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User:Sargeantmuffinman: Difference between revisions

5,448 editsJoined 29 May 2015
Line 1,885: Line 1,885:


=== [[File:ColMarTech_Automated_Equipment_Rack.png]] Automated Equipment Rack  [[File:ColMarTech_Automated_Equipment_Rack.png]] ===
=== [[File:ColMarTech_Automated_Equipment_Rack.png]] Automated Equipment Rack  [[File:ColMarTech_Automated_Equipment_Rack.png]] ===
</center>
</center>
<tabs>
<tabs>
<center><big>'''Note: You have 45 points to spend on equipment for the operation'''</big></center>
<tab name="Engineering Supplies">
<tab name="Engineering Supplies">
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:130px;"|'''Engineering Supplies:'''
  ! style="background-color:#A9A9A9; width:130px;"|'''Engineering Supplies:'''
Line 2,049: Line 2,050:


|}
|}
</tab>
</tabs>
<center>
=== Snowflake Vendor ===
</center>
<tabs>
<tab name="Uniforms">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Uniform:'''
! style="background-color:#A9A9A9; width: 825px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Medical_Scrubs_Green.png]]
'''Medical Scrubs, Green'''
|style="border: 2px solid black; padding: 5px;" |Standard-issue green medical scrubs.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Old_Synthetic_Uniform.png]]
'''Old Synthetic Uniform'''
|style="border: 2px solid black; padding: 5px;"| The previous standard-issue synthetic uniform.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Synthetic_Uniform.png]]
'''Synthetic Uniform'''
|style="border: 2px solid black; padding: 5px;"| Standard-issue synthetic uniform.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Jumpsuit.png]]
'''USCM Marine Uniform'''
|style="border: 2px solid black; padding: 5px;"| A standard-issue Marine uniform, normally only worn by USCM combat personnel.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:JoeUniform.png]]
'''Working Joe Uniform'''
|style="border: 2px solid black; padding: 5px;"| A cheap uniform made for Synthetic labor.
|}
</tab>
<tab name="Glasses">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Glasses:'''
! style="background-color:#A9A9A9; width: 825px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Goggles.png|64px]]
'''Welding Glasses'''
|style="border: 2px solid black; padding: 5px;"| Standard issue engineering welding glasses. Wear on eyes for best effect.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:MedicHud.png|64px]]
'''Medical HUD Glasses'''
|style="border: 2px solid black; padding: 5px;"| 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). '''Scan reports are stored in the patient's medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.'''
|}
</tab>
<tab name="Shoes">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Shoes:'''
! style="background-color:#A9A9A9; width: 825px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Boots.png]]
'''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:White_Shoes.png]]
'''White Shoes'''
|style="border: 2px solid black; padding: 5px;"| Comfortable white shoes.
|}
</tab>
<tab name="Helmets">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Helmets:'''
! style="background-color:#A9A9A9; width: 825px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Expedition_cap.png]]
'''Expedition Cap'''
|style="border: 2px solid black; padding: 5px;"|It's a cap, with flaps. ALMAYER reads across a patch stitched to the front.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Hard_Hat.png]]
'''Hard Hat'''
|style="border: 2px solid black; padding: 5px;"|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Green_Surgical_Cap.png]]
'''Green Surgical Cap'''
|style="border: 2px solid black; padding: 5px;"| Used to keep hair out of your patient during a surgical operation.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Welding_Helmet.png]]
'''Welding Helmet'''
|style="border: 2px solid black; padding: 5px;"| Flips down to protect the user from damaging their eyes when welding.
|}
</tab>
<tab name="Suit">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Suits:'''
! style="background-color:#A9A9A9; width: 825px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Hazard_Vest.png|64px]]
'''Hazard Vest'''
|style="border: 2px solid black; padding: 5px;"| Standard issue engineering hazard vest.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Labcoat.png|64px]]
'''Labcoat'''
|style="border: 2px solid black; padding: 5px;"| Standard issue medical labcoat.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Researchers_Labcoat.png|64px]]
'''Researchers Labcoat'''
|style="border: 2px solid black; padding: 5px;"| A labcoat designed for researchers in scientific fields.
|}
</tab>
<tab name="Backpacks">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Backpacks:'''
! style="background-color:#A9A9A9; width: 825px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:USCM_satchel.png|64px]]
'''USCM Satchel'''
|style="border: 2px solid black; padding: 5px;"|A heavy-duty satchel carried by most USCM soldiers.
Holds 5 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:USCM_Industrial_Backpack.png|64px]]
'''USCM Industrial Backpack'''
|style="border: 2px solid black; padding: 5px;"|An industrial backpack used by the working citizens of space. Has to be held in one hand to access items inside.
Holds 7 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:USCM_Medic_Backpack.png|64px]]
'''USCM Medic Backpack'''
|style="border: 2px solid black; padding: 5px;"|The standard-issue medic backpack of the USCM. Designed to slug medical equipment onto any field of battle.
Has to be held in one hand to access items inside. Holds 7 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:USCM_infantry_backpack.png|64px]]
'''USCM Lightweight IMP Backpack'''
|style="border: 2px solid black; padding: 5px;"|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.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:USCM_Technician_Backpack.png|64px]]
'''USCM Technician Backpack'''
|style="border: 2px solid black; padding: 5px;"|The standard-issue engineer backpack of the USCM. Designed to slug engineering equipment  onto any field of battle.
Has to be held in one hand to access items inside. Holds 7 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Welderpack.png]]
'''Welderpack'''
|style="border: 2px solid black; padding: 5px;"| Welderpack that holds 5 normal size items with 600 units of welding fuel.
|}
</tab>
</tab>
</tabs>
</tabs>


