|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | An unfinished turret frame. Insert a defence module and weld to complete. This is the basis for all defence platforms to be built upon. Requires five (5) metal sheets to construct.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | An unfinished turret frame. Insert a defence module and weld to complete. This is the basis for all defence platforms to be built upon. Requires five (5) metal sheets to construct.
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[[Colonists]]
[[Colonists]]
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Revision as of 19:57, 20 July 2020
Who am I?
Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add various things to areas of the wiki.
I mainly work on the marine side of things and will do general grammar changes to here and there. If other things are needed then I'll usually be the person for it.
This will also be a place for where I test wiki code.
Note worthy things
If you're uploading a new image from the map and want to add text. The font we use is city light.
To-Do List
Add that one last image/gif of the research document
Create a set of video tutorials on each and every occupation that is non-whitelisted.
Make more tea.
Look through the alien page and update it.
Update any sprites we have.
Add Delta level code to SOP.
Make the guide to food.
Add the CO's mateba customization kit.
Add the missing items, (med scanners, autopsy scanners, tech manuals) to the IO page.
Proving grounds
The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.
Generic description goes here. This will extend the box so there's no need for extra spaces.
Paper Work Template
Title:
Description of use.
How To:
Outcome:
All the written stuff goes here.
image here
Squad Marine Sub Roles
Marine kits allow you to acquire a set of equipment from your Colmartech Automated Closets at the cost of 45 points. These sub roles give you access to an array of weapons, support equipment and utilities. Some are specifically made for certain purposes. Like the First Response Medical Support kit, it gives you access to medical equipment and the ability to use more medical items efficiently though not as well as your designated squad counterparts.
Combat Technician
The Combat Technician kit offers you the knowledge and abilities to construct metal barricades, barbed wire and tools to help fortify locations.
You are given knowledge on how to repair and construct metal barricades and use C4. This allows you to be more versatile in the battlefield when the need to breach or fortifying is needed.
First Response Medical Support
The first response medical support kit gives you access to knowledge on the effective use of auto-injectors, pill bottle access and a limited amount of medical supplies. You'll be more effective in the use these medical items allowing you to heal other wounded marines in the absence of qualified medical personnel.
Frontline M40 Grenadier
The frontline M40 Grenadier kit provides you access with a belt of explosives, containing the 3 common grenades in the marine arsenal. These explosives are used in tandem with the underslung grenade launcher or they can be hand thrown if you wanted to.
L42 MK1 Sniper Loadout
The L42 MK1 Sniper kit offers you attachments to modify the L42 Pulse Carbine MK1 into an effective designated marksman rifle. This allows you to engage enemies farther away from your usual field of view.
The M240 Pyrotechnician
The M240 Pyrotechnician kit gives you access to the uncommon M240 flamethrower with a spare fuel tank and USCM technician welding pack to refill your flamethrower. The flamethrower will allow you to effectively clear enemy encampments and also providing a weapon for area of deniel. Additional, the kit comes with fire extinguishers to extinguish fires on the ground as well as any friendlies.
JTAC Radio
The JTAC radio kit gives you access to the JTAC radio channel along side a pair of tactical binoculars, signal flares and a flare gun with a holster for it. Being a JTAC operator means you'll be coordinating with dropship pilots and other fire support assets to launch strikes against enemy positions. You'll be mainly coordinating with the close air support dropship to launch devastating airstrikes against entrenched hostiles.
In The Field
When you've deployed to the combat zone you're going to need evaluate the battlefield for key points to call for an airstrike, mortar strike or orbital bombardment. When finding targets, you must take into account which support is available to you, when they'll be ready and the delay between you call for the strike and the time of impact.
Your primary tool you'll be using to co-ordinate these strikes will be the tactical binoculars and the JTAC encryption key :j.
When lasing a tile you must use the tactical binoculars on the red laser mode. Firstly you must activate it in your hand to zoom out to have a wider field of view. The direction you face will determine where your field of view expands, e.g facing north will expand your field of view north. To finally lase the tile you want, simply ctrl+click the tile.
Tactical Binocular Different Modes:
Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. 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.
When you're calling for an airstrike it is best to first contact the dropship assigned to provide close air support on the JTAC channel that you're requesting air support. It's best to confirm that your response has been received and that wait until the dropship is in the air. Once they confirm they're in the sky, you may begin to laze the tile.
You will need to assess the place you're lazing with the follow questions:
Where is the enemy?
What offsets and directions do I need to relay to the CAS pilot?
Is there a way for the enemy to escape?
Will the airstrike reach the target in time?
Has the enemy moved from where you want to strike?
Are there any friendlies in the area and will they be caught in the blast radius?
Is the place I want to airstrike in the viewable by the pilot or is it obscured?
(Optional) What are the weapons dropship is equipped with.
Etc.
There are more variables in the equation but these are the most common of which you'll need to learn.
Field Intelligence
The field Intelligence kit revolves around collecting documents, retrieving items and scouring the area of operations to find data disks to lower the DEFCON threat level. You're equipped with a document pouch for storing said documents and data disks. In addition to this, you'll be given access to the special Intel channel as well as a pack of Fulton recovery devices to retrieve the fallen as well as alien corpses for study.
