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Combat Technician: Difference between revisions

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|stafftype = MARINE
|stafftype = MARINE
|imagebgcolor = lightgrey
|imagebgcolor = lightgrey
|img = CombatEngi.png
|img = USCM_Squad_Engie.png
|jobtitle = Squad Engineer|difficulty = Medium
|jobtitle = Combat Technician [[File:Squad_engineer_icon.png]]
|superior = Squad Leader
|difficulty = Medium
|duties = Set up defenses, babysit sentry guns, open doors and spam barbed wire.
|rank = Lance Corporal
|superior = [[Squad Leader]]
|unlock = One hour as any squad role.
|duties = Set up defenses, babysit big guns, open doors and spam barbed wire.
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]
}}
|description = You have the equipment and skill to build fortifications, reroute power lines, and bunker down.<br>Your squaddies will look to you when it comes to construction in the field of battle.}}
''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.''
''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''
―Corporal Hicks, ''Aliens''


As a '''Squad Engineer''', you main goals will be '''fixing power''', '''getting through doors''', and '''setting up fortifications for a FOB (Forward Operating Base)''' that'll be used for defence and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.
As a '''Combat Technician''', 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.
 
=Combat Technician=
 
You'll have two different playstyles you can experiment with. One, as a FOB building and '''Utility Technician''', who sets up defences and makes sure power is running. The second way to play technician is to be a '''Combat Technician''', 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.
<center>
 
 
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==
 
</center>
 
<tabs>
<tab name="Standard Equipment">
 
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Equipment:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;" |[[File:jumpsuit.png|64px]]<br>'''USCM Marine Uniform'''
|style="border: 2px solid black; padding: 5px;" |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Boots.png|64px]]<br>'''USCM Combat Boots'''
|style="border: 2px solid black; padding: 5px;"| Standard issue combat boots used by the USCM for combat situations.
 
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M10_technician_helmet.png|64px]]<BR>'''M10 Technician Helmet'''
|style="border: 2px solid black; padding: 5px;"| {{M10 Technician Helmet}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]]<br>'''USCM Combat Gloves'''
|style="border: 2px solid black; padding: 5px;"| Standard issue insulated marine tactical gloves.
 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]]<br>'''USCM Headset'''
|style="border: 2px solid black; padding: 5px;"| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:MRE.png|64px]]
 
'''MRE'''
|style="border: 2px solid black; padding: 5px;"| 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.
|}
</tab>
<tab name="Armor">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Armor:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:M3 light armor.png]]
 
'''M3-L Pattern Armor'''
|style="border: 2px solid black; padding: 5px;" |{{M3-L Pattern Light Armor}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]]
 
'''M3 Pattern Marine Armor'''
|style="border: 2px solid black; padding: 5px;"|{{M3 Medium Armor}}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]]
 
'''M3 EOD Pattern Heavy Armor'''
|style="border: 2px solid black; padding: 5px;" |{{M3 EOD Armor}}
|-
 
|}
</tab>
<tab name="Backpacks">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Backpack:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]
 
'''H5 Pattern M2132 Machete Scabbard'''
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
|-
 
|style="border: 2px solid black; padding: 5px;" |[[File:Technician_backpack.png]]
 
'''Technician Backpack'''
|style="border: 2px solid black; padding: 5px;" |A standard-issue backpack worn by USCM technicians.
 
Has to be held in one hand to access items inside. Holds 7 normal size items. 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Technician_satchel.png]]
 
'''Technician  Satchel'''
|style="border: 2px solid black; padding: 5px;"| A heavy duty chestrig used by some USCM technicians.
 
It is standard gear for most of the USCM. Holds 5 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:L44_M37A2_scabbard.png]]
 
'''L44 M37A2 Scabbard '''
|style="border: 2px solid black; padding: 5px;"| 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.
 
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Welderpack.png|64px]]
 
'''Technician Welderpack'''
|style="border: 2px solid black; padding: 5px;"|{{USCM Technician Welderpack}}
 
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Weldersatchel.png|64px]]
 
'''Technician Welder-Satchel'''
|style="border: 2px solid black; padding: 5px;"|{{USCM Technician Welder-Satchel}}
|}
</tab>
<tab name="Belts">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Belt:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
{{G8-A General Utility Pouch}}
|-
{{M276 pattern ammo load rig}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern General Pistol Holster Rig'''
|style="border: 2px solid black; padding: 5px;"|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.
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for '''Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]'''.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M39_holster_rig.png|64px]]<br>'''M276 Pattern M39 Holster Rig'''
|style="border: 2px solid black; padding: 5px;"| 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't a very common sight and is only specially issued.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M44_holster_rig.png|64px]]<br>'''M276 Pattern M44 Holster Rig'''
|style="border: 2px solid black; padding: 5px;"| 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.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M82F flare gun holster rig.png|64px]]<br>'''M276 Pattern M82F Holster Rig'''
|style="border: 2px solid black; padding: 5px;"| 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.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Shotgun_belt.png|64px]]<br>'''Shotgun Shell Load Rig'''
|style="border: 2px solid black; padding: 5px;"| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_mortar_operator_belt.png|64px]]<br>'''M276 pattern mortar operator belt'''
|style="border: 2px solid black; padding: 5px;"| A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.
Holds 4 mortar shells of any kind and reserves a slot for a pistol.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M40_HEDP.png|64px]]<br>'''M276 Pattern M40 Grenade Rig'''
|style="border: 2px solid black; padding: 5px;"| 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.
It is the standard rig for '''Frontline Grenadier Kits'''.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]<br>'''M276 Pattern Toolbelt Rig'''
|style="border: 2px solid black; padding: 5px;"|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 technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.
|}
</tab>
<tab name="Pouches">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Pouch:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Const-pouch.png|64px]]<br>'''Construction Pouch'''
|style="border: 2px solid black; padding: 5px;" |Designed to holster construction materials.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Refillable Injectors)'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-refil}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Splints, Gauze, Ointment)'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-splints}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Pill Packets)'''
|style="border: 2px solid black; padding: 5px;"|{{aid-pouch-packet}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Electronics-pouch.png|64px]]<br>'''Electronics Pouch (Full)'''
|style="border: 2px solid black; padding: 5px;"|Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
Contains 6 slots.
{| border="1" class="wikitable style="width: 20%;"
|[[File:Circuitboard.png|48px]]
[[#Circuitboards|'''Circuitboards''']]
||[[File:Powercell.png|48px]]
[[#Powercells|'''Powercells''']]
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Explarge-pouch.png|64px]]<br>'''Explosive Pouch'''
|style="border: 2px solid black; padding: 5px;"| Container designed to hold up to three grenades or other explosives
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch'''
|style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Pistol-mag-pouch-large.png|64px]]<br>'''Large Pistol Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"| Pouch able to hold pistol magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Medmag-pouch.png|64px]]<br>'''Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"|{{Magazine Pouch Description}}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Shell-pouch.png|64px]]<br>'''Shotgun Shell Pouch'''
|style="border: 2px solid black; padding: 5px;"| A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Medium-gen-pouch.png|64px]]<br>'''Medium General Pouch'''
|style="border: 2px solid black; padding: 5px;"| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Pistol-pouch.png|64px]]<br>'''Pistol Pouch'''
|style="border: 2px solid black; padding: 5px;"| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Tool_Pouch.png|64px]]<br>'''Tools Pouch (Full)'''
|style="border: 2px solid black; padding: 5px;"| Designed to hold all your different types of tools.
</tab>
<tab name="Accessories">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Accessories:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Shoulder_Holster.png|64px]]
 
'''Shoulder Holster'''
|style="border: 2px solid black; padding: 5px;"|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
|-
|style="border: 2px solid black; padding: 5px;" | [[File:Webbing.png|64px]]<br>'''Webbing'''
|style="border: 2px solid black; padding: 5px;" | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
|-
|style="border: 2px solid black; padding: 5px;" | [[File:Brown_webbing_vest.png|64px]]<br>'''Brown Webbing Vest'''
|style="border: 2px solid black; padding: 5px;" | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
|-
|style="border: 2px solid black; padding: 5px;" | [[File:Black_webbing_vest.png|64px]]<br>'''Black Webbing Vest'''
|style="border: 2px solid black; padding: 5px;" | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
|-
|style="border: 2px solid black; padding: 5px;" | [[File:Drop_Pouch.png|64px]]<br>'''Drop Pouch'''
|style="border: 2px solid black; padding: 5px;" | A convenient pouch to carry loose items around. Able to hold 2 large items.
</tab>
 
<tab name="Masks">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Mask:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |{{Gas Mask}}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif'''
|style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}}
|}
</tab>
</tabs>
 
 
<center>
 
==[[File:Entrenching_Tool_Unfolded.png|64px]] Automated Equipment Rack [[File:CombatEngi.png|64px]]==
 
 
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.
 