= Section 5 =
= Section 5 =

Revision as of 02:17, 17 December 2019

Under Construction.png

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.

Section 1

(New!) Totally not suspicious link to a joke.

[x[The page where it is#The Subtitle of where it is|Words]x] Just without the Xs. Flamer Pack

Example link

Section 2

Mercenary group Description
Dozens.png
Dutch's Mercenary Team
The Dutch's Mercenary Team are a small, yet powerful group of mercenaries specialized in jungle warfare. Its members are trained to fight with low tech weapons and equipment, learning special survival techniques and how to conduct guerrilla warfare. They employ very older or outdated weapons such as the M16A2 and the M60, however, they are extremely well trained to use these weapons, often better than any marine with a M41A.

The team became specialized in fighting a mysterious alien predator, expect seem them in the battlefield helping the Colonial Marines fight them.

Standard.png
Marine Reinforcements
As time passes by in Whiskey Outpost, Marine Reinforcements from the "Dust Raiders" battalion will arrive. They consist of a normal marine squad without any specialties from any of the different ERTs mentioned. Both the reinforcements and the Dust Raider garrison share the same objective, to hold out Whiskey Outpost so that the Dust Raider garrison will station at LV-624 and alien forces in LV-624 will be repelled.


In a normal round, marine reserves can be thawed from hypersleep via DEFCON starting from DEFCON 4. On DEFCON 3 they can be woken from hypersleep wearing full combat gear for a speedy injection of skilled help to the front lines. DEFCON reinforcements during normal rounds will have a mixture of roles normally found in a typical squad.

Ironbear.png
The Iron Bears
The Iron Bears are a special forces group from the USSR. While the USSR and the US/UA are at peace and officially co-operating, the USSR still wants USCM technology. On average Iron Bear weapons are typically slightly less effective than their USCM counterpart, but this is compensated by their weapons usually having a very large ammo supply.


The Iron Bears will defend themselves from Alien harm, but will attempt to seize the ship as soon as they can, with the focus (and their goal) of reaching the Combat Information Center to trigger the lockdown and contacting USSR for reinforcements.

Other Stuff

Kits: Contents:
Mini Pyro kit.png
M240 Pyrotechnician Support Kit
Description: A specialization kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This is one of the kit options of the ColMarTech Automated Closet.
  • USCM Pyrotechnician G4-1 Fuel Tank
M240A1 Incinerator Unit
Flamethrower.png

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 napthal 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. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. Additionally, one can ask the Pyrotechnician to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a Macro.


They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.


Ammunition:
IncineratorTanks.png

Incinerator Tank

Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
  • 2 Incinerator Fuel Tank
  • 1 Large incinerator Fuel Tank (Gel)
  • Pocket Extinguisher



Equipment: Description:
64.px
2X Flamethrower
This is the mighty weapon is used to burn through all that stands before it.
M41a.png

M41A Mk2 Pulse Rifle

This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire.


