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Combat Technician: Difference between revisions

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(added steps for constructing m56d frame)
Line 839: Line 839:
* [[File:Wrench.png|32px]] Wrench for rotating.
* [[File:Wrench.png|32px]] Wrench for rotating.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Welder.gif|32px]] Welder for repairing.
* If the mount is destroyed or lost, it can be reconstructed
** [[File:Plasteel.png|32px]] Construct 5 plasteel rods with Plasteel,
** [[File:Metal.png|32px]] Apply 10 Metal,
** [[File:Welder.gif|32px]] Weld the assembly to complete
  |}
  |}



Revision as of 00:20, 19 July 2019

MARINE
CombatEngi.png
Squad Engineer Squad engineer icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Set up defenses, babysit big guns, open doors and spam barbed wire.
Guides: Construction, Guide to Engineering
Unlock Requirements: Not available.
Detailed Description:
|__________|
You have the equipment and skill to build fortifications, reroute power lines, and bunker down.

Your squaddies will look to you when it comes to construction in the field of battle.

As the squad engineer you answer to the acting squad leader. Special circumstances may change this.
|__________|


But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they'll come in handy. ―Corporal Hicks, Aliens

As a Squad Engineer, your main goals will be fixing power, getting through doors, and setting up fortifications for a FOB (Forward Operating Base) that'll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.

Squad Engineer

You'll have two different playstyles you can experiment with. One, as a FOB building and Utility Engineer, who sets up defences and makes sure power is running. The second way to play Engineer is to be a Combat Engineer, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.


Surplus Vendor.png Automated Closet Surplus Vendor.png

Equipment: Description:
Jumpsuit.png
USCM Marine Uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Boots.png
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
M10 pattern marine helmet.png
M10 Pattern Marine Helmet
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's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

Gloves.png
USCM Combat Gloves
Standard issue insulated marine tactical gloves.
Headset.png
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
Goggles.png
Welding Glasses
Standard issue engineering welding glasses. Wear on eyes for best effect.
MRE.png

MRE

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.
Armor: Description:
M3 light armor.png

M3 Light Armor

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.
M3 Pattern Personal Armor.png

M3 Pattern Marine Armor

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.
M3 heavy armor.png

M3 Heavy Armor

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's mobility.
Backpack: Description:
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

It is standard gear for most of the USCM. Holds 5 normal size items.

USCM infantry backpack.png

USCM Lightweight IMP Backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
L44 M37A2 scabbard.png

L44 M37A2 Scabbard

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.
Welderpack.png

USCM Technician Welderpack

A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use.

Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel.

Belt: Description:
M276 Pattern Toolbelt Rig.png
M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
Pouch: Description:
Const-pouch.png
Construction Pouch
Designed to holster construction materials.
Explarge-pouch.png
Explosive Pouch
Container designed to hold up to three grenades or other explosives.
Tool Pouch.png
Tools Pouch
Designed to hold all your different types of tools.
Electronics-pouch.png
Electronics Pouch
Designed to hold all your electronic needs as an engineer.
Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Flare-pouch.png
Flare Pouch
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
Aid-pouch.png
First Aid Pouch
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships.
Pistol-mag-pouch-large.png
Large Pistol Magazine Pouch
Pouch able to hold pistol magazines.
Pistol-pouch.png
Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories: Description:
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Mask: Description:
File:Gas mask.png
Gas Mask
A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. Impairs the vision of the user to only see a few tiles in each direction.


Entrenching Tool Unfolded.png Automated Equipment Rack CombatEngi.png

Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.

Equipment: Description:
C4.png
Plastique Explosive
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.

Combat Engineers and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4.

Sandbag Empty.png
Sandbags x25
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Powercell.png
High Cap Power Cell
Used for powering various devices that require power. 10,000W.
Entrenching Tool Unfolded.png
Entrenching Tool
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Lightreplacer.png
Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Limited charges.
Equipment: Description:
Metal.png
Metal x10
Cost: 5 Points
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Plasteel.png
Plasteel x10
Cost:7 Points
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
Sandbag Empty.png
Sandbags x25
Cost:10 Points
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Circuitboard.png
Airlock Electronics
Cost:2 Points
Used in the construction or maintenance of a door.
Entrenching Tool Unfolded.png
Entrenching Tool
Cost:2 Points
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Mini Extinguisher.pngMini Extinguisher
Costs:5 points
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Powercell.png
High Capacity Power Cell
Cost:3 Points
Used for powering various devices that require power. 10,000W.
Incingrenade.png
Incendiary Grenade
Cost:6 Points
Used for setting an area ablaze as area denial.
M20 mine box.png
M20 Mine Box
Cost:18 Points
A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.
Deployment and Deactivation:
How To Deploy A Mine:
  • Take a M20 mine out of the box with an empty hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand.