Wondering if the below sub classes are really needed
Forward HPR Shield
The forward HPR shield kit provides you with the powerful heavy pulse rifle along side a deployable barricade. This kit revolves around the rapid deployment of the barricade to quickly provide rapid fire support with the HPR. If modified with a quickfire adapter and bipod, it'll give a substantial boost to its fire rate when deployed.
M39 Pointman
The M39 Pointman kit provides the limited submachine gun arm brace for the M39. This allows the effective use of using the SMG with one hand. The kit also comes with a machete for the off hand. This combination allows the user to clear the way for other marines with the machete while also being able to defend themselves effectively.
M-OU53 Sapper
The M-OU53 sapper support kit provides the limited break action shotgun along side the old M15 frag grenade and some grenades. The break action is primarily used as an alternative to the standard M37 for a better fire rate as well as accuracy. Though it can't use buckshot shells, it is quite lethal in using the slugs and flechette shells.
Section 4
Using the Tank
This is where I would write the guide for using the tank, IF I HAD TIME.
Choosing your loadout
The tank has 3 primaries and secondary armaments, a choice between 4 support modules to equip the tank and 5 different kinds of armor. You can only choose one of each category. There a multiple combinations of to choose from but the most common are the most successful in the field of battle.
Loadout 1
STUFF:
Equipment:
Description:
AC3-E Autocannon
The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak. Holding 40 flak rounds in its magazine, you won't be frequently reloading, but do keep an eye on your ammunition count.
Secondary Flamer Unit
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire. The secondary flamethrower unit excels at warding unwanted guests near your tank. Best used to deter any hostile from getting close to the tank.
Artillery Module
Enables the gunner to see further. Similar to binoculars in function. Though the Artillery module doesn't see as far as standard issue binoculars.
Vendables:
Research:
Cost:
Description:
Chemical Report
50 Points
A brand new chemical report downloaded from the WY research database. The chemical will have a level equal to the current clearance access of the Almayer research department.
Research Grant
25 Points
A brand new chemical report downloaded from the WY research database. The chemical will have a level equal to the current clearance access of the Almayer research department.
Incentives:
Cost:
Description:
Neurostim Implanter
30 Points
The Neurostim Implant stimulates and regulates sensorimotor functions. Benefits include improved balance, and improved resistance to overstimulation and disorientation. Once you have implanted a neurostim into your victim you'll receive a pop up box, from there you'll be able to set a code phrase. The implant will negatively affect your victim when they hear the code-phrase (non-radio).
Keep in mind that the Implant will be degraded by the body's immune system over time, and thus occasionally malfunction.
Ultrazine Pills
20 Points
Highly-addictive stimulant. Enhances short-term physical performance, particularly running speed. Effects last approximately 10 minutes per pill. Pill bottle starts with 5 ultrazine pills.
More than two pills at a time will result in overdose. Withdrawal causes extreme discomfort, hallucinations and nausea. Long-term use results in hallucinations and organ failure. Conditional distribution secures subject compliance.
$1000 USD, unmarked bills
5 Points
A stack of 10 100 unmarked dollar bills, perfect for bribes.
WY Encryption Key
5 Points
WY private comms encryption key, for conducting private business.
Fancy Cigar Case
5 Points
Contains seven fancy cigars.
Weston Yamada's Gold packet.
5 Points
Weston Yamada's Gold packet, for the more sophisticated taste.
Zippo Lighter
5 Points
A Zippo lighter, for those smoking in style.
Weston Yamada's Sake
5 Points
Weston Yamada's Sake, for a proper business dinner.
Aspen Beer
5 Points
Weston Yamada's Aspen Beer, for a more casual night.
Drinking Glass
1 Point
A drinking glass, because you have class.
Stationary:
Cost:
Description:
Pen
1 Point
A pen for writing stuff. A choice of 3 colors. Black, blue or red.
Paper
1 Point
A fresh piece of paper, for writing on.
Carbon Paper
1 Point
A piece of carbon paper, to double the writing output.
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.
A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user's guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.
A custom piece of M3 armor designed to be highly flame retardant. Has an activate-able ability called "Fire Walk" which allows the user to walk through flames unharmed for 6 seconds with a 15 second cooldown. In order to activate fire walk yourself, go to the Pyro tab and click Activate-Fire-Shield, you may also assign a Macro to toggle the ability as well.
A custom set of M3 armor packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against xenomorph pounce attempts. This armor is worn by Heavy Grenadier Specialists
A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The Commanding Officer has a special set in the CIC armory.
A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.
This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb "Create-Injector". Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against xenomorph pounce attempts.
Not available during normal gameplay. Only available during admin events.
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 Intelligence Officers.
A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.
This armor is worn by most Corporate PMC personnel.
A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. This one is tailored for the PMC Smartgunners.
The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives.
An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn't protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.
This armor is worn by the UPP Officers and UPP Minigunner.
An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer's ranks produce these vests at about one a month.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.
This armor is worn by the Colonial Liberation Front.
Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the Colonial Liberation Front.