{| style="width: 73%; border: none"
| <tabs>
<tab name="Essential Engineer Set">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastique Explosive'''
|style="border: 2px solid black; padding: 5px;" |{{C4 Description}}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Sandbag_Empty.png|64px]]<br>'''Sandbags x25'''
|style="border: 2px solid black; padding: 5px;" |Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
 
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Metal.png|64px]]<br>'''Metal x50'''
|style="border: 2px solid black; padding: 5px;" |Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Plasteel.png|64px]]<br>'''Plasteel x40'''
|style="border: 2px solid black; padding: 5px;"| A forty (40) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.  


|-
|style="border: 2px solid black; padding: 5px;" |[[File:Powercell.png|64px]]<br>'''High Cap Power Cell'''
|style="border: 2px solid black; padding: 5px;" |Used for powering various devices that require power. 10,000W.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Entrenching_Tool_Unfolded.png|64px]]<br>'''Entrenching Tool'''
|style="border: 2px solid black; padding: 5px;" |Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Lightreplacer.png]]<br>'''Light Replacer'''
|style="border: 2px solid black; padding: 5px;" |Can be used to instantly replace broken lights with fresh new ones. Limited charges.
|}
</tab>
<tab name="Handheld Defences">


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. Another way to play Engineer is to be a '''Combat Engineer''', breaching walls, hacking open doors, and repairing robotic limbs on the field. Both are as good as the other, but too much of one is bad. Make sure there is an FOB that will be able to be defended, and if there is one, make sure marines will be able to effectively make it from building to building.
{| style="border: 2px solid black;
----
 
==Equipment and Gear==
! style="background-color:#A9A9A9;"|'''Structures:'''
===Sentry and M56D===
! style="background-color:#A9A9A9;"|'''Description:'''
As an Engineer, you'll have many things you'll be able to pick up. To start off, we'll talk about engineer coin items. As you can only pick one, discuss with your fellow engineering comrade for the one that best suits your needs.
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Defensive Equipment:
! style="background-color:#A9A9A9;" |Description:
|-
|-
|[[File:SentryGun.png|64px]]<br>'''UA 571-C Sentry'''
|style="border: 2px solid black; padding: 5px;"| [[File:SentryGun.png|64px]]<br>'''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 burst fire, single shot and the ability to take control of it. Has 500 bullets.
|style="border: 2px solid black; padding: 5px;"| 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. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.
 


{| border="1" class="mw-collapsible mw-collapsed"
{| border="1" class="mw-collapsible mw-collapsed"
  |+ style="text-align:left;"|'''Ammunition:'''
  |+ style="text-align:left;"|'''Ammunition:'''
  |[[File:RotatingAmmoDrum_.png|64px]]<br>M30 Box Magazine (10x28mm Caseless)  
  |width=150|[[File:M30_Ammo_Drum.png]]
  |Contains 500 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
'''M30 Ammo Drum (10x28mm Caseless)'''
  |Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
  |}
  |}


{| border="1" class="mw-collapsible mw-collapsed"
{| border="1" class="mw-collapsible mw-collapsed"
  |+ style="text-align:left;"|'''Construction and Maintenance:'''
  |+ style="text-align:left;"|'''Deployment and Maintenance:'''
  | '''How To Construct It:'''
  |width=150| '''How To Deploy It:'''
* [[File:Plasteel.png|32px]] Construct Turret Frame with Plasteel,
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
* [[File:Wrench.png|32px]] Wrench it,
* Simply click on the sentry gun to turn it on.
* [[File:CableCoils.png|32px]] Apply Cable,
* Add Turret Piece,
* [[File:Metal.png|32px]] Apply Metal,
* [[File:Welder.gif|32px]] Weld it,
* Add Turret Sensor,
* Add bigger battery if needed.
* Click on the sentry with an empty hand to open the control interface.


'''Maintenance:'''
'''Maintenance:'''
* [[File:Screwdriver.png|32px]] Screwdriver for unsecuring the sentry, making it moveable.
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.
* [[File:Wrench.png|32px]] Wrench for rotating (after turning off).
<!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). -->
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Welder.gif|32px]] Welder for repairing.
* If the sentry is knocked over click on it with an empty hand to right it.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
  |}
  |}


|-
|-
![[File:M56D.png|64px]]<br>M56D Mounted Smartgun
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Flamer-Sentry-Gun.png|64px]]<br>'''UA 42-F Sentry Flamer'''
|The M56D HMG is an emplacement that a marine will have to man in order to fire it. It fires heavier smartgun bullets that have increased penetration, at the downside of being immobile and not having IFF, allowing it to '''friendly fire'''. With CTRL-Click, you'll be able to toggle on burst fire. Holds 700 rounds.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.
 


{| border="1" class="mw-collapsible mw-collapsed"
{| border="1" class="mw-collapsible mw-collapsed"
  |+ style="text-align:left;"|'''Construction and Maintenance:'''
  |+ style="text-align:left;"|'''Ammunition:'''
  | '''How To Construct It:'''
|width=150|[[File:M30_Ammo_Drum.png]]
* Click on the mount once it's in your hand,
'''Sentry Incinerator Fuel Tank'''
* [[File:Wrench.png|32px]] Wrench it,
|A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
* Mount the Gun,
|}
* [[File:Screwdriver.png|32px]] Screwdriver it,
 
* Apply Ammo Drum.
{| border="1" class="mw-collapsible mw-collapsed"
* Drag the gun on yourself to man it
|+ style="text-align:left;"|'''Deployment and Maintenance:'''
  |width=150| '''How To Deploy It:'''
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
* Simply click on the sentry gun to turn it on.


'''Maintenance:'''
'''Maintenance:'''
* To toggle burst fire, '''Ctrl-click''' the M56D before manning it
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.
* [[File:Screwdriver.png|32px]] Screwdriver for disassembling.
<!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). -->
* [[File:Wrench.png|32px]] Wrench for rotating.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
  |}
  |}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Tesla-Coil.png|64px]]<br>'''21S Tesla Coil'''
|style="border: 2px solid black; padding: 5px;"| 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'll be zapped and disabled.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Deployment and Maintenance:'''
|width=150| '''How To Deploy It:'''
* Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.
* Simply click on the Tesla Coil to turn it on.
'''Maintenance:'''
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.
  |}
  |}
===Your Gear===
 
Get your gear from the Squad Engineer prep room. Most notable gear are:
|-
* [[File:Goggles.png|32px]] Welding Goggles, flipped it down before using blowtorch to avoid eye damage.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Defence-Flag.png|64px]]<br>'''JIMA Planted Flag '''
* [[File:Webbing.png|32px]] Get Webbing from the vendor, apply to your jumpsuit. Holds 3 normal size items.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
* [[File:Insulated_Gloves.png|32px]] The gloves in your locker are insulated gloves. If you lost them, get another pair from vendor.
 
* For backpack, you can choose from these two from vendor:
** [[File:Welderpack.png|32px]] Welderpack that holds 5 normal size items with 260 welding fuel.
** Engineering backpack that holds 7 normal size items.
* [[File:M276_Pattern_Toolbelt_Rig.png|32px]] Toolbelt, see the table below for details:
{| border="1" class="mw-collapsible mw-collapsed"
{| border="1" class="mw-collapsible mw-collapsed"
  |+ style="text-align:left;"|'''Toolbelt tools '''
  |+ style="text-align:left;"|'''Deployment and Maintenance:'''
! style="background-color:#A9A9A9;"|Item:
|width=150| '''How To Deploy It:'''
! style="background-color:#A9A9A9;"|Function
* Activate the Flag in your hand. The tile in front of your character must be in an open space.
* Simply click on the Flag to turn it on.
 
'''Maintenance:'''
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Flag, making it moveable.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.
|}
|-
|-
|[[File:Screwdriver.png|48px]]<br>'''Screwdriver'''||Used for securing and unsecuring sentries, Also used to hack doors.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Sentry Upgrade Kit'''<br> [[File:sentry_upgrade_kit.png|64px]]<br> Cost: 15 Points
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Allows the combat technician to upgrade their chosen handheld defense into the below upgrades:
 
{{Sentry Upgrades}}
 
 
</tab>
<tab name="Engineering Supplies">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-
|-
|[[File:Welder.gif|48px]]<br>'''Blowtorch'''||Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
|style="border: 2px solid black; padding: 5px;"| [[File:Circuitboard.png|64px]]<br>'''Airlock Electronics'''<br>Cost:2 Points
|style="border: 2px solid black; padding: 5px;"| Used in the construction or maintenance of a door.
|-
|-
|[[File:Crowbar.png|48px]]<br>'''Crowbar'''||Used for Opening unpowered doors and displacing girders so you can move them.
|style="border: 2px solid black; padding: 5px;"| [[File:Circuitboard.png|64px]]<br>'''APC Circuit Board'''<br>Cost:2 Points
|style="border: 2px solid black; padding: 5px;"| Used in the construction or maintenance of Area Power Networks (APC).
|-
|-
|[[File:Wrench.png|48px]]<br>'''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.
|style="border: 2px solid black; padding: 5px;"| [[File:Entrenching_Tool_Unfolded.png|64px]]<br>'''Entrenching Tool'''<br>Cost:2 Points
|style="border: 2px solid black; padding: 5px;"| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
|-
|-
|[[File:CableCoils.png|48px]]<br>'''Cable coil'''||Used for fixing robotics and diverting power to other areas.
|style="border: 2px solid black; padding: 5px;"| [[File:Powercell.png|64px]]<br>'''High Capacity Power Cell'''<br>Cost:3 Points
|style="border: 2px solid black; padding: 5px;"| Used for powering various devices that require power. 10,000W.
|-
|-
|[[File:Multitool.png|48px]]<br>'''Multitool'''||Used to hack doors/ vendors along with disabling mines.
|style="border: 2px solid black; padding: 5px;" |[[File:Metal.png|64px]]<br>'''Metal x10'''<br>Cost: 5 Points
|style="border: 2px solid black; padding: 5px;" |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Plasteel.png|64px]]<br>'''Plasteel x10'''<br>Cost:7 Points
|style="border: 2px solid black; padding: 5px;"| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.  
|-
|-
|[[File:Wirecutters.png|48px]]<br>'''Wirecutter'''||Used for cutting cable coil and barbed wire, and mending it.
|style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastic Explosive'''<br>Cost: 3 Points
|}
|style="border: 2px solid black; padding: 5px;" |{{C4 Description}}
 
