More actions
Line 97: | Line 97: | ||
[[File:TechWebs-Transition-Unlocked-T2.png]] | [[File:TechWebs-Transition-Unlocked-T2.png]] | ||
''' | '''Upgrade to Next Tech Tier''' | ||
</center> | </center> | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
Line 105: | Line 105: | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
Unlocks the next set of techs to be purchased. | |||
'''Warning: PURCHASING THIS WILL DISABLE PREVIOUS REBUYABLE TECHS''' | '''Warning: PURCHASING THIS WILL DISABLE PREVIOUS REBUYABLE TECHS''' | ||
Revision as of 15:05, 11 March 2021
Overview
Marine Techwebs are unlockable upgrades that improve the overall effectiveness of the marines on the ground. In order to access them they must be deployed via orbital supply drop pods. The Squad Radio Telephone Operators will call them down, allowing marines to access different types of upgrades for themselves.
How to get Points?
Currently, points will generate passively gaining 1 point every minute. Though passive point generation will increase every 20 minutes by 1. So after 20 minutes have passed, passive point gain will reach 2 points every minute and so on and so forth.
In future there will be other ways for the team to gain points, but as of now, it will be passive.
Techs: Tier One
The starting techs that allow you to give the marines an initial boost at the start of the operation.
Techwebs: | Description: | Unlocks: |
---|---|---|
Squad Engineer Combat Zone Support |
Gives upgraded composite (deployable) cades to regulars. Gives squad engineers a mod kit for their deployable.
Requires an RTO; deployed via droppod. |
Gives Squad Engineers a defensive structure modification kit that transforms their sentries, Teslas and etc, into alternate versions of them. Costs: 15 Points |
Squad Medic Combat Zone Support |
Gives medics to use powerful tools to heal marines.
Requires an RTO; deployed via droppod. |
Gives Squad Medics access to one stack Upgraded Advanced Trauma/Burn Kits, Pill gun and 3 Nanosplints. Non Squad Medics get Ointment or a Roll of Gauze. Costs: 15 Points |
Modular Armour Upgrade Kit |
Marines get access to plates they can put in their uniforms that act as temporary HP. Ceramic plates will have higher temp HP, but break after 1 use; metal plates break into scrap that can be combined to form improvised plates that are almost as good. |
Provides marines with armoured plates that will completely block damage. Once broken, they no longer block damage. Costs: 15 Points |
Requisitions Budget Increase |
Grant an increased budget towards Requisitions. |
Grants 20,000 dollars towards Requisition's budget.
Costs: 10 Points |
Dropship Fabricator Budget Increase |
Grant an increased budget towards the Dropship Fabricator. |
Grants 20,000 dollars towards the Dropship Fabricator's budget.
Costs: 10 Points |
Techs: Tier Two
Techwebs: | Description: | Unlocks: |
---|---|---|
Upgrade to Next Tech Tier |
Progress to the next tier of techs. You must have at least purchased two permanent techs of the previous tier to unlock |
Unlocks the next set of techs to be purchased. Warning: PURCHASING THIS WILL DISABLE PREVIOUS REBUYABLE TECHS Costs: 10 Points |
Combat Implants |
Marines get access to combat implants to improve their ability to function. Requires an RTO; deployed via droppod. |
Provides 4 options to get 2 implants that vastly improve marine combat capabilities. Costs: 25 Points |
Combat Stimulants |
Marines get access to combat stimulants to assist them in their activities. Requires an RTO; deployed via droppod. |
Gives 3 options to get a pack of 3 stimulants that last 5 minutes. Speed: Vastly Improves your speed with tramadol levels of painkilling. Endurance: Makes you immune to bones and organs being broken. Brain: Makes you near immune to stuns, allowing you to recover from them near instantly as well as negating neurotoxin effects entirely. Costs: 25 Points |
Enhanced Antibiologicals |
Marines get access to limited-use kits that can convert ammo magazines into the specified ammo. Requires an RTO; deployed via droppod. |
Provides a choice of 5 ammo types: Incendiary Buckshot: Grants 5 handfuls of Incendiary Buckshot in a box. Incendiary Slugs: Grants 5 handfuls of Incendiary Slugs in a box. Incendiary Ammo Kit: Allows full non-specialist standard issue magazines to be converted into their incendiary variants. Wall-Piercing Ammo Kit: Allows full non-specialist standard issue magazines to be converted into wall piercing ammo variants that does exactly what it says on the tin. Allowing bullets to pass up to 6 non-indestructible walls and people. 'Toxin Ammo Kit: Allows full non-specialist standard issue magazines to be converted into toxin ammunition. This ammo type temporarily reduces the armour of an alien per hit. Costs: 25 Points |
Additional OB - HE |
Requisition additional High Explosive Orbital bombardment ammunition and accompanying fuel cells for it. |
Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up. Costs: 5 Points |
Additional OB - Cluster |
Requisition additional Cluster Orbital bombardment ammunition as well and accompanying fuel cells for it. |
Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up. Costs: 5 Points |
Additional OB - Incendiary |
Requisition additional Incendiary Orbital bombardment ammunition as well and accompanying fuel cells for it. |
Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up. Costs: 5 Points |