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Vehicle Crewman

From CM-SS13 - Wiki
COMMAND
Vehicle-Crewman.png
Vehicle Crewman
Difficulty: Hard
Supervisors: Command staff
Rank: Sergeant First Class
Duties: Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.
Guides: No external guides
Unlock Requirements: Six hours as any squad role, three hours as a Squad Engineer
Detailed Description:
|__________|
Your job is to operate and maintain the ship's armored vehicles.
You are in charge of representing the armored presence amongst the marines during the operation, as well as maintaining and repairing your own vehicles.
|__________|


"The Ridge' is a scary tank. Its got stealth, mobility, firepower and point defenses better'n anything we had on the M22. What's so neat is the way the automatics handle the workload - you'd think you need at least three crew to run all this crap, but in fact you can do it with the same two girls you had in the Jackson. The only problem we had in our battalion was running the panzers in after they were delivered, factory fresh - you need to fire the guns a lot and run all the equipment a number of times before the sensors and weapons settle down and fully integrate." - Capt. Andrea Mae Samona, 2nd Colonial Marine Tank Battalion, Colonial Marines Tech Manual


Overview

After you somehow passed the vehicle operator test you're now finally going to get to use the vehicles the USCM provides during a military operation, though you'll have to wait first as the vehicles you have has been left un-maintained in the vehicle bay throughout the Almayer's voyage. Make sure to either fix the vehicle yourself or to radio in to the resident grease monkeys over in engineering and tell them that you need the vehicle repaired and retrofitted.

Note: You the crewman, Maintenance Technicians, the Chief Engineer, and the synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.


Problem: Repairing and Replacing:
Broken M34A2 Longstreet light tank
Broken M34A2 Longstreet light tank
The broken tank. It's useless without any proper armament. It can't move at all when it's been this badly damaged. Although it can just barely move with broken or no treads if it's not broken. It'll take a lot of work just to fix it, and you'll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don't go to waste!
Broken M577 Armored Personnel Carrier
Broken M577 Armored Personnel Carrier
The broken APC. It's useless without any proper armament. It can't move at all when it's been this badly damaged. Although it can just barely move with broken or no treads if it's not broken. It'll take a lot of work just to fix it, and you'll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don't go to waste!
Repairing the vehicle frame Repair the frame with a welder 3 times (depending on the damage) and use a wrench.
Removing Modules from Hardpoints Use a Crowbar to uninstall any modules from the their hardpoints.
Removing/Replacing the Tank's Turret To replace the tank's turret, you'll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader's clamp.


Ask the personnel who are repairing your tank to also attach the starting modules unless you are doing it yourself.

Vehicle Crewmen Equipment Vendor


Equipment: Description:
Insulated Gloves.png

Insulated Gloves

Protects users against electrical shocks.
M3 Pattern Tanker Armor.png

M3 Pattern Tanker Armor

A modified and refashioned suit of M3 Pattern armour 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 armour is worn by Vehicle Crewman.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

Headset.png

Headset

Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This one is a command variant which has access to all channels.
M50 Tanker Helmet.png

M50 Tanker Helmet

The lightweight M50 tanker helmet is designed for use by armoured crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armoured vehicle, issued for Vehicle Crewmen.
Welding kit.png

Welding Kit

A heavy-duty, portable welding fluid carrier.

Holds 600 units of welding fuel.

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.
Pick One
Sidearms: Description:
M4a3Commander.png
M4A3 Custom Pistol

This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy. Standard issue to Staff Officers, Pilot Officers, Squad Radio Telephone Operators and Vehicle Crewmen.

Stats:

Recoil Wielded: 1

Recoil Unwielded: 1

Scatter Wielded: 3

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Damage Mod: 1.1

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds nine (9) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds nine (9) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds nine (9) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Vp78.png
VP78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets. It is the standard sidearm for Corporate PMC Officers, Weapons Specialists, Fireteam Leaders and the Executive Officer

Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None


Pick One
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.
M103 pattern Tank-Ammo rig.png

M103 pattern Tank-Ammo rig

The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 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 M4A3 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 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
M276 pattern knife.png
M276 Pattern Knife Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives.
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.
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 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 and Maintenance Technicians to do their work.
Pick Two
Pouch: Description:
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.
Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

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.
Largemag-pouch.png

Large Magazine Pouch

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.

Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
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.
Pistol-pouch.png
Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Tool Pouch.png
Tools Pouch
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots. Can hold the following items below:

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

CableCoils.png

Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Pick One
Accessories: 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 Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
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.
Pick One
Equipment: Description:
Goggles.png
Welding Goggles
A pair of Welding Goggles. Goes on the eyes slot.
Welding Helmet.png
Welding Helmet
A head-mounted face cover designed to protect the wearer completely from space-arc eye.
Pick One
Mask: Description:
File:Gas mask.png
Gas Mask
A face-covering mask that can be connected to an air supply.
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. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs. Spawns at the Automated Closet as Standard Equipment if the map is Sorokyne Strata or Corsat. Otherwise available at the Surplus Uniform Vendor.