===Vendor===
{| class="wikitable"
! style="background-color:#A9A9A9;"|Item
! style="background-color:#A9A9A9;"|Function
|-
|-
|[[File:Incingrenade.png|48px]]<br>'''M40 HIDP Incendiary Grenade (2x)''' ||Used for setting an area ablaze as area denial.
|style="border: 2px solid black; padding: 5px;" |[[File:Breaching_Charge.png]]<br>'''Breaching Charge'''<br>Cost: 5 Points
|style="border: 2px solid black; padding: 5px;" |An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side.
|-
|-
|[[File:C4.png|48px]]<br>'''C4 (4x)''' ||Used for exploding through walls or through people. Mostly used to blow into the CIC to mutiny.
|style="border: 2px solid black; padding: 5px;"|[[File:Range_Finders.png|64px]]<br>'''Range Finder'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|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's Longitude and Latitude coordinates will be displayed in a pop up menu
|-
|-
|[[File:M20_mine_box.png|48px]]<br>'''Minebox (1x)'''||Used for exploding aliens who run over it. Mostly used for killing survivors and exploding dead aliens. Contains 4 mines.
|style="border: 2px solid black; padding: 5px;"|[[File:Tactical_Binoculars.png|64px]]
{| border="1" class="mw-collapsible mw-collapsed"
 
|+ style="text-align:left;"|'''Deployment and Deactivation:'''
'''Laser Designator'''<br> Costs:15 points
| '''How To Deploy A Mine:'''
|style="border: 2px solid black; padding: 5px;"|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.
* 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,
{| border="1"
* Face the tile you want the mine to detect enemies on,
|+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
* Click on the mine in your active hand.
|
'''Keep in mind that any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate, unless they have an appropriate ID, an example being that the crew of the USS Almayer won't set off armed mines.'''
 
*'''Rangefinder Mode:''' After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for '''Mortars''' and '''Orbital Bombardments'''


'''How To Deactivate Mines:'''
*'''CAS Mode:''' 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.  
* [[File:Multitool.png|48px]] Use a multitool on the deployed mine.
|}
|}
|-
|-
|[[file:Circuitboard.png|48px]]<br>'''Circuit  Boards (10x)'''|| Used for fixing various things that need circuit boards, such as airlocks, APCs, and or air alarms.  
|style="border: 2px solid black; padding: 5px;"| [[File:Sandbag_Empty.png|64px]]<br>'''Sandbags x25'''<br>Cost:10 Points
|style="border: 2px solid black; padding: 5px;"| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
|-
|-
|[[File:mesons.png|48px]]<br>'''Optical Mesons (2x)'''||Used for seeing the layout through walls.
|style="border: 2px solid black; padding: 5px;" |[[File:Powercell.png|64px]]<br>'''Super Cap Power Cell'''<br>Cost:10 Points
|style="border: 2px solid black; padding: 5px;" |Used for powering various devices that require power. 20,000W.
|-
|-
|[[File:Lightreplacer.png|48px]]<br>'''Light Replacer (2x)'''||Used to replace lightubes and light bulbs quickly. 50 uses, feed with glass to refill.
|style="border: 2px solid black; padding: 5px;"| [[File:Goggles.png|64px]]<br>'''Welding Goggles'''<br>Costs:5 Points
|style="border: 2px solid black; padding: 5px;"| A pair of Welding Goggles. Goes on the eyes slot.
|-
|-
|[[File:Entrenching Tool Unfolded.png|48px]]<br>'''Entrenching Tool (3x)'''||Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
|style="border: 2px solid black; padding: 5px;" |[[File:MiniFuelTank.png]]<br>'''ES-11 Mobile Fuel Canister'''<br>Cost: 4 Points
|style="border: 2px solid black; padding: 5px;" |A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel.  
|}
</tab>
<tab name="Explosives">
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>
 
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|[[file:powercell.png|48px]]<br>'''High-Capacity Powercell (10x)'''|| Used for powering various devices that require power. 10,000W.
{{TabsItem
|}
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.


==Tasks as an Engineer==
'''Costs 18 points.'''
----
|Icon = hedp_packet
|Title = M40 HEDP High Explosive Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.


=== Power Duty ===
'''Costs 18 points.'''
|Icon = hidp_packet
|Title = M40 HIDP Incendiary Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.


As an Engineer, you'll be given a various amount of duties. Generally one of the first two duties is FOB or Power Duty. To setup power, you'll want to locate the geothermal generators [[File:Geothermal.png]] and assess the damage. Depending on the sprite, the generator will need different steps:
'''Costs 18 points.'''
|Icon = hpdp_packet
|Title = M40 HPDP White Phosphorus Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.


[[File:Geothermal_Destroyed.png]] = [[File:Welder.gif|link=|Welder]] -> [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]
'''Costs 9 points.'''
|Icon = hsdp_packet
|Title = M40 HSDP Smoke Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.


[[File:Geothermal_Broken.png]] = [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]
'''Costs 18 points.'''
|Icon = agm_airburst_packet
|Title = M74 AGM-Frag Airburst Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.


[[File:Geothermal_Damaged.png]] = [[File:Wrench.png|link=|Wrench]]
'''Costs 18 points.'''
|Icon = agm_incendiary_airburst_packet
|Title = M74 AGM-Incendiary Airburst Packet
}}
|-
{{TabsItem
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.


With this done, you'll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting '''input to 250,000W''' and '''output to 200,000W'''. This'll ensure that they are recieving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective.
'''Costs 10 points.'''
|Icon = agm_smoke_airburst_packet
|Title = M74 AGM-SmokeAirburst Packet
}}
|-
{{TabsItem
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] smoke grenades.


'''Costs 20 points.'''
|Icon = hornet_packet
|Title = M74 AGM-Hornet Airburst Packet
}}
|-
{{TabsItem
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.


====Floodlight Repair====
'''Costs 18 points.'''
While you may have fixed the power for the colony, 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:
|Icon = M20_mine_box
|Title = M20 Mine Box
}}
|-
{{TabsItem
|Description = Contains one MFHS metal foam grenade.


'''Costs 5 points.'''
|Icon = Metal_Foam_Grenade
|Title = M40 MFHS Metal Foam Grenade
}}
|-
|}


[[File:Broken_Floodlight.png]] = [[File:Screwdriver.png|link=|Screwdriver]] -> [[File:Crowbar.png|link=|Crowbar]] -> [[File:Welder.gif|link=|Welder]] -> [[File:CableCoils.png|link=Cable Coil]] -> [[File:Screwdriver.png|link=|Screwdriver]]
</tab>
<tab name="Special Ammunition">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Magazine:'''
! style="background-color:#A9A9A9; width:800px;"|'''Description:'''
|-


|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:6 points
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:6 points
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''<br> Costs:6 points
|style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]]<br>'''M41A Extended Magazine'''<br> Costs:6 points
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M4RA-AP-mag.png|64px]]<br>'''M4RA Armor Piercing Magazine'''<br> Costs:6 points
|style="border: 2px solid black; padding: 5px;"| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.


=== Hacking ===
|}
</tab>
<tab name="Restricted Firearms">


Hacking sounds a lot harder than it actually is. To begin hacking a machine, follow these steps:
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>


# Open its maintenance panel if possible with a screwdriver.
{| style="border: 2px solid black; class="mw-collapsible"
# If you have them on hand, you'll want to equip insulated gloves of some kind to protect against shock.
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:'''
# You will need a multitool and/or wirecutter to manipulate the internal wires. Click on the machine to open the menu with your chosen tool (Multitool/Wirecutter) then cut/pulse each wire until you get the desired result. Memorize the wire which produced that outcome for future reference; the wire functions are listed below.
! style="background-color:#A9A9A9;"|'''Description:'''
|-
{{TabsItem
|Description = {{VP78 Guncase}}


'''Costs 8 points.'''
|Icon = weaponcase
|Title = VP78 Pistol
}}
|-
{{TabsItem
|Description = {{Smartpistol Guncase}}


If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
'''Costs 12 Points.'''
|Icon = weaponcase
|Title = SU-6 Smartpistol
}}
|-
{{TabsItem
|Description = {{Incinerator Guncase}}


'''Costs 12 Points.'''
|Icon = weaponcase
|Title = M240 Incinerator Unit
}}
|-
{{TabsItem
|Description = {{HPR Guncase}}


The most common reason to hack by far is to depower and wrench open a door with the crowbar.
'''Costs 18 points.'''
|Icon = weaponcase
|Title = M41AE2 Heavy Pulse Rifle
}}
|-
{{TabsItem
|Description = {{M79 Guncase}}