Keep in mind that any mob that enters the mine's tile, or the tile it's facing, living or dead, will cause the mine to detonate unless they have an appropriate USCM/Company ID.

How To Deactivate Mines:

  • Multitool.png Use a multitool on the deployed mine.
Tactics:
  • Deploy the mines at where marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
  • The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
  • Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
  • Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
Multitool.png
Multitool
Cost:4 Points
Used to hack doors/vendors along with disabling mines.
C4.png
Plastique Explosive
Cost:5 Points
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Circuitboard.png
Power Control Module
Cost:2 Points
Used in the construction or maintenance of Area Power Networks (APC).
Range Finders.png
Range Finders
Cost:10 Points
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 to target something.
Magazine: Description:
M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:6 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png
M39 Extended Magazine
Costs:6 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M40 HEDP.png

M40 HEDP Grenade
Costs:10 points

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.

Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade
Costs:10 points

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
M4A3-AP-mag.png
M4A3 Armor Piercing Magazine
Costs:6 points
Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
M4A3 extended mag.png
M4A3 Extended Magazine
Costs:6 points
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armor Piercing Magazine
Costs:6 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-extended-mag.png
M41A Extended Magazine
Costs:6 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
L41A extended mag.png
L42A Extended Magazine
Costs:6 points
Holds thirty five (35) 10x20mm rounds. Holds more ammunition than the standard magazines.
L41A AP mag.png
L42A Armor Piercing Magazine
Costs:6 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
SU6 Smart Pistol Magazine.png
SU6 Smart Pistol Magazine
Costs:6 points
Holds fifteen (15) rounds. Has specially made bullets for IFF capabilities.
Attachment: Benefits: Drawbacks:
Angled Grip.pngAngled Grip
Costs:6 points


Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Extended barrel.pngExtended Barrel
Costs:6 points


Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Gyro.pngGryoscopic Stabilizer
Costs:6 points


Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread
Both:
  • Moderately decreased firing speed
L41ACstock.pngL42A-MK1 Synthetic Stock
Costs:6 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving
Wielded:
  • None
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Laser sight.png
Laser Sight
Costs:6 points
Wielded:
  • Slightly increases accuracy
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None
Undershot.png
U7 Underbarrel Shotgun
Costs:6 points
Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
M37 stock.png
Shotgun Stock
Costs:6 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
M41astock.png
M41A Skeleton Stock
Costs:6 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Quickfire.png
Quickfire Adapater
Costs:6 points
Both:
  • Moderately increases firing speed
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
  • Moderately increases spread
Recoil compensator.png
Recoil Compensator
Costs:6 points
Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy
Both:
  • Moderately decreases damage
Reddot.png
Red Dot Sight
Costs:6 points
Wielded:
  • Greatly increases accuracy
One Handed:
  • Slightly increases accuracy
One Handed:
  • Slight decrease in accuracy for moving.
Smg Stock.png
Submachinegun Stock
Costs:6 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
Supressor.png
Suppressor
Costs:6 points
Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Forwardgrip.pngVertical Grip
Costs:6 points


Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving

Defensive Equipment Vendor.png Engineer System Vendor SentryGun.png

You'll have to choose what defensive equipment to vend. You can only pick one so it’s worth discussing with your fellow engineer (if you have one) for the one that best suits your squads needs. For a comparison between the M56D and the Sentry, see the latest replies in
M56D vs. sentries.
Equipment: Description:
Token.png
Marine Engineer Support Coin
A single special issue coin that allows you to select one of three unique support guns. Vend the coin then insert the coin into the vendor to unlock the defensive equipment.
SentryGun.png
UA 571-C Sentry Gun
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer'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. Comes with various options, such as 6-round burst fire, single shot and the ability to take control of it. Has 500 bullets.


Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Construction and Maintenance:
How To Construct It:
  • Plasteel.png Construct Turret Frame with Plasteel,
  • Wrench.png Wrench it,
  • CableCoils.png Apply Cable,
  • Turret Piece.png Add Turret Piece,
  • Metal.png Apply Metal,
  • Welder.gif Weld it,
  • Turret Sensor.png Add Turret Sensor,
  • Click on the sentry with an empty hand to open the control interface and turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Crowbar.png Crowbar for taking out power cell (after turning off).
  • Screwdriver.png Screwdriver for rotating the sentry (after turning off).
  • Welder.gif Welder for repairing.
  • If the sentry is knocked over click on it with an empty hand to right it.
  • During its construction, you can examine the half-finished Sentry to see what part is missing.
M56D.png
M56D Mounted Smartgun
A deployable mounted smartgun that fires specialized tungsten rounds for increased armor penetration. The M56D HMG is an emplacement that a marine will have to man to fire it. M56D does not have IFF features, allowing it to friendly fire. Burst fire can be toggled with Ctrl-click while you're manning it. Holds 700 rounds.
Construction and Maintenance:
How To Construct It:
  • Click on the mount once it's in your hand,
  • Screwdriver.png Screwdriver it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Maintenance:

  • To toggle burst fire, Ctrl-click the M56D while you are manning it
  • Screwdriver.png Screwdriver for disassembling.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.
  • If the mount is destroyed or lost, it can be reconstructed
    • Plasteel.png Construct 5 plasteel rods with Plasteel,
    • Metal.png Apply 10 Metal,
    • Welder.gif Weld the assembly to complete
M402 Mortar.png
M402 Mortar
Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Only a single M402 Mortar can be vended by ANY Engineering automated vendor. Meaning there can only be a maximum of 1 Mortar picked between all four squads.
Ammunition:
80mm Flare Shell.png

80mm Flare Shell

Deploys a flare to the target area which can't be melted or destroyed however it doesn't last as long as traditional flares.
80mm Flash Powder Shell.png

80mm Flash Powder Shell

Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.
80mm Smoke Shell.png

80mm Smoke Shell

Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.
80mm High Explosive Shell.png

80mm High Explosive Shell

Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.
80mm Napalm Shell.png

80mm Napalm Shell

Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
80mm Fragmentation Shell.png

80mm Fragmentation Shell

Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
Usage:
  • Anyone with Trained level of engineering can deploy the Mortar but you'll need Expert level of engineering to use it.
  • Recruit a squad member to be your spotter and make sure they have tactical binoculars.
  • Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then Ctrl Click an enemy position and wait, once the binoculars beep you'll be given coordinates in chat.
  • Upon receiving the longitude and latitude coordinates, enter them into the Target section.

Note: After entering in a target the mortar will fire upon being loaded.

  • Load a flare shell and after it has fired notify your spotter to inform you of any corrections that need to be given. For more accurate spotter adjustments it's better to fire a smoke/flash shell as they both only leave an explosion mark on the impacted tile.
  • Once the spotter has relayed the corrections to you, enter them into the Dial section.

Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.

  • Keep firing on that position until new coordinates are given.

Example: The flare lands and the spotter notices that it missed the targetted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.


Dialing Graph:


Mortar Graph.jpg

Equipment and Gear

Metal and Sandbags

At round start, there are 10 plasteel sheets and 25 metal sheets in the prep room. Plasteel is an expensive but very resistant material at your disposal. More can be purchased at your equipment closet or as supplies start trickling in through the ASRS, you maybe able to acquire more. Don't hoard loads of building supplies otherwise you might find fellow Squad Engineers unable to perform their jobs.

Linking Plasteel Barricades Plasteel Barricade.gif

You can link plasteel barricades together with a crowbar. This is can used for making a gate for the tank. It requires at least 2 plasteel barricades facing the same direction and same state in order for it to work.

Your Gear

Get your gear from the Squad Engineer prep room. Most notable gear are:

  • Goggles.png Welding Goggles are used to avoid eye damage when welding. Remember to flip them down before you start.
  • Webbing.png Webbings is spawned with your jumpsuit to allow you the quality of storage. Holds 3 normal size items.
  • Insulated Gloves.png The gloves in your locker are insulated gloves. If you lose them, get another pair from the vendor.
  • For backpacks, you can choose from these two out of the vendor:
    • Welderpack.png Welderpack that holds 5 normal size items with 260 units of welding fuel.
    • Engineering backpack that holds 7 normal size items.
  • M276 Pattern Toolbelt Rig.png Toolbelt, see the table below for details:
Toolbelt tools
Item: Function
Screwdriver.png
Screwdriver
Used for securing and unsecuring sentries, also used to open maintenance panels for hacking.
Welder.gif
Blowtorch
Used for cutting through walls and fixing sentries. Has 20 units of fuel inside. Refillable with fuel tank, welder pack or welding tank (turn off before refilling).
Crowbar.png
Crowbar
Used for Opening unpowered doors and displacing girders so you can move them.
Wrench.png
Wrench
Used for securing most objects to the ground including girders,vendors, also has another use to rotate sentries. Easily the most used tool in your arsenal.
CableCoils.png
Cable coil
Used for fixing robotics and diverting power to other areas.
Multitool.png
Multitool
Used to hack doors/ vendors along with disabling mines.
Wirecutters.png
Wirecutter
Used for cutting cable coil and barbed wire, and mending it.


