|style="border: 2px solid black;|Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.
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|[[File:Welder.gif|48px]]<br>'''Blowtorch'''||Used for cutting through walls and fixing sentries. Has 20 units of fuel inside. Refillable with fuel tank, welder pack or welding tank (turn off before refilling).
|style="border: 2px solid black;|Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.
|-
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|[[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;|Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.
|}
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=Heading Name Needed Two=
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How to repair
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How to reconstruct
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How to deconstruct
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= Design Philosophy=
= Design Philosophy=
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=Frequently Asked Questions=
=Frequently Asked Questions=
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Latest revision as of 21:19, 17 May 2021
MARINE
Squad Engineer
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: Three hours 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 Squad Engineer, your main goals will be fixing power, getting through doors, and setting up fortifications for a FOB (Forward Operating Base) that'll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.
Squad Engineer
You'll have two different playstyles you can experiment with. One, as a FOB building and Utility Engineer, who sets up defences and makes sure power is running. The second way to play Engineer is to be a Combat Engineer, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.
Automated Closet
Equipment:
Description:
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.
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
M10 Technician Helmet
A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.
Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.
USCM Combat Gloves
Standard issue insulated marine tactical gloves.
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
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
Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.
M3 Pattern Marine Armor
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.
M3 Heavy Armor
Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user's mobility.
Backpack:
Description:
USCM Satchel
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
USCM Lightweight IMP Backpack
The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
Has to be held in one hand to access items inside. Holds 7 normal size items.
H5 Pattern M2132 Machete Scabbard
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
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.
USCM 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.
USCM 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:
M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
Pouch:
Description:
Construction Pouch
Designed to holster construction materials.
Explosive Pouch
Container designed to hold up to three grenades or other explosives.
Tools Pouch
Designed to hold all your different types of tools.
Electronics Pouch
Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
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.
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
First Aid Pouch
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships.
Large Pistol Magazine Pouch
Pouch able to hold pistol magazines.
Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories:
Description:
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
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
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.
A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.
Automated Equipment Rack
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.
Equipment:
Description:
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.
Sandbags x25
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Metal x50
Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Plasteel x30
A thirty (30) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
High Cap Power Cell
Used for powering various devices that require power. 10,000W.
Entrenching Tool
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Limited charges.
Structures:
Description:
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 (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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
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:
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
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 for anchoring/unanchoring the Tesla Coil, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.
R-1NG bell tower
A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range.
Deployment and Maintenance:
How To Deploy It:
Activate the Bell Tower in your hand. The tile in front of your character must be in an open space.
Simply click on the Bell to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Bell Tower, making it moveable.
Welder for repairing.
Use the Security Access Tuner (multitool) on the Bell Tower to disassemble it for pickup.
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 for anchoring/unanchoring the Flag, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.
Equipment:
Description:
Metal x10 Cost: 5 Points
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Plasteel x10 Cost:7 Points
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
Sandbags x25 Cost:10 Points
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Airlock Electronics Cost:2 Points
Used in the construction or maintenance of a door.
Entrenching Tool Cost:2 Points
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Mini Extinguisher Costs:5 points
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
High Capacity Power Cell Cost:3 Points
Used for powering various devices that require power. 10,000W.
Incendiary Grenade Cost:6 Points
Used for setting an area ablaze as area denial.
M20 Mine Box Cost:18 Points
A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box.
Deployment and Deactivation:
How To Deploy A Mine:
Take an M20 mine out of the box with an empty hand,
Stand on top of the tile you want to place the mine on,
Face the tile you want the mine to detect enemies on,
Click on the mine in your active hand.
Keep in mind that any living mob that enters the mine's tile, or the tile it's facing, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.
How To Deactivate Mines:
Use a security access tuner (multitool) on the deployed mine.
Tactics:
Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
Security Access Tuner Cost:4 Points
Used to hack doors/vendors along with disabling mines.
Plastique Explosive Cost:5 Points
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Power Control Module Cost:2 Points
Used in the construction or maintenance of Area Power Networks (APC).
Range Finders Cost:10 Points
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing.
Welding Goggles Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.
Magazine:
Description:
M39 Armor Piercing Magazine Costs:6 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39 Extended Magazine Costs:6 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M40 HEDP Grenade Costs:10 points
Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
M41A Armor Piercing Magazine Costs:6 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A Extended Magazine Costs:6 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
L42A Armor Piercing Magazine Costs:6 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
Used for rotating sentries, Also used to open panels on vendors and doors.
Blowtorch
Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
Crowbar
Used for Opening unpowered doors and displacing girders so you can move them.
Wrench
Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.
Cable coil
Used for fixing synthetics and synthetic limbs, and placing wire on the ground.
Security Access Tuner
Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.
Wirecutters
Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Feed with glass to refill.
T-Ray Scanner
A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.
Insulated Gloves
Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.