'''Costs 24 points.'''
|Icon = weaponcase
|Title = M79 Grenade Launcher
}}
|-
{{TabsItem
|Description = {{M56D Guncase}}


It should be noted that the wires which govern a machine's functions will be randomized each round, but are the same for all machines of the same type.  
'''Costs 24 points.'''
|Icon = weaponcase
|Title = M56D Heavy Machine Gun


}}
|}
</tab>
<tab name="Utilities">


Lastly, it should be noted that you can rig wires with signallers that will pulse the wire they're attached to when emitting or receiving as a multitool. This can be used to create traps, such as closing and bolting a door, shocking it, or causing it to open and close rapidly. These traps will often serve to confine an enemy in a disadvantageous place where it cannot escape. This often works best when the target is forced to remain within the line of fire of a sentry.
<center><big>'''Note:You have 45 points to spend on additional items.'''</big></center>


{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Extra Items:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:MedicHud.png|64px]]


There are several categories of machines you can hack. These are listed and included first to last in order of importance:
'''SensorMate Medical HUD'''<br> Costs:12 points
|style="border: 2px solid black; padding: 5px;"|{{Sensormate_Description}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses).  
|-
|style="border: 2px solid black; padding: 5px;"|[[File:RollerBed.png|64px]]


'''Roller Bed'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"|Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation
*To fold it, drag it to yourself when not occupied
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Fulton_Device.png|64px]]


====Airlock Wire Functions====
'''Fulton Device'''<br> Costs:5 points
# '''ID wire''': ''Pulsing'' will flash the 'access denied' red light; ''cutting'' will prevent anyone from opening the door if it's a restricted door; otherwise, it does nothing.
|style="border: 2px solid black; padding: 5px;"|A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.
# '''AI control wire''': ''Pulsing'' will flash the 'AI control light' off temporarily; ''cutting'' will prevent the AI and cyborgs from accessing and controlling the door. Generally useless on Colonial Marines.
|-
# '''Main power wires''' (Test light wires): ''Pulsing'' will turn off the 'test light' and kill the power for 10 seconds; ''cutting'' will turn off the test light and make the door unusable until auxiliary power comes on. While a door is depowered, you can wrench it open with the crowbar.
|style="border: 2px solid black; padding: 5px;"|[[File:B12_Pattern_Personal_Armour.png|64px]]
# '''Backup power wire''': ''Pulsing'' will turn off the 'test light' kill the power for 10 seconds if the main power is out, otherwise, nothing. ''Cutting'' will obviously disable the backup power. There are two of these.
# '''Bolt control wire''': ''Pulsing'' will toggle the bolts; ''cutting'' will drop the bolts.
# '''Door control wire''': If the door is ID restricted, this is pretty much useless. If not, ''Pulsing'' will open/close the door and ''cutting'' will keep it that way, similar to bolting.  Can be useful for setting up traps when wired to a signaler if the door is non-restricted.
# '''Shock wire''': ''Pulsing'' will electrify the door for 30 seconds; ''cutting'' will permanently electrify it until mended. This will cause the safety light to flash. You can find the wire easily because the door shoots sparks when pulsed or cut.
# '''Safety wire''': ''Pulsing'' will cause the safety light to flash red, causing anyone inside the airlock to be crushed when it closes. ''Cutting'' does nothing.
# '''Timing wire''': ''Pulsing'' will permanently change the door timing, making the door close faster. This can be useful in conjunction with disabling the safety wire if you intend to create an obstacle/trap, or make it more difficult to follow someone through the airlock. ''Cutting'' does nothing.


'''B12 Pattern Armor'''<br> Costs:24 points
|style="border: 2px solid black; padding: 5px;"|{{B12 Armor}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:XM4_Pattern_Intel_Armor.png|64px]]


====Vendor Wire Functions====
'''M4 Pattern Armor'''<br> Costs:30 points
#'''Firing wire''' when cut or pulsed, causes the vendor to fire its contents at people. While this effect is active, the vendor's red light will blink.
|style="border: 2px solid black; padding: 5px;"|{{M4 Armor}}
#'''Contraband wire''' does nothing when cut, when pulsed unlocks illegal or rare goods and turns on the green light.
|-
#'''Access wire''' when cut it toggles the purple/yellow light, allowing for ID restricted machines to be used by anyone. When the light is yellow it ignores ID restrictions.
|style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]]
#'''Shock wire''' Toggles on the orange light, and electrifies the machine, causing anyone to operate or touch it to receive a shock.


<br>
'''Large General Pouch'''<br> Costs:6 points
=== APC Maintenance===
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.
If the APC is green or blue, it is good.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Sling_pouch.png|64px]]


----
'''Sling Pouch'''<br> Costs:6 points
====Replace Powercell[[File:APC_Red.png|48px]]====  
|style="border: 2px solid black; padding: 5px;"|Keeps a single item attached to a strap.
If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by:
|-
# Click the APC, swipe your ID card to unlock the interface.
|style="border: 2px solid black; padding: 5px;"|[[File:Flame-pouch.png|64px]]
# Disengage the cover lock in the interface.
'''Large Magazine Pouch'''<br>Costs:4 points
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to open the cover.
# Take out the empty powercell out with an empty hand.
# [[File:Powercell.png|32px]] Put a new powercell in the APC.
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.
# Re-engage the cover lock.
# Swipe your ID card to secure the interface.


----
|style="border: 2px solid black; padding: 5px;"| Holds two M240-pattern napalm tanks.
====Broken[[File:APC_Broken.png|48px]]====
|-
# Click the APC
|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]]
# [[File:Wirecutters.png|32px]] Mend all wires with wirecutters.
'''Large Magazine Pouch'''<br>Costs:6 points
# [[File:Screwdriver.png|32px]] Fix the cover with a screwdriver.


Upon following the above steps the APC will be fixed don't worry if it still doesn't have power because it'll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away.
|style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Machete_pouch.png|64px]]


----
'''H6B pattern M2132 machete scabbard'''<br> Costs:8 points
====Blown up or destroyed====
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
If someone blew up the apc or blasted it into another dimension follow the steps below.
# First you'll want to whack off the cover; to do this just hit  the APC with any sort of weapon, generally a boot knife is good for this. (Don't be disheartened if it takes a while, just keep whacking it.)
# Take out the powercell in the APC once the cover is off with an empty hand.
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC.
# [[File:Wirecutters.png|32px]] Use wirecutters on the APC.
# [[File:Crowbar.png|32px]] Use a crowbar on the APC.
# Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
# [[File:CableCoils.png|32px]] Use cable coil on the APC.
# [[File:Circuitboard.png|32px]] Use a power control module on the APC.
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC.
# [[File:Powercell.png|32px]] Put a new powercell in the APC.
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC.
# Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
<br>


== FOB Duty ==
|-
----
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]]
As an Engineer on FOB duty, you'll be setting up the base that the marines will primarily use to organize, to heal up, to retreat to, and to make a final last stand at. 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 the difference between losing the round and holding off long enough to make a push back and finally win the round since it provides a safe place for marines to rest, resupply and recover at.


==Fortifications of the Trade==
'''Mini Extinguisher'''<br> Costs:3 points
----
|style="border: 2px solid black; padding: 5px;"|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
{| class="wikitable"
!Image
!Name
!Material Needed
!Function
|-
|-
|[[File:WoodenBarricade.png]]||Wood Barricade||Wood||Used for a hasty defence against aliens. Mostly seen prespawned.
|style="border: 2px solid black; padding: 5px;"|[[File:Motion_Detector.gif|64px]]
 
'''Motion Detector'''<br> Costs:8 points
|style="border: 2px solid black; padding: 5px;"| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).
 
 
{| border="1"
|+ style="text-align:left;"|'''Motion Tracker Range Modes:'''
| You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the motion detector and then clicking on ''Toggle Range Mode''.
 
*'''Long Range:''' The motion detector will detect movement on your whole screen and further at a slow rate.
 
*'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
|}
|-
|-
|[[File:Metal_Barricade.png]]||Metal Barricade||Metal||Used for constructing auxiliary fortifications. Third most durable fortification. Can be repaired with a welder if not overtly damaged.
|style="border: 2px solid black; padding: 5px;"|[[File:Whistle.png|64px]]
 
'''Whistle'''<br> Costs:3 points
|style="border: 2px solid black; padding: 5px;"|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it'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.
|-
|-
|[[File:Sandbag_Full.png]]||Sandbags||Sandbags||Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool.  25 in a filled stack. Second most durable fortification. Can't be repaired. Can be dismantled with an entrenching tool.
|style="border: 2px solid black; padding: 5px;"|[[File:JTAC-Pamphlet.png|64px]]
 
'''JTAC Pamphlet'''<br> Costs:15 points
|style="border: 2px solid black; padding: 5px;"|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.
|-
|-
|[[File:Plasteel_barricade.png]]||Plasteel Barricade||Plasteel||Used to allow passage by closing it, and providing heavy protection. Can be repaired with the welder if not overtly damaged. Most durable fortification. Can be repaired with a welder if not overtly damaged.
|style="border: 2px solid black; padding: 5px;"|[[File:Powerloader-Pamphlet.png|64px]]
 
'''Powerloader Certification'''<br> Costs:45 points
|style="border: 2px solid black; padding: 5px;"|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
|-
|-
|[[File:Barbed_Wire.png|32px]]||Barbed Wire||Metal||Used to make barricades and sandbags stronger, and making it so they can't be ran or climbed over. Also damages any thing that attacks it.
|style="border: 2px solid black; padding: 5px;"|[[File:Largeshell-pouch.png|64px]]
 
'''Large Shotgun Shell Pouch'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}}
 
|-
|-
|[[File:Wall.png]]||Wall||Metal|||Used to fully block off an area.
|style="border: 2px solid black; padding: 5px;"|[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]
|}
 
'''M276 Pattern Combat Toolbelt Rig'''<br> Costs:15 points
|style="border: 2px solid black; padding: 5px;"|
The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.