In the field

Power and T-Comms

Upon the first deployment, you are likely to be tasked to either fixing the Power, fixing the T-Comms (APC) or FOB duty.

Overcoming obstacles

  • Crowbar.png Use a crowbar to pry open powered down doors.
  • Hack doors to open previously locked passageways.
  • C4.png C4 doors/walls if you don't have time to hack/deconstruct.


Lighting up the place

Fix the APC's and replace broken lights with the light replacer along the way as you advance.

Floodlight Repair

While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch Colony Floodlight Switch.gif), the xenomorphs will have most likely broken floodlights around the place which you'll need to fix. To fix a floodlight you'll want to use the following steps:

Broken Floodlight.png = Screwdriver -> Crowbar -> Welder -> Cable Coil -> Screwdriver

  • Floodlight can be unwrenched and be moved around.


Make use of vendors

  • Wrench.png Use a wrench to move useful vendors like medical vendor to a FOB then Hack them to allow medics and marines to vendor the items.

Securing flanks/supply route

It's crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply might be limited under certain circumstance so you can't barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that can Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they can potentially block bullets as well, resulting in a potential cover for aliens.

Your flanks are a vital part of your frontlines, FOBs and supply lines. The enemy will always try to find a way to breach your vulnerable locations and pick off your fellow team mates. If you think they can breach into your vulnerable flanks or supply lines, secure it.

In the Front

This is where the combat engineer shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.

  • Build the barricades inward for more firing space and bigger kill zone
  • Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)
  • Distant the barricades to enemies' nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat
  • Build the barricades with marines standing one tile behind in mind


Barricade Layout: Description:
Killingzone.png The original barricade line makes a small chokepoint which can't effectively utilise the full power of the marines in the area; to fix this the barricade defence could've been constructed on the red line to allow for additional marines to fire or even further back on the blue line to use the xenos cover against them and create a two tile chokepoint, while also keeping the defending marines at a safe distance.


✔ Large kill zone.

✔ Forces the enemy into the choke point.

✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push)

✔ Marines standing one tile behind the barricaded position so they can't be slashed but can still hold the barricade itself.

Inward3.png This is an example of what not to do when constructing a barricade position.

By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.

Inward4.png This is an example of what you should do when constructing a barricade position.

By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.


Frontline FOB/Outpost

A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn't need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.

Secured barricade line

Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.

Unsecured barricades

Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines' push, you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.

Barricade as marines push

Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it's much safer to build it just behind the front then move them to the front (See this table for how to move barricades).

Robotic limbs repairing

Target the damaged limb and use:

  • Welder.gif Blowtorch for brute damage.
  • CableCoils.png Cable coils for burn damage.


FOB Duty

As an Engineer on FOB duty, you'll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you'll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round.

The Construction page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for an engineer to build around the FOB, or elsewhere.

Principles

Ghost and see where isn't vital after FOB has fallen
One breach is all it takes
One is enough
Fancy and bad

You don't always need a mega FOB

LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, Hunters/Runners are likely to focus on marine's unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to secure flanks/supply route.

Barricade where enemy can't bypass

While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades in where they don't matter (not part of the supply route/no marine will be there), you will do Xeno a favour as there will be fewer defences in where that do matter.


It is the weakest point that matters

It doesn't matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.


Use materials wisely

Plasteel is expensive, 40 points for 30 plasteel (6 doors) vs. 20 points for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.

A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by

  • Welder.gif Use blowtorch on the vents/doors. (Goggles.png Flip down before you start.)
  • Wrench.png Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays don't block Runner).
  • Then build barricades behind them if it's high threat and if you can spare the supplies.



FOB Construction Quick Tips

Barricade Placement

Barricade Placement Description
WIKIFOB.png

This is an example of what not to do when constructing a defensive position.