Attachment: Benefits: Drawbacks:
Laser sight.png
Laser Sight
Costs:10 points
Wielded:
  • Slightly increases accuracy
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None
Undershot.png
U7 Underbarrel Shotgun
Costs:10 points
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
  • Can only be loaded with buckshot
M37 stock.png
Shotgun Stock
Costs:10 points
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
Smg Stock.png
Submachinegun Stock
Costs:10 points
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
M41astock.png
M41A Solid Stock
Costs:10 points
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
Quickfire.png
Quickfire Adapater
Costs:10 points
Both:
  • Moderately increases firing speed
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
  • Moderately increases spread
Recoil compensator.png
Recoil Compensator
Costs:10 points
Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy
Both:
  • Moderately decreases damage
Reddot.png
Red Dot Sight
Costs:10 points
Wielded:
  • Greatly increases accuracy
One Handed:
  • Slightly increases accuracy
One Handed:
  • Slight decrease in accuracy for moving.
Reflex.png
Reflex Sight
Costs:10 points
Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Supressor.png
Suppressor
Costs:10 points
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
Forwardgrip.png
Vertical Grip

Costs:10 points


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
Magazine: Description:
L42 AP mag.png
L42A Armor Piercing Magazine
Costs:10 points
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
Stats:

Capacity: 25

Damage: 32

Max Range: 22

Fall off: 0

Penetration: 31

Punch: 0.5

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.
Stats:

Capacity: 48

Damage: 34

Max Range: 22

Fall off: 3

Penetration: 31

Punch: 0.5

M39-extended-mag.png
M39 Extended Magazine
Costs:6 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
Stats:

Capacity: 72

Damage: 41

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

M40 HEDP.pngM40 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 5 seconds.
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.
Stats:

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 0.8

Penetration: 31

Punch: 0.5

M41A-extended-mag.png
M41A Extended Magazine
Costs:6 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Stats:

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 0.8

Penetration: 0

Punch: 0.5

Utilities: Description:
Binoculars.png
Binoculars
Costs: 5 Points
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
Mini Extinguisher.png

Mini Extinguisher
Costs:5 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Flame-pouch.pngFuel tank strap pouch
Costs:15 points
Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

Largemag-pouch.png

Large Magazine Pouch
Costs:15 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.

Motion Detector.gif

Motion Detector
Costs:15 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.
C4.png
Plastique Explosive
Costs:10 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.

Goggles.png
Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.

The Vehicles

Tank: Description:
M34A2 Longstreet light tank
M34A2 Longstreet Light Tank
A light but very modular tank, which may house an array of attachments, allowing it to be an effective, well-rounded armored vehicle. Has a rotating turret that allows the gunner to fire in any direction, though it takes time to turn the turret.
Interior:
Tank Interior.png

Available as a Tier 3 tech.

Only Vehicle Crewmen can operate the tank, although the SEA and synthetic can drive it.

  • Once the Tank has been fully repaired and retrofitted head to the highlighted green square at the sides of the Tank (as seen below) and click on the Tank . Upon clicking the Tank from that position will appear into the interior of the Tank . Make sure to discuss with your tanker companion which seat to take.

Tank GetIn.png


Armored Personnel Carrier: Description:
M577 Armored Personnel Carrier
M577 Armored Personnel Carrier
A versatile Armored Personnel Carrier (APC). Doesn't have any armor so be careful when sustaining damage. Has 3 variants, Transport, Medical and Command.
  • The Transport variant has 4 passenger seats and can carry 8 troops with 2 crewmen.
Transport Interior:
APC Transport Interior.png
  • The Medical variant comes with an integrated surgery table, body scanner and surgery kit. It can carry 3 troops with 2 crewmen.
Medical Interior:
APC Medical Interior.png
  • The Command variant comes with an overwatch console with two seats for passengers. It can carry 3 troops with 2 crewmen.
Command Interior:
APC Command Interior.png

Only Vehicle Crewmen can operate the APC, although the SEA and synthetic can drive it.

  • Once the APC has been fully repaired and retrofitted head to the highlighted green square at the sides of the APC (as seen below) and click on the APC. Upon clicking the APC from that position will appear into the interior of the APC. Make sure to discuss with your tanker companion which seat to take.

APC GetIn.png

Repairing Modules

Due to your crafty ingenuity and taking a course at your engineering college where you've somehow learned to drive tanks and APCs, you're now able to repair your own modules on the go! Assuming it's not Fucked Up Beyond All Repair, you'll be able to repair all modules back to pristine condition! Simply take any damaged modules off of the vehicle, weld it and you've repaired the module by a certain percentage. Continue doing so until you've fixed it all.

Pull down your goggles or get your welding helmet at crewmen's quarter (in hangar, south of dropship 2), remember to flip them down before you start to avoid eye damage when welding. Remember to turn off your welder before refilling or the fuel tank will blow up.