== FOB Duty Cont. ==
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.
|}
</tab>
</tabs>
|}
</center>
----
----
Barricades will block projectiles from the direction it's facing, including [[Boiler|boiler]] globs, which should be kept in mind while setting them up. Additonally, you'll want to keep a few key things in mind: Can marines easily move around the FOB, is it easily acessiable, and if needed, is it easy to retreat from and does it have multiple exits?


Another extremely important aspect of your FOB is looking out for flanks. The enemy can and will use these to their advantage, either to sneak in and harass wounded, or the burst in and slaughter the entire FOB. As well, you'll want to keep a look out for walls that have acid sprayed over them. This means in time another opening will present itself, and you'll want to throw up more barricades to compensate.  Additionally, if you have barricades and metal to spare: '''THROW BARBED WIRE ON EVERYTHING''' as this'll increase strength, make it so [[Runner|runners]] can't run over it, and damage any attacking xenos. They only cost two metal, they're good.
==Equipment and Gear==
=== Metal and Sandbags ===
At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. 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 may be able to acquire more. Don't hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round.
 
==Linking Plasteel Barricades [[File:Plasteel Barricade.gif]] ==


You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work.  Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver.  If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine).


=FOB Construction Quick Tips=
== In the field ==
==Barricade Placement==
=== Power and T-Comms ===
Upon the first deployment, you are likely to be tasked to either [[Guide_to_Engineering#Power_Duty|fixing the Power]], [[Guide_to_Engineering#Portable_Telecommunications|building the Portable Telecommunications Tower]] or FOB duty.
<br>


=== Overcoming obstacles ===
* [[File:Crowbar.png|32px]] Use a crowbar to pry open powered down doors.
* [[Guide_to_Engineering#Hacking|Hack]] doors to open previously locked passageways.  If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open.
* [[File:C4.png|32px]] C4 doors/walls if you don't have time to hack/deconstruct.
* Disassembling windows ([[File:screwdriver.png|32px]]->[[File:crowbar.png|32px]]->[[File:screwdriver.png|32px]]) and window frames ([[File:Wrench.png|32px]])
<br>
=== Lighting up the place ===
* [[Guide_to_Engineering#APC_Maintenance|Fix the APC's]] and replace broken lights with the light replacer along the way as you advance.+
* Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal.  Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally.
<br>
==== Floodlight Repair ====
While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]]), the aliens 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:
[[File:Broken_Floodlight.png|48px]] = [[File:Screwdriver.png|48px|link=|Screwdriver]] -> [[File:Crowbar.png|48px|link=|Crowbar]] -> [[File:Welder.gif|48px|link=|Welder]] -> [[File:CableCoils.png|48px|link=|Cable Coil]] -> [[File:Screwdriver.png|48px|link=|Screwdriver]]
* Emergency Floodlights can be unwrenched and be moved around.
<br>
=== [[File:SentryGun.png|64px]] Deploying your defensive structure  [[File:Tesla-Coil.png|64px]] ===
When you hit the field, you'll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat.
Simply take the defensive structure in your hand and click on it while it's in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the "Object" tab if you want to prevent non-technicians turning it off. You can easily pick it up with a  Security Access Tuner [[File:Multitool.png|32px]] as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench [[File:Wrench.png|32px]].
==== [[File:SentryLaptop.png|64px]] Using the Sentry Laptop ====
Once you've deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner [[File:Multitool.png|32px]] on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop.
When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it.
=== Make use of vendors ===
* [[File:Wrench.png|32px]] Use a wrench to move useful vendors like medical vendor to a FOB then hack [[File:Multitool.png|32px]] 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.
<br>
== In the Front ==
This is where the combat technician 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
<br>
{| style="border: 2px solid black;
! style="background-color:orange;"|'''Barricade Layout:'''
! style="background-color:orange;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Killingzone.png|400px]]
|style="border: 2px solid black; padding: 5px;" |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 <span style="color:red">'''red line'''</span> to allow for additional marines to fire or even further back on the <span style="color:DeepSkyBlue">'''blue line'''</span> to use the xenos cover against them and create a two tile chokepoint that will expose them to more gunfire, while also keeping the defending marines at a safe distance.
<br>
✔ Large kill zone.
✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit
✔ 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.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Inward3.png|400px]]
|style="border: 2px solid black; padding: 5px;" |<span style="color:darkred">'''This is an example of what not to do when constructing a barricade position.'''</span>
By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Inward4.png|400px]]
|style="border: 2px solid black; padding: 5px;" |<span style="color:darkgreen">'''This is an example of what you should do when constructing a barricade position.'''</span>
By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.
|}
<br>
=== 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.
<br><br>
=== 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.
<br><br>
=== 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.
<br><br>
=== 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 [[Combat_Technician#Fortifications_of_the_Trade|this table]] for how to move barricades).
<br><br>
=== Robotic limbs repairing ===
Target the damaged limb while on assist intent and use:
* [[File:Welder.gif|32px]] Blowtorch for brute damage.
* [[File:CableCoils.png|32px]] Cable coils for burn damage.
<br>
== FOB Duty ==
As a Combat Technician 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.
<br><br>
The [[Guide to construction|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 a combat technician to build around the FOB, or elsewhere.
<br><br>
=== Principles ===
[[File:CargoCadeBypassed.png|160px|thumb|link=http://cm-ss13.com/wiki/images/6/62/CargoCadeBypassed.png|Ghost and see where isn't vital after FOB has fallen]][[File:LVLZbreached.png|160px|thumb|link=http://cm-ss13.com/wiki/images/3/3a/LVLZbreached.png|''One breach is all it takes'']]
[[File:3plasteeloverkill.png|160px|thumb|''One is enough'']]
[[File:Block3.png|160px|thumb|''Fancy and bad''|link=http://cm-ss13.com/wiki/images/b/b7/Block3.png]]
[[File:cade pain.png|160px|thumb|''Too close together, boilers will hit them all at once'']]
==== 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, ambush xenos 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 [[Combat_Technician#Securing_flanks.2Fsupply_route|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 where they don't matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does 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 ====
[[Requisitions#Engineering|Plasteel is expensive]], $4,000 for 30 plasteel (3 doors) vs. $2,000 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
* [[File:Welder.gif|32px]] Use blowtorch on the vents/doors. ([[File:Goggles.png]] Flip down before you start.)
* [[File:Wrench.png|32px]] 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.
====Putting cades close together isn't usually a good idea====
Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can't get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack.
----
===FOB Construction Quick Tips===
====Barricade Placement====
{| style="border: 2px solid black;
{| style="border: 2px solid black;
! style="background-color:orange;"|Barricade Placement
! style="background-color:orange;"|Barricade Placement
Line 287: Line 884:
<span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span>
<span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span>


In the picture on the left you'll see that the xenomorphs are able to hit the barricade without being shot due to it's forward position and as such the xeno will be able to break through and kill that marine with ease.
In the picture on the left, you'll see that the aliens can hit the barricade without being shot due to its forward position and as such the alien will be able to break through and kill that marine with ease.
|-
|-
|style="border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]
|style="border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]
Line 293: Line 890:
<span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span>
<span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span>


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.  
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 aliens who are attacking them.  
|}
|}
<br>
<br>
<br>
 
==Barbed Wire==
====Barbed Wire====
[[File:Barbed_Wire.png]]
[[File:Barbed_Wire.png|32px]]'''Barbed 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 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.
<br>
<br>
{| style="border: 2px solid black;
{| style="border: 2px solid black;
Line 306: Line 902:
|-
|-
|style="border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]
|style="border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]
|style="border: 2px solid black;| In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade.
|style="border: 2px solid black;| In the picture you'll see that the combat technician was killed due to the alien being able to pounce over the barricade.
|-
|-
|style="border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]
|style="border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]
|style="border: 2px solid black;|
|style="border: 2px solid black;|
Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over.
Due to the combat technician placing barbed wire onto the barricades the alien was unable to jump over.
|}
|}
<br>
<br>
<br>


==FOB Space==
====FOB Space====
{| style="border: 2px solid black;
{| style="border: 2px solid black;
! style="background-color:orange;"|How To: Fob Space
! style="background-color:orange;"|How To: Fob Space
Line 341: Line 936:
|}
|}
<br>
<br>
<br>
 
==Fixing Breaches in Defences==
====Fixing Breaches in Defences====
{| style="border: 2px solid black;
{| style="border: 2px solid black;
! style="background-color:orange;"|Fixing Defensive Breaches
! style="background-color:orange;"|Fixing Defensive Breaches
Line 351: Line 946:
<span style="color:darkred">'''This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>
<span style="color:darkred">'''This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>