Ammunition:
M41Amag.png

M41A Magazine

Holds forty (40) 10x24mm rifle rounds.
M41Amag.png

M41A Extended Magazine

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Equipment: Description:
64.px
M34A2 Longstreet light tank
A giant piece of armor with a big gun, you know what to do.
Name: Description:
SL.png
Testing Zone
A generic description would be here.


Contents:
Item goes here

Section 3

Templates

Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the character's leadership skill is, an example being that the Commanding Officer's order will last longer than a Squad leader's order. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the order are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.

Orders: Description:
Issue Orders-Move.png
Move!
Increased mobility and chance to dodge projectiles.
Issue Orders-Hold.png
Hold!
Increased resistance to pain and combat wounds.
Issue Orders-Focus.png
Focus!
Increased gun accuracy and effective range.


Weapon Attachments

Attachment: Benefits: Drawbacks:
Suppressor

Supressor.png

Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Bayonet

Bayonet.png

Both:
  • Greatly increases weapon melee damage
  • Using wire coil on a M5 Survival Knife will instantly modify it to a Bayonet.
Both:
  • Slightly decreases accuracy
Extended Barrel

Extended barrel.png

Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Barrel Charger

Barrel charger.png

Both:
  • Greatly increases damage
Wielded:
  • Greatly decreases accuracy
One Handed:
  • Majorly decreases accuracy
Both:
  • Greatly decreases firing speed


Recoil Compensator

Recoil compensator.png

Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy


Both:
  • Slightly decreases damage
Attachment: Benefits: Drawbacks:
Rail Flashlight

Mountedflash.png

Both:
  • Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
  • Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Red Dot Sight

Reddot.png

Wielded:
  • Moderately increases accuracy
One Handed:
  • Slightly increases accuracy
Both:
  • Slight increase of the accuracy penalty when moving
S6 Reflex Sight

Reflex.png

Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Quickfire Adapter

Quickfire.png

Both:
  • Moderately increases firing speed
One Handed:
  • Greatly increases spread.
Wielded:
  • Slightly increases spread.
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
Magnetic Harness

Magnetic harness.png

Both:
  • Dropped weapon goes to suit slot
Both:
  • Slightly decreases accuracy
S8 Telescopic sight

Railscope.png

Wielded:
  • Majorly increases accuracy only when scoped.
  • Allows the user to 'zoom' in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
Wielded:
  • Slightly decreases accuracy.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly decreases firing speed when in use.
S4 Telescopic Sight

Mini Scope.png

Wielded:
  • Majorly increases accuracy
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Wielded:
  • Slightly decreases accuracy when not in use.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
IFTX B8 Smart-Scope

Ifts Scope.png

Wielded:
  • Majorly increases accuracy
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Both:
  • Allows the user to have IFF capabilities
Wielded:
  • Slightly decreases accuracy when not in use.
  • Slight delay before use.
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly reduces firing speed.
Attachment: Benefits: Drawbacks:
Vertical Grip

Forwardgrip.png

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

Angled Grip.png

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


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Flashlight Grip

Flash Grip.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces recoil
Both:
  • Generates a smaller light source than the rail light but greater than the armor light.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Gyroscopic Stabilizer

Gyro.png

Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread
Both:
  • Moderately decreased firing speed
Bipod

Bipod.png

Both:

These benefits will only take place once the bipod is deployed.

  • Greatly increases accuracy
  • Moderately reduces bullet spread
  • Greatly reduces burst spread
  • Slightly increases firing speed.
  • Moderately increases firing speed if used on the M41AE2 Heavy Pulse Rifle
Wielded:
  • Majorly increases wield delay.
Both:
  • Increased weapon size
  • Moderately decreases firing speed when not deployed.
  • Requires setup on flipped tables and barricades by Activating Weapon AttachmentActivate-Weapon-Attachment.png while facing the object before you get the benefits.
Underslung Grenade Launcher