In the picture on the left, you'll see that the xenomorphs can hit the barricade without being shot due to its forward position and as such the xeno will be able to break through and kill that marine with ease.

WIKIFOB2.png

This is an example of what you should do when constructing a defensive position.

To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot xenomorphs who are attacking them.


Barbed Wire

Barbed Wire.pngBarbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.

Barbed Wire Tactics Description
Barbedwirenone.png
In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade.
Barbedwireyes.png

Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over.


FOB Space

How To: Fob Space Description
BadFOBspace.png

This is an example of what not to do when constructing a defensive position.

In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to:

  • Friendly fire.
  • Shuffling of positions.
  • Preventing wounded marines from entering.
  • Hindering the movement of supplies.
Goodmovement.png

This is an example of what you should do when constructing a defensive position.

In the picture you'll see that the FOB has ample space to move which means:

  • The reduction of friendly fire.
  • Less shuffling of positions.
  • Ease of access for wounded traffic.
  • Free movement of supplies.


Fixing Breaches in Defences

Fixing Defensive Breaches Description
Bad breaches.png

This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly and will give you less time to react if multiple Xenos decide to push the defensive line.

FIXINGBREACHES.png

This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that it shows the optimal way of repairing a breach in your defenses if Xenos are nearby.

To perform this fixing maneuver, you'll want to:

  • Build (or unsecure for redeployment) a barricade a few tiles back,
  • Screwdriver.pngScrewdriver the freshly built barricade,
  • Wrench.pngWrench it, to allow it to be moved,
  • Pull the barricade (Ctrl + Click or open up the right click menu) and then pull it to the tile below you (By clicking on the tile), and then finally the breached tile as demonstrated in the photo.
  • Wrench then screwdriver the barricade to secure it again.


This will force the xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it's weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.


Misc. FOB tips

Fob Tips Description
Windows.png

In the picture you'll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades.
Windows as a defence:

  • Provides no firing lines
  • Weak

In summary, avoid using them as a defence.

Frontnotbehind.png
If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don't block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades do nothing to hinder the aliens' attack.
Repairingbarricades.png

Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't heavily damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades. Note that if a barricade is too damaged, you will be unable to fix it.

Each time you repair a barricade, it will consume one unit of welder fuel.

Alighdoors.png

Align the plasteel barricades to reduce traffic jam.

Doortoside.png
Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering.
Middle door traffic jam.gif
Maze barricades bad.png

Maze-like barricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel.

Fortifications of the Trade

Fortification Material Function
Snow barricade.png
Snow Barricade
3 Snow PilesSnow pile.png A very weak barricade constructed from snow piles with a snow shovel. It's better than thin air at least.

Deconstruct: Snow shovel.png Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged).

WoodenBarricade.png
Wood Barricade
5 Wooden Planks Planks.png Used for a hasty defense against aliens. Mostly seen prespawned. Can be repaired with additional wooden planks at any damaged condition.

Deconstruct: Bash the wooden barricade to break it. Give back 3 wooden planks Planks.png.

Metal Barricade.png
Metal Barricade
4 MetalMetal.png The least durable among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.

To unsecure: Screwdriver.png -> Wrench.png (To secure: Wrench.png -> Screwdriver.png) Deconstruct: Screwdriver.png -> Wrench.png -> Crowbar.png

Sandbag Full.png
Sandbags
5 SandbagsSandbag Empty.png Dig up dirt with an entrenching tool to fill up the empty sandbags. Second most durable fortification, the shortest build time by far, and can built by any marines. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags.

Deconstruct: Entrenching Tool Unfolded.png Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).

Plasteel barricade.png
Plasteel Barricade
5 PlasteelPlasteel.png Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged.

To unsecure: Screwdriver.png -> Wrench.png (To secure: Wrench.png -> Screwdriver.png) Deconstruct: Screwdriver.png -> Wrench.png -> Crowbar.png

Barbed Wire.png
Barbed Wire
2 MetalMetal.png Makes the barriade more durable and prevent them to be pounced and climbed over. Damages mobs that melee attack without a weapon. Deconstruct: Wirecutters.png Use wirecutter to remove Barbed Wire from barricade.
Wall.png
Wall
12 Metal Used to fully block off an area. See Guide to construction for how to construct and deconstruct.


Your Skillset

Engineer skill set.png

To find out about how the skill system works head over to the skills system page.

Guides