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.
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 Aliens decide to push the defensive line.


|-
|-
Line 358: Line 953:
<span style="color:green">'''This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>
<span style="color:green">'''This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>


In the picture you'll see that it shows the optimal way of repairing a breach in your defences if xenos are nearby.  
In the picture you'll see that it shows the optimal way of repairing a breach in your defenses if Aliens are nearby.  
<br>
<br>
<br>
<br>
'''To perform this fixing manoeuvre, you'll want to:'''  
'''To perform this fixing maneuver, you'll want to:'''  
*Build a barricade a few tiles back,
*Build (or unsecure for redeployment) a barricade a few tiles back,
*Screwdriver the freshly built barricade,
*[[File:Screwdriver.png|32px]]Screwdriver the freshly built barricade,
*Wrench it, to allow it to be moved,  
*[[File:Wrench.png|32px]]Wrench 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.
*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.
<br>
<br>
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.
This will force the aliens 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.
|}
|}
<br>
<br>
<br>


==Misc. FOB tips==
====Misc. FOB tips====
{| style="border: 2px solid black;
{| style="border: 2px solid black;
! style="background-color:orange;"|Fob Tips
! style="background-color:orange;"|Fob Tips
Line 379: Line 974:
|style="border: 2px solid black;|[[File:windows.png|187px|thumb|left]]
|style="border: 2px solid black;|[[File:windows.png|187px|thumb|left]]
|style="border: 2px solid black;|  
|style="border: 2px solid black;|  
In the picture you'll see that it demostrates that windows, even if reinforced, are not an acceptable replacement for a line of all-american steel barricades.
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.
<br>
<br>
'''Windows as a defence:'''
'''Windows as a defence:'''
*Provide no firing lines
*Provides no firing lines
*Are Weak
*Weak


'''In summary, avoid using them as a defence.'''
'''In summary, avoid using them as a defence.'''
 
|-
|style="border: 2px solid black;|[[File:Frontnotbehind.png|thumb|left]]
|style="border: 2px solid black;| 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.
|-
|-
|style="border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]
|style="border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]
|style="border: 2px solid black;|
|style="border: 2px solid black;|
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't horribly 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.  
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.  
<br>
<br>
<br>
<br>
'''Each time you repair a barricade it will consume one unit of welder fuel.'''
'''Each time you repair a barricade, it will consume one unit of welder fuel.'''
|-
|style="border: 2px solid black;|[[File:Alighdoors.png|thumb|left]]
|style="border: 2px solid black;|
Align the plasteel barricades to reduce traffic jam.
|-
|style="border: 2px solid black;|[[File:Doortoside.png|thumb|left]]
|style="border: 2px solid black;|
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. [[File:Middle_door_traffic_jam.gif|frame]]
|-
|style="border: 2px solid black;|[[File:Maze_barricades_bad.png|thumb|left]]
|style="border: 2px solid black;|
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.
|}
|}
<br>
<br>


==Your Skillset==
==Fortifications of the Trade==
[[File:Engineer_skill_set.png]]
{{main|Guide to Construction#Defences}}
{| class="wikitable"
!Fortification
!Material
!Function
|-
|[[File:Handrail.png]]<br>'''Hand Rail'''
|2 Metal [[File:Metal.png]]
|A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it.
'''To remove reinforced plate''' : [[File:Crowbar.png|32px]],
'''To unsecure''': [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]]),
'''Deconstruct''': [[File:Wrench.png|32px]] -> [[File:Screwdriver.png|32px]]


To find out about how the skill system works head over to the [http://www.colonial-marines.com/wiki/The_Skill_System skills system page].
|-
|[[File:Snow_barricade.png|64px]]<br>'''Snow Barricade'''
|3 Snow Piles[[File:Snow_pile.png|64px]]
|A very weak barricade constructed from snow piles with a snow shovel. It's better than thin air at least.
'''Deconstruct''': [[File:Snow_shovel.png|32px]] Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged).
|-
|[[File:WoodenBarricade.png|64px]]<br>'''Wood Barricade'''
|10 Wooden Planks [[File:Planks.png|64px]]
|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 [[File:Planks.png]].
|-
|[[File:Metal_Barricade.png|64px]]<br>'''Metal Barricade'''
|44 Metal[[File:Metal.png]]
|The most common among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.
'''To unsecure:''' [[File:Screwdriver.png|32px]] -> [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -> [[File:Screwdriver.png|32px]])
'''Deconstruct:''' [[File:Screwdriver.png|32px]] ->  [[File:Wrench.png|32px]] -> [[File:Crowbar.png|32px]]


=General Tips=
''To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.''
*Examining an incomplete Sentry frame will list what it is and isn't missing. This can help if you stumble upon somebody's half-assed arts n' crafts project, or if you find yourself forgetting steps mid-construction.
|-
|[[File:Metal_Barricade_Reinforced.png|64px]]<br>'''Metal Barricade Reinforced '''
|2 Metal[[File:Metal.png]]
|An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged.


*When constructing your defenses, keep in mind that some of your enemies can simply bypass them due to their speedy and slight nature, plan for this by ensuring some of the men guarding your defenses are geared, or at least prepared, for close quarters combat.
|-
|[[File:Metal_Barricade_Anti_Acid.png|64px]]<br>'''Metal Barricade Bio-hazard Resistant'''
|2 Metal[[File:Metal.png]]
|An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged.


*All vendors contain a 'contraband' wire, pulsing this wire after beginning the hack with a screwdriver will cause a few new items to show up in the vendor, but as a general warning, it is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP's]] before you accidentally cause trouble.
|-
|[[File:Metal_Barricade_Anti_Explosion.png|64px]]<br>'''Metal Barricade Explosion Resistant'''
|2 Metal[[File:Metal.png]]
|An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged.


*Plasteel and Metal are valuable resources sure, but just remember that you aren't the only person that needs them, don't hoard loads of building supplies otherwise you might find other players unable to perform their jobs.
|-
|[[File:Sandbag_Full.png|64px]]<br>'''Sandbags'''
|5 Sandbags[[File:Sandbag_Empty.png|64px]]
|Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag's maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags.
'''Deconstruct:''' [[File:Entrenching_Tool_Unfolded.png|32px]] Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).
|-
|[[File:Plasteel_barricade.png|64px]]<br>'''Plasteel Barricade'''
|8 Plasteel[[File:Plasteel.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:''' [[File:Screwdriver.png|32px]] -> [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -> [[File:Screwdriver.png|32px]]) '''Deconstruct:''' [[File:Screwdriver.png|32px]] ->  [[File:Wrench.png|32px]] -> [[File:Crowbar.png|32px]]
|-
|[[File:Foldable cade FIXED (SORRY).png|64x64px]]<br>'''Folding Metal Barricade'''
|6 Metal[[File:Metal.png]]
|A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path.
|-
|[[File:Barbed_Wire.png|64px]]<br>'''Barbed Wire'''
|1 Metal[[File:Metal.png]]
|Can be added to barricades prevent them from being pounced and climbed over. Damages mobs that melee attack without a weapon. '''Deconstruct:''' [[File:Wirecutters.png|32px]] Use wirecutter to remove Barbed Wire from barricade.
|-
|[[File:Wall.png]]<br>'''Wall'''
|12 Metal [[File:Metal.png]]
|Used to fully block off an area. See [[Guide to construction]] for how to construct and deconstruct.
|}
[[File:Foldable cade.png|thumb]]
<br>


*In a pinch, even the average door can make a solid defense, by welding a door shut it will no longer be able to be wrenched open, either by [[Aliens|Xenomorphs]] or a [[Survivor|man wielding a crowbar]]. Hacking the door and forcing its bolts down has this same effect, but welding is substantially quicker and a lot safer when you've got bad guys breathing down your neck.
== Your Skillset ==
 
{{MarineSkills
*As an Engineer, it's in your job description to keep any defensive structures you or another engineer builds in tip-top shape, this may include having to repair metal barricades and the like in the midst of combat or replace melted structures with new ones, which is dangerous, but it's what you signed on for. This also goes for APC's and any broken lights you may see, you'll want to replace these post-haste so that marines may benefit from their existence.
|firearms=1
|endurance=1
|engineering=2
|construction=2
|vehicles=1
|jtac=1
}}


*Just as a general reminder, if you intend to be hacking open doors or pulsing wires in vendors, you'll want to be wearing Insulated Gloves, Budget Insulated Gloves work too, but aren't as good. Failure to wear the correct PPE* for your work environment will result in a hearty shock if you touch the wrong wire. (*Personal Protection Equipment)
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].