Undernade.png

Both:
  • Adds the ability to fire up to two M40 tube grenades of any kind.
  • Reloadable with any M40 tube grenades
  • Default M41A Pulse Rifle Mk2 attachment
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Starts unloaded
  • Grenades cannot be unloaded once loaded into the launcher.
  • Moderately reduced attachment firing speed
Mini Flamethrower

Underflame.png

Both:
  • Adds the ability to fire several short flame bursts
  • Refillable with standard flamer fuel tanks or USCM Technician Welderpacks
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.
  • Has a lower max range of 4 tiles versus the M240 Incinerator Unit's 5 tile range.
  • Greatly reduced attachment firing speed.
  • Cannot be refilled using B or X Variant fuel tanks.
U7 Underbarrel Shotgun

Undershot.png

Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
Burst Fire Adapter

Burstfire.png

Both:
  • Enables burst-fire on a weapon or enhances burst-fire capability
  • Increases burst-fire shots by 2 (from 3 or 4)


Wielded:
  • Slightly decreases accuracy
One Handed:
  • Moderately decreases accuracy
Laser Sight

Laser sight.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces bullet spread
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None.
Attachment: Benefits: Drawbacks:
M41A Skeleton Stock

M41astock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
L42-MK1 Synthetic Stock

L41ACstock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving
Wielded:
  • None
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases melee damage
M44 Magnum Sharpshooter Stock

Magnum stock.png

Wielded:
  • Majorly increases accuracy
Both:
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • When collapsed it can fit into a holster.
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases weapon melee damage
  • Can't fire the weapon when the stock is collapsed.
M37 Wooden Stock

M37 stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
MK221 Tactical Stock

MK221 Tactical Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Submachinegun Stock

Smg Stock.png

Wielded:
  • Greatly increases accuracy
  • Greatly reduces recoil
  • Majorly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
Collapsible Submachinegun Stock

Collapsible Smg Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
  • When collapsed it can fit into a holster.


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Only applies benefits when the stock is extended.
  • Increases weapon size when extended.
  • Moderately increases bullet spread if collapsed.
Submachinegun Arm Brace

Smg Arm Brace.png

Wielded:
  • Slightly increases accuracy
One Handed:
  • Majorly Increases accuracy
  • Greatly reduces recoil
  • Majorly decreases bullet spread
Both:
  • Slightly decreases accuracy penalty when moving
Wielded:
  • Greatly increases recoil
  • Greatly increases wield delay
Both:
  • Increases weapon size
  • Majorly decreases firing speed
M-OU53 Tactical Stock

MOU53 Stock.png

Both:
  • Slightly increases accuracy
  • Slight reduces recoil
  • Slightly decreases accuracy penalty when moving
  • Slightly decreases scatter
Wielded:
  • Slightly increases wield delay
Both:
  • Increases weapon size


Attachment: Benefits: Drawbacks:
Mateba standard barrel

Mateba standard barrel.png

Wielded:
  • Slightly increases accuracy
Both:
  • None
Mateba marksman barrel

Mateba marksman barrel.png

Wielded:
  • Moderately increases accuracy
  • Majorly reduces scatter
Both:
  • Majorly decreases fire rate
Mateba short barrel

Mateba short barrel.png

Both:
  • Majorly increases fire rate
Both:
  • Moderately reduces accuracy
  • Majorly increases scatter
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Paper Work Template

Title:

Description of use.

How To: Outcome:

All the written stuff goes here.


image here

Squad Marine Sub Roles

Marine specialization 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.

Tactical Binoculars.png

Tactical Binoculars

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.

