&#039;&#039;&#039; they are on the surgery table.&lt;br /&gt;
* Print mechanical limbs early on in the surgery procedure, or before patients need them, so they are ready immediately when you need them.&lt;br /&gt;
* Remember that - thanks to improved technology - you just need to put the patient on a surgery table, then drag his sprite onto the surgery table to hook him up with anesthetics for your operation to commence. Be sure though that there&#039;s an anesthetic tank loaded up beforehand!&lt;br /&gt;
* The [[Surgery#Incision_Management_System|&#039;&#039;&#039;Incision Managment Tool&#039;&#039;&#039;]] is a godsend when it comes to state of the art surgery procedures. Use this instead of the usual way of a scalpel and retractor. The IMT does all three steps (incision, retracting and bleeder clamping) in one click!&lt;br /&gt;
* For a single patient, conduct all required surgeries at once. This reduces the number of times you need to pick up surgery tools. &#039;&#039;&#039;For example:&#039;&#039;&#039; If a patient has internal bleeding, heart/lung damage, a broken ribcage and shrapnel, cut open his chest, treat the IB with [[Surgery#Fix-O-Vein|Fix-O-Vein]], use a [[Surgery#Hemostat|Hemostat]] to remove the shrapnel, then use a [[Surgery#Advanced_Trauma_Kit|trauma kit]] for the organ damage, retract the skin, use bone gel and the bone setter for the bones and close him up. Done! You can also refer to this [[Surgery#Combining_Surgeries|Guide]] here!&lt;br /&gt;
* Don&#039;t fight with the other doctors over the operating rooms. Simply wait for it to get vacant instead of arguing with the people around you.&lt;br /&gt;
* If a patient does not succumb to anesthesia when you hook him onto the surgery table, check for a collapsed lung! Patients with this type of injury usually suffer from oxygen damage which prevents them from falling asleep. In that case, administer a dosage of Dexalin+ to bridge the time till you fix the lungs.&lt;br /&gt;
* If you need to quickly fix an OD, you can perform a Potassium Purge. To do so, add Water to an injector (syringe, hypo, etc). Add Potassium to an injector (syringe, hypo, etc) &#039;&#039;&#039;NOT THE SAME INJECTOR, DO NOT MIX&#039;&#039;&#039;. Inject your patient first with the Water, and then with the Potassium; inject at least 5 units of each, otherwise, it will not work. All chemicals in your patient, beneficial, detrimental, or otherwise, will immediately be removed from their system.&lt;br /&gt;
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===Your Skillset===&lt;br /&gt;
[[File:Doctor_skill_set.png]]&lt;br /&gt;
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To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
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===Guides===&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?1463-Doctor-101 Doctor 101] by grinkgo on 04-14-2019&lt;/div&gt;</summary>
		<author><name>Vanagandr</name></author>
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