*You might've noticed that the welder is one of the two most important tools for an engineer to have, you may also have noticed it carries a measly 20u's of welding fuel before it needs to be refueled, or you could replace it with another welder that would eventually also need to be refueled. To do this, you'll need to find either a Welding Kit (It looks like two propane tanks were turned into a backpack, or some kind of futuristic jet pack) or a Fuel Tank (This one is a large gas canister that fills an entire tile, hard to miss it), the Welding Kit can be placed in the backpack slot for easy access, but carries less fuel than the Tank, the Tank carries a large amount of fuel, but can only be dragged around. After you've located your refueling utensil, have your welder in hand, make sure it is turned OFF (This part is key to success) and click on the Kit/Tank, you'll get a bit of flavor text saying 'the welder has been refueled' if you've done it correctly.
== Guides ==
* [https://cm-ss13.com/forums/showthread.php?8424-Guide-to-Engineer-2021-edition-(By-Karl) Guide To Engineer] by Stan_albatross on 08 Aug 2021, updated on 14 Nov 2021
* [https://cm-ss13.com/forums/showthread.php?3757 On FOB Duty] by RNGPriest on 07 Nov 2019
* [http://cm-ss13.com/viewtopic.php?f=135&t=16412 A couple tactically sensible 'cade layout tips] by FreeStylaLT on 25 Feb 2018
* [http://cm-ss13.com/viewtopic.php?f=94&t=15018 The Field Engineer Commandments] by Surrealistik on 01 Oct 2017, updated 07 Aug 2018
* [http://cm-ss13.com/viewtopic.php?f=94&t=14084 <nowiki>[WIP]</nowiki> Useful FOB engineering 101] by Challenger on 22 Jul 2017

Revision as of 22:31, 10 June 2024

MARINE
USCM Squad Engie.png
Combat Technician Squad engineer icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Lance Corporal
Duties: Set up defenses, babysit big guns, open doors and spam barbed wire.
Guides: Construction, Guide to Engineering
Unlock Requirements: One hour as any squad role.
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.
|__________|


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 Combat Technician, 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.

Combat Technician

You'll have two different playstyles you can experiment with. One, as a FOB building and Utility Technician, who sets up defences and makes sure power is running. The second way to play technician is to be a Combat Technician, 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 technician helmet.png
M10 Technician Helmet
A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Squad Gloves.gif
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.
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-L Pattern Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:

Armor Melee = 15

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 25

Armor Slowdown = 0.35

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 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.


Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

M3 heavy armor.png

M3 EOD Pattern Heavy Armor

A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:

This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.

Stats:

Armor Melee = 25

Armor Bullet = 35

Armor Bomb = 35

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.75

Backpack: Description:
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.
Technician backpack.png

Technician Backpack

A standard-issue backpack worn by USCM technicians.

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

Technician satchel.png

Technician Satchel

A heavy duty chestrig used by some USCM technicians.

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

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

Technician Welderpack

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

Has to be held in one hand to access items inside.

Holds 7 normal size items and 260 units of welder fuel.

Weldersatchel.png

Technician Welder-Satchel

A specialized satchel worn by USCM technicians and engineers. It carries two small fuel tanks for quick welder refueling and use.

Holds 4 normal sized items. Contains 100 units of fuel.

Belt: Description:
G18-Utility-Pouch.png
G8-A General Utility Pouch
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 ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
M276 Pattern Ammo Load Rig.png
M276 Pattern Ammo Load Rig
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.
M276 pattern M4A3 holster rig.png
M276 Pattern General Pistol Holster Rig
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.

It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.

M276 pattern M39 holster rig.png
M276 Pattern M39 Holster Rig
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't a very common sight and is only specially issued.
M276 pattern M44 holster rig.png
M276 Pattern M44 Holster Rig
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.
M276 pattern M82F flare gun holster rig.png
M276 Pattern M82F Holster Rig
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.
Shotgun belt.png
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
M276 pattern mortar operator belt.png
M276 pattern mortar operator belt
A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.

Holds 4 mortar shells of any kind and reserves a slot for a pistol.

M276 pattern M40 HEDP.png
M276 Pattern M40 Grenade Rig
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.

It is the standard rig for Frontline Grenadier Kits.

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 technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.
Pouch: Description:
Const-pouch.png
Construction Pouch
Designed to holster construction materials.
Aid-pouch.png
First-Aid Pouch(Refillable Injectors)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Bicaridine.png

Bicaridine

Kelotane.png

Kelotane

Tramadol.png

Tramadol

Emergency Injector.png

Emergency Autoinjector

Aid-pouch.png
First-Aid Pouch(Splints, Gauze, Ointment)
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 (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.It contains the following:
Ointment.png

Ointment

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Splint.png

Splints

Aid-pouch.png
First-Aid Pouch(Pill Packets)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Ointment.png

Ointment

Tramadol Packet.png

Tramadol pill packet

Tricord Packet.png

Tricordazine pill packet

Gauze.png

Gauze

Electronics-pouch.png
Electronics Pouch (Full)
Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 6 slots.

Circuitboard.png

Circuitboards

Powercell.png

Powercells

Explarge-pouch.png
Explosive Pouch
Container designed to hold up to three grenades or other explosives
Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Pistol-mag-pouch-large.png
Large Pistol Magazine Pouch
Pouch able to hold pistol magazines.
Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Shell-pouch.png
Shotgun Shell Pouch
A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Pistol-pouch.png
Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Tool Pouch.png
Tools Pouch (Full)
Designed to hold all your different types of tools.
Accessories: Description:
Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
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.
Drop Pouch.png
Drop Pouch
A convenient pouch to carry loose items around. Able to hold 2 large items.
Mask: Description:
Gasmask.png
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
Heat absorbent coif.png
Heat Absorbent Coif
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.

Part of the marine uniform on snow planets.


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 5 meter radius.


Requires the Trained level of engineering to plant C4.

Sandbag Empty.png
Sandbags x25
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Metal.png
Metal x50
Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Plasteel.png
Plasteel x40
A forty (40) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
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.
Structures: Description:
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. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. 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.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
Flamer-Sentry-Gun.png
UA 42-F Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.


Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
Tesla-Coil.png
21S Tesla Coil
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'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Tesla Coil to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.
Defence-Flag.png
JIMA Planted Flag
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 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Flag in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Flag to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Flag, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.
Sentry Upgrade Kit
Sentry upgrade kit.png
Cost: 15 Points
Allows the combat technician to upgrade their chosen handheld defense into the below upgrades:
Handheld Defense Upgrades:
Sentry mini.png

UA 512-M Mini-Sentry

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'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 mini-sentry has a 135 degree firing arc, 5 tile range and a rapid fire rate. Has 500 bullets.


Stats:

Firerate: 400 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Capacity: 500

Damage: 12

Max Range: 22

Fall off: 0

Penetration: 36

Punch: 0

Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry shotgun.png

UA 12 Shotgun Sentry

The Shotgun 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. Its short range however leads to it being a very close range sentry gun.

The shotgun sentry has a 135 degree firing arc, 2 tile range and a low fire rate. Has 50 buckshot shells.


Stats:

Firerate: 24 RPM

Base Accuracy: 27

Range: 2 Tiles

Ammunition:
M30 Ammo Drum.png

12G Buckshot Drum

Capacity: 50

Damage: 60 x 4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0

Contains fifty (50) buckshot shells.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry dmr.png

UA 725-D Sniper Sentry

The Sniper 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. Its longer range allows it to cover long flanks without the need for marine presence to back it up.

The sniper sentry has a 135 degree firing arc, 10 tile range and a low fire rate. Has 500 bullets.

Stats:

Firerate: 48 RPM

Base Accuracy: 21.6

Range: 10 Tiles

Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Capacity: 500

Damage: 60

Max Range: 22

Fall off: 0

Penetration: 36

Punch: 0

Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Flamer-Sentry-Gun.png
UA 55-FA Assault Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.

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.

Stats:

Firerate: 20 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.

This one burns up faster.

Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry flamer mini.png
UA 45-FM mini sentry
The Mini Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slightly faster fire rate. Has 100 units of fuel.

Stats:

Firerate: 60 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of Ultra Thick Napthal Fuel, used in the UA 45-FM. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry plasma.png
UA 60-FP Plasma Sentry
The Plasma Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the phosphorus that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 10 tile range and a very slow fire rate. Has 100 units of fuel.

Stats:

Firerate: 8.5 RPM

Base Accuracy: 21.6

Range: 10 Tiles

Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of compressed Ultra Thick Napthal Fuel, used in the UA 60-FP. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Tesla stun.png
21S Overclocked Tesla Coil
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'll be zapped and disabled.

This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.

Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Tesla mini.png
25S Mini Tesla Coil
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'll be zapped and disabled.

This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.

Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Banner extended.png
Extended JIMA Planted Flag
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.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Defence flag warbanner.png
Warbanner JIMA Planted Flag
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.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).


Equipment: Description:
Circuitboard.png
Airlock Electronics
Cost:2 Points
Used in the construction or maintenance of a door.
Circuitboard.png
APC Circuit Board
Cost:2 Points
Used in the construction or maintenance of Area Power Networks (APC).
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.
Powercell.png
High Capacity Power Cell
Cost:3 Points
Used for powering various devices that require power. 10,000W.
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.
C4.png
Plastic Explosive
Cost: 3 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 5 meter radius.


Requires the Trained level of engineering to plant C4.

Breaching Charge.png
Breaching Charge
Cost: 5 Points
An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side.
Range Finders.png
Range Finder
Costs: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 turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Tactical Binoculars.png

Laser Designator
Costs:15 points

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.
Tactical Binocular Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: 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.
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.
Powercell.png
Super Cap Power Cell
Cost:10 Points
Used for powering various devices that require power. 20,000W.
Goggles.png
Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.
MiniFuelTank.png
ES-11 Mobile Fuel Canister
Cost: 4 Points
A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel.
Note:You have 45 points to spend on additional items.
Weapon: Description:
Hedp packet.png

M40 HEDP High Explosive Packet

Contains three HEDP high explosive grenades.