Alien Commands

Key Command Function
N/A Plant Weeds Plants Weeds
N/A Show Minimap Shows the minimap
N/A Toggle Spit Type Switches between spit types
N/A Regurgitate Regurgitates a host
N/A Choose Resin Structure Opens up a choice between different resin structures
N/A Secrete Resin Secretes a selected resin structure
N/A Corrosive Acid Toggles the corrosive acid ability to be able to melt objects
N/A Spray Acid Toggles the acid spray ability
N/A Toggle Agility Toggles the Warrior's agility mode
N/A Lunge Toggles the lunge ability to be used.
N/A Fling Toggles the fling ability to be used.
N/A Punch Toggles the fling ability to be used.
N/A Jab Toggles the jab ability to be used
N/A Burrow Toggles the burrow ability to be used
N/A Tremor Toggles the tremor ability to be used
N/A Headbutt Toggles the headbutt ability to be used
N/A Tail Sweep Toggles the tail sweep ability to be used
N/A Toggle Crest Defense Toggles the crest defense ability
N/A Fortify Fortifies yourself
N/A Pounce Toggles the pounce ability to be used
N/A Xeno Spit Toggles the x ability to be used
N/A Hide Hides yourself
N/A Emit Pheromones Opens a menu for you to select what pheromones you'll use.
N/A Transfer Plasma Toggles the transfer plasma ability to be used
N/A Toggle Long Range Sight Toggles the long range sight ability
N/A Toggle Bombard Type Toggles the bombard type you'll be using
N/A Bombard Toggles the bombard ability to be used
N/A Throw Facehugger Toggles the ability to throw a face hugger.
N/A Retrieve Egg Retrieves an egg from storage
N/A Place resin hole Plants a resin hole where you stand
N/A Lay Egg Spawns an egg into your hand, ready to be planted.
N/A Stomp Toggles the stomp ability to be used
N/A Toggle Charging Toggles the charging ability
N/A Earthquake Toggles the x ability to be used
N/A Resin Walker Toggles the resin walker ability.
N/A Dig Tunnel Toggles the dig tunnel ability to be used
N/A Screech Toggles the screech ability to be used
N/A Gut Guts any marine you've grabbed
N/A Watch Xenomorph Brings up a menu to select a xenomorph to watch
N/A Heal Xenomorph Heals the xenomorph you're watching
N/A Give Plasma Give's plasma to the xenomorph you're watching
N/A Charge Toggles the charge ability to be used
N/A Spin Slash Toggles the spin slash ability to be used
N/A Transfer Health Toggles the transfer health ability to be used
N/A Praetorian-Screech Toggles the Praetorian's screech ability to be used
N/A Praetorian-Dance Toggles the Praetorian's dance ability
N/A Praetorian-Tail-Attack Toggles the Praetorian's tail attack ability to be used
N/A Praetorian-Shift-Tail-Attack Toggles the Praetorian's shift tail attack ability
N/A Praetorian-Switch-Spray-Types Toggles the Praetorian's switch spray types ability to be used
N/A Praetorian-Punch Toggles the Praetorian's Punch ability to be used
N/A Praetorian-Bomb Toggles the Praetorian's Bomb ability to be used
` Hive-Status Open Hive Status window
Space Crawl-Through-Vent Start crawling into vent
Shift + 1 Say "*hiss" Hiss emote
Shift + 2 Say "*growl" Growl emote
Shift + 3 Say "*tail" Tail whip emote
Shift + 4 Say "*roar" Roar emote
Shift + 6 Say ":a Heal" Say Heal in hivemind so the Queen can heal you in time
Shift + 7 Say "*dance" Dance emote
Shift + Z Say "MOVE" Life saving phase when you are body blocked by fellow sisters
Shift + X Say "Capture" Urge fellow sisters to capture/let you capture the host
Shift + C Say "Don't" Urge fellow sisters to not do something, etc
O Evolve Open Evolve window

Legacy Code


Infection
  • Untreated brute and burn damage
  • Improper surgery procedure
    • Not cleaning your hands before surgery
    • Not using a surgery table
    • Smoking while performing surgery
Antibiotics Spaceacilin with a different label. Administer 30 units to remove a stage 3 infection.


Keep in mind that stage 1 infections can be simply fixed with ointment or advanced trauma kits, spaceacillin won't heal those.

10 Units 30 Units

Disinfection

The second step is to wash your hands to help reduce infection chance. Using space cleaner on yourself works too, if you're wearing gloves. Note that you can inject your patient with 5U of Spaceacillin to reliably immunize him from infection (until it is fully metabolized) and circumvent the need to wash your hands.

Section 4

Surplus Vendor.png Automated Closet Surplus Vendor.png

Uniform: Description:
Medical Scrubs Green.png

Medical Scrubs, Green

Standard-issue green medical scrubs.
Old Synthetic Uniform.png

Old Synthetic Uniform

The previous standard-issue synthetic uniform.
Synthetic Uniform.png

Synthetic Uniform

Standard-issue synthetic uniform.
Jumpsuit.png

USCM Marine Uniform

A standard-issue Marine uniform, normally only worn by USCM combat personnel.
JoeUniform.png

Working Joe Uniform

A cheap uniform made for Synthetic labor.
Webbings: Description:
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.
Brown webbing vest.png

Brown Webbing

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Webbing.png

Webbing

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
Shoes: Description:
Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
White Shoes.png

White Shoes

Comfortable white shoes.
Helmets: Description:
Expedition cap.png

Expedition Cap

It's a cap, with flaps. ALMAYER reads across a patch stitched to the front.
Hard Hat.png

Hard Hat

A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.
Green Surgical Cap.png

Green Surgical Cap

Used to keep hair out of your patient during a surgical operation.
Welding Helmet.png

Welding Helmet

Flips down to protect the user from damaging their eyes when welding.
Suits: Description:
Hazard Vest.png

Hazard Vest

Standard issue engineering hazard vest.
Labcoat.png

Labcoat

Standard issue medical labcoat.
Researchers Labcoat.png

Researchers Labcoat

A labcoat designed for researchers in scientific fields.
Gloves: Description:
Insulated Gloves.png

Insulated Gloves

Protects users against electrical shocks.
Latex Gloves.png

Latex Gloves

Helps protect against causing infections when performing surgery.
Backpacks: Description:
Synthpack.png

S-V42 prototype smartpack

A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.

Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.

Belts: Description:
M276 Pattern Toolbelt Rig.png

M276 Pattern Toolbelt Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.
M276 pattern lifesaver bag.png

M276 Pattern Lifesaver Bag

The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.
M276 pattern medical storage rig.png

M276 Pattern Medical Storage Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.
Pouch: Description:
Autoinjector-pouch.png

Autoinjector Pouch

A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.
Const-pouch.png

Construction Pouch

A pouch designed to holster construction materials.
Document-pouch.png

Document Pouch

A pouch used to hold documents for safe keeping.
Electronics-pouch.png

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.

Contains 6 slots.

Circuitboard.png

Circuitboards

Powercell.png

Powercells

Aid-pouch.png

First-Aid Pouch

Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships.
Flare-pouch.png

Flare Pouch

Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Large-gen-pouch.png

Large General Pouch

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

Medical Pouch

Large pouch able to hold a wide array of medical supplies.
Medkit-pouch.png

Medkit Pouch

Special issue pouch, able to hold a medkit.
Tool Pouch.png

Tools Pouch

Designed to hold all your different types of tools.
Mask: Description:
Sterile mask.png
Sterile Mask
A mask designed to help prevent the spread of diseases.

ColMarTech Automated Equipment Rack.png Automated Equipment Rack ColMarTech Automated Equipment Rack.png

Note: You have 45 points to spend on equipment for the operation
Engineering Supplies: Description:
Circuitboard.png
Airlock Electronics
Cost:2 Points
Used in the construction or maintenance of a door.
Entrenching Tool Unfolded.png
Entrenching Tool
Cost:2 Points
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Powercell.png
High Capacity Power Cell
Cost:3 Points
Used for powering various devices that require power. 10,000W.
Lightreplacer.png
Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Limited charges.
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.
Multitool.png
Security Access Tuner
Cost:4 Points
Used to hack doors/vendors along with disabling mines.
Plasteel.png
Plasteel x10
Cost:7 Points
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
Circuitboard.png
Power Control Module
Cost:2 Points
Used in the construction or maintenance of Area Power Networks (APC).
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.
Goggles.png
Welding Glasses
Costs:4 Points
Standard issue engineering welding glasses. Wear on eyes for best effect.
Welder.gifIndustrial Blowtorch
Costs:5 Points
An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.
Medical Supplies: Description:
Advburnkit.png
Adv Burn Kit
Costs:2 Points
Used to treat moderate to high burn damage.
Advtraumakit.png
Adv Trauma Kit
Costs:2 Points
Used to treat moderate to high brute damage. Also treats mild infections.
Advanced first-aid kit.png
Advanced First Aid Kit
Costs:12 Points
Advanced first aid kit with more complicated medical supplies.
First-aid kit.png
First Aid Kit
Costs:6 Points
Basic first aid kit with basic medical supplies.
Med Evac Stretcher.png
MedEvac Bed
Costs:6 Points
Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click "Activate Medevac". Only medics can activate the beacon and it can only be used outdoors.). A Collapsed Stretcher can be folded by dragging it onto yourself. You can also attach a body bag or a stasis bag onto the stretcher.
Splint.png
Medical Splints
Costs:1 Point
Used to hold that broken/fractured bone of yours in place so you don't die.
RollerBed.png
Roller Bed
Costs:4 Points
Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. You can attach a body bag or a stasis bag onto a roller bed for faster transportation.
StasisBag.png
Stasis Bag
Costs:6 Points
Used to store critically injured patients.
PillBottle.png
Pillbottle
Costs:5 Points each
Can vend a pill bottle (16 pills) filled with any one of the following chemicals.
  • Bicaridine
  • Dexalin
  • Dylovene
  • Inaprovaline
  • Kelotane
  • Peridaxon
  • Quickclot
  • Tramadol
Bicaridine.png
Autoinjector
Costs:1 Point each
Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.
  • Bicaridine
  • Dexalin+
  • Epinephrine
  • Dylovene
  • Inaprovaline
  • Kelotane
  • Oxycodone Costs:2 points
  • Quickclot
  • Tramadol
  • Tricord
Defibrillator.png
Defibrillator
Costs:4 Points
Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)