Costs 18 points.

Hidp packet.png

M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 18 points.

Hpdp packet.png

M40 HPDP White Phosphorus Packet

Contains three HPDP white phosphorus grenades.

Costs 18 points.

Hsdp packet.png

M40 HSDP Smoke Packet

Contains three HSDP smoke grenades.

Costs 9 points.

Agm airburst packet.png

M74 AGM-Frag Airburst Packet

Contains three AGM-F airburst grenades.

Costs 18 points.

Agm incendiary airburst packet.png

M74 AGM-Incendiary Airburst Packet

Contains three AGM-I incendiary grenades.

Costs 18 points.

Agm smoke airburst packet.png

M74 AGM-SmokeAirburst Packet

Contains four AGM-H hornet grenades.

Costs 10 points.

Hornet packet.png

M74 AGM-Hornet Airburst Packet

Contains three AGM-S smoke grenades.

Costs 20 points.

M20 mine box.png

M20 Mine Box

Contains five claymores. Can also be acquired via Requisitions or asking a Combat Technician if they have spare.

Costs 18 points.

Metal Foam Grenade.png

M40 MFHS Metal Foam Grenade

Contains one MFHS metal foam grenade.

Costs 5 points.

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.
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.
M4RA-AP-mag.png
M4RA Armor Piercing Magazine
Costs:6 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
Note:You have 45 points to spend on additional items.
Weapon: Description:
Weaponcase.png

VP78 Pistol

A restricted weapon case containing the VP-78, A massive, formidable automatic handgun chambered in 9mm squash-head rounds.
Vp78.png

VP-78 Pistol

VP78 Magazine.png

VP-78 Magazine (9mm)

VP78 Magazine.png

VP-78 Magazine (9mm)

Costs 8 points.

Weaponcase.png

SU-6 Smartpistol

A restricted weapon case containing the SU-6 Smartpistol, an IFF-based sidearm currently undergoing field testing in the Colonial Marines.
Smartpistol.png

SU-6 Smartpistol

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

M276 pattern SU-6 Smart pistol holster rig.png

M276 Pattern SU-6 Smart Pistol Holster Rig

Costs 12 Points.

Weaponcase.png

M240 Incinerator Unit

A restricted weapon case containing the M240A1 Incinerator Unit. The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napalm 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
Flamethrower.png

M240A1 Incinerator Unit

IncineratorTanks.png

Incinerator Tank

IncineratorTanks.png

Incinerator Tank

Underbarrel Extinguisher.png

Underbarrel Extinguisher

Costs 12 Points.

Weaponcase.png

M41AE2 Heavy Pulse Rifle

A restricted weapon case containing the M41AE2 Heavy Pulse Rifle, A large squad support weapon capable of laying down sustained supressing fire from a mounted position.
M41ae2.png

M41AE2 Heavy Pulse Riflel

M41AE2 Magazine.png

M41AE2 Ammo Box

M41AE2 holo magazine.png

M41AE2 Holo-Targeting Ammo Box

Costs 18 points.

Weaponcase.png

M79 Grenade Launcher

A restricted weapon case containing the M79 Grenade Launcher, A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.
M79 grenade launcher.png

M79 Grenade Launcher

Star shell packet.png

Star Shell Packet

Hornet packet.png

Hornet Shell Packet

Hirr baton packet.png

HIRR Baton Slug Packet

Costs 24 points.

Weaponcase.png

M56D Heavy Machine Gun

A restricted weapon case containing the M56D Mounted Heavy Machine Gun. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration.
M56D.png

M56D Mounted Heavy Machine Gun

M56D Drum Magazine.png

M56D drum magazine

M56D Drum Magazine.png

M56D drum magazine

Wrench.png

Wrench

Screwdriver.png

Screwdriver

M56D-Pamphlet.png

Heavy machinegun instructional pamphlet

M804 Heavygunner rig.png

M804 heavygunner storage rig

Costs 24 points.

Note:You have 45 points to spend on additional items.
Extra Items: Description:
MedicHud.png

SensorMate Medical HUD
Costs:12 points

When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient'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. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses).
RollerBed.png

Roller Bed
Costs:5 points

Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
  • You can attach a body bag or a stasis bag onto a roller bed for faster transportation
  • To fold it, drag it to yourself when not occupied
Fulton Device.png

Fulton Device
Costs:5 points

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.
B12 Pattern Personal Armour.png

B12 Pattern Armor
Costs:24 points

A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 25

Armor Slowdown = 0.55

XM4 Pattern Intel Armor.png

M4 Pattern Armor
Costs:30 points

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 Fireteam Leaders and Intelligence Officers.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

Large-gen-pouch.png

Large General Pouch
Costs:6 points

A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.
Sling pouch.png

Sling Pouch
Costs:6 points

Keeps a single item attached to a strap.
Flame-pouch.png

Large Magazine Pouch
Costs:4 points

Holds two M240-pattern napalm tanks.
Largemag-pouch.png

Large Magazine Pouch
Costs:6 points

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

Machete pouch.png

H6B pattern M2132 machete scabbard
Costs:8 points

A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Mini Extinguisher.png

Mini Extinguisher
Costs:3 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Motion Detector.gif

Motion Detector
Costs:8 points

The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).


Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Whistle.png

Whistle
Costs:3 points

A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it'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.
JTAC-Pamphlet.png

JTAC Pamphlet
Costs:15 points

A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.
Powerloader-Pamphlet.png

Powerloader Certification
Costs:45 points

A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
Largeshell-pouch.png

Large Shotgun Shell Pouch
Costs:10 points

It can contain more handfuls of shells, or bullets if you choose to for some reason.

A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.

Contains 7 slots.

M276 Pattern Combat Toolbelt Rig.png

M276 Pattern Combat Toolbelt Rig
Costs:15 points

The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.

Holds 5 slots for tools and the 6th slot is reserved for a sidearm.


Equipment and Gear

Metal and Sandbags

At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. 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 may be able to acquire more. Don't hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round.

Linking Plasteel Barricades Plasteel Barricade.gif

You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work. Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver. If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine).

In the field

Power and T-Comms

Upon the first deployment, you are likely to be tasked to either fixing the Power, building the Portable Telecommunications Tower or FOB duty.

Overcoming obstacles

  • Crowbar.png Use a crowbar to pry open powered down doors.
  • Hack doors to open previously locked passageways. If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open.
  • C4.png C4 doors/walls if you don't have time to hack/deconstruct.
  • Disassembling windows (Screwdriver.png->Crowbar.png->Screwdriver.png) and window frames (Wrench.png)


Lighting up the place

  • Fix the APC's and replace broken lights with the light replacer along the way as you advance.+
  • Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal. Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally.


Floodlight Repair

While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch Colony Floodlight Switch.gif), the aliens 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

  • Emergency Floodlights can be unwrenched and be moved around.


SentryGun.png Deploying your defensive structure Tesla-Coil.png

When you hit the field, you'll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat. Simply take the defensive structure in your hand and click on it while it's in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the "Object" tab if you want to prevent non-technicians turning it off. You can easily pick it up with a Security Access Tuner Multitool.png as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench Wrench.png.

SentryLaptop.png Using the Sentry Laptop

Once you've deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner Multitool.png on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop.


When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it.

Make use of vendors

  • Wrench.png Use a wrench to move useful vendors like medical vendor to a FOB then hack Multitool.png 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 technician 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 that will expose them to more gunfire, while also keeping the defending marines at a safe distance.


✔ Large kill zone.

✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit

✔ 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 while on assist intent and use:

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


FOB Duty

As a Combat Technician 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 a combat technician 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
Too close together, boilers will hit them all at once

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, ambush xenos 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 where they don't matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does 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, $4,000 for 30 plasteel (3 doors) vs. $2,000 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.


Putting cades close together isn't usually a good idea

Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can't get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack.


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 aliens can hit the barricade without being shot due to its forward position and as such the alien 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 aliens 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 combat technician was killed due to the alien being able to pounce over the barricade.
Barbedwireyes.png

Due to the combat technician placing barbed wire onto the barricades the alien 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 Aliens 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 Aliens 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 aliens 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
Handrail.png
Hand Rail
2 Metal Metal.png A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it.

To remove reinforced plate : Crowbar.png, To unsecure: Wrench.png (To secure: Wrench.png), Deconstruct: Wrench.png -> Screwdriver.png

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
10 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
44 MetalMetal.png The most common 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

To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.

Metal Barricade Reinforced.png
Metal Barricade Reinforced
2 MetalMetal.png An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged.
Metal Barricade Anti Acid.png
Metal Barricade Bio-hazard Resistant
2 MetalMetal.png An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged.
Metal Barricade Anti Explosion.png
Metal Barricade Explosion Resistant
2 MetalMetal.png An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged.
Sandbag Full.png
Sandbags
5 SandbagsSandbag Empty.png Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag's maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. 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
8 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

Foldable cade FIXED (SORRY).png
Folding Metal Barricade
6 MetalMetal.png A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path.
Barbed Wire.png
Barbed Wire
1 MetalMetal.png Can be added to barricades prevent them from being 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 Metal.png Used to fully block off an area. See Guide to construction for how to construct and deconstruct.
Foldable cade.png


Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



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

Guides