See Defibrillator Usage.

Healthanalyzer.png
Health Analyzer
Costs:4 Points
Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones.
MedicHud.png
Medical HUD Glasses
Costs:4 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 green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.
Other supplies: Description:
Flashlight.png
Flashlight
Costs:1 Point
It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
Motion Detector.gif
Motion Detector
Costs:5 points
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph 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). You can switch modes with Alt+Click.
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:5 points
A whistle 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.
Space Cleaner.png
Space Cleaner
Costs:5 points
A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it.

Holds 250 units of space cleaner.

Snowflake Vendor

Uniform: Description:
Medical Scrubs Green.png

Medical Scrubs, Green

Standard-issue green medical scrubs.
Old Synthetic Uniform.png

Old Synthetic Uniform

The previous standard-issue synthetic uniform.
Synthetic Uniform.png

Synthetic Uniform

Standard-issue synthetic uniform.
Jumpsuit.png

USCM Marine Uniform

A standard-issue Marine uniform, normally only worn by USCM combat personnel.
JoeUniform.png

Working Joe Uniform

A cheap uniform made for Synthetic labor.
Glasses: Description:
Goggles.png

Welding Glasses

Standard issue engineering welding glasses. Wear on eyes for best effect.
MedicHud.png

Medical HUD Glasses

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). Scan reports are stored in the patient's medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.
Shoes: Description:
Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
White Shoes.png

White Shoes

Comfortable white shoes.
Helmets: Description:
Expedition cap.png

Expedition Cap

It's a cap, with flaps. ALMAYER reads across a patch stitched to the front.
Hard Hat.png

Hard Hat

A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.
Green Surgical Cap.png

Green Surgical Cap

Used to keep hair out of your patient during a surgical operation.
Welding Helmet.png

Welding Helmet

Flips down to protect the user from damaging their eyes when welding.
Suits: Description:
Hazard Vest.png

Hazard Vest

Standard issue engineering hazard vest.
Labcoat.png

Labcoat

Standard issue medical labcoat.
Researchers Labcoat.png

Researchers Labcoat

A labcoat designed for researchers in scientific fields.
Backpacks: Description:
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

Holds 5 normal size items.

USCM Industrial Backpack.png

USCM Industrial Backpack

An industrial backpack used by the working citizens of space. Has to be held in one hand to access items inside.

Holds 7 normal size items.

USCM Medic Backpack.png

USCM Medic Backpack

The standard-issue medic backpack of the USCM. Designed to slug medical equipment onto any field of battle.

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

USCM infantry backpack.png

USCM Lightweight IMP Backpack

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

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

USCM Technician Backpack.png

USCM Technician Backpack

The standard-issue engineer backpack of the USCM. Designed to slug engineering equipment onto any field of battle.

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

Welderpack.png

Welderpack

Welderpack that holds 5 normal size items with 600 units of welding fuel.

Section 5