The Vehicle Operators

There can only be two Vehicle Crewmen on the Almayer. This is useful, because the vehicles of the USCM requires a driver, and a gunner; one person cannot operate both at the same time effectively. Each Vehicle Crew member is able to fulfill either role, and switch out at either time with their fellow tanker. In case a tank crew is SSD inside the tank, you can use grab intent and click the vehicle exit to drag them out.

Role: Description:
The Driver Drives the vehicles of the USCM. You are only able to move the tank backwards or forwards of where you are facing. You must rotate the tank clockwise or counter-clockwise in order to turn.
The Gunner Utilises the support, secondary and main armaments of the vehicles of the USCM. Be wise though, that some weapons only fires in a 45 degree angle, which means the vehicle must always be turning. But for the tank, you're able to rotate the turret to fire in any direction. Though there is a small delay between turning turret.


Driver

Driving the Vehicles: Description:
Tank Movement.png The Green highlighted areas are places you can turn the vehicles to. You are able to do so by using either WASD or the arrow keys.


Forwards and Backwards.png The arrows show that the vehicles can only move forward/backwards when facing that direction.
Obstructed movement Areas highlighted in orange means that the vehicles is not able to move. The object must either be removed or destroyed in order for the tank to rotate. The vehicles can destroy walls/resin structures (up to reinforced walls) by continuously driving into them. Doing this damages the vehicles's modules so be careful not to over do it. The weapons on some vehicles are an alternative for destroying walls/resin structures, though you will be expending a lot of ammunition to take them down. It's best to find another route or get the marines to remove it.

Gunner

Using the armaments: Description:
Switching the vehicle's weapons In order to change the weapon you are currently using. You must click on the Vehicle tab and click Cycle Hardpoint Module (you can bind a hotkey for it with Macros). A menu will open, allowing you to select from Primary, Secondary and Support if you have them installed on the tank.
Using the weapons To be able to fire any of the weapons when selected, you simply left click' on a tile to fire the armament selected. To fire the alternative armament, middle click a tile. If you select the support module, you can Click a tile to activate it. You can also use middle click to fire the primary armament and Ctrl+Click to fire the secondary armament while having the support module selected. Do note that this method can only be used while the support module is selected. IMPORTANT: Do note that the tank's primary armaments only has a 90 degrees firing arc, which means the tank must constantly rotate in order to fire elsewhere. Secondary and support armaments will have a 180 degrees firing arc. You are also unable to point while in the tank as well as shoot anything directly next to it.
Reloading Inside the vehicles interior, click on the auto loader, there will be a menu that'll pop open. Select the armament you want to reload in order to reload it.

Vehicle Modules Vehicle part Delivery System.png

The modules listed below are available for purchase from the Vehicle Equipment Fabricator or the Vehicle Equipment Vendor next to the ASRS Elevator at round-start, note that the fabricator needs to be authorized points through the DEFCON system as it starts with none.


Main Armament Module: Description:
TankModule LTB-Cannon.png
LTB Cannon
The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4.

DEFCON 2 ONLY

Costs:600

Ammunition:
LTB Magazine.png

LTB Magazine

Contains 4 high explosive rounds.

Costs:200

TankModule Auto-Cannon.png
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.

Costs:600

Ammunition:
Autocannon Magazine.png

Autocannon Magazine

Contains 40 high explosive rounds.

Costs:200

TankModule Dragon Flamer.png
DRG-NF Flamethrower
Primary Flamer Unit effect.png
The DRG-NF Flamethrower is a primary armament for the tank. It spews out extremely hot fire against opponents dumb enough to stand in front of it. Great for clearing out anything stuck inside a building or barbecuing your enemies! Can hold 1 additional fuel tank for the primary weapon.

Costs:600

Ammunition:
Drg Magazine.png

Flamethrower Canister

Contains 100 fuel.

Costs:200

TankModule LTAA-AP-Minigun.png
LTAA AP Minigun
The LTAA AP Minigun fires armor piercing rounds at a high fire rate. Its ability to fire projectiles in rapid succession dominates against any infantry opponent, shredding them apart. Can hold 1 extra magazine.

Costs:600

Ammunition:
LTAA AP Minigun Magazine.png

LTAA AP Minigun Magazines

Contains 300 rounds.

Costs:200

APCModule Dual Cannon.png
Boyar's Dual Flak Cannon
A primary two-barrel cannon for the APC that shoots explosive flak rounds. Fires in two round bursts. The flak rounds are similar to the Auto-Cannon on the Tank.

Costs:600

Ammunition:
Autocannon Magazine.png

Boyars Dual Flak Cannon Magazines

Contains 40 rounds.

Costs:150

Secondary Armament Module: Description:
TankModule Secondary-Flamer-Unit.png
Secondary Flamer Unit
Secondary Flamer Unit effect.png
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.

Costs:400

Ammunition:
LargeIncineratorTank.png

Tank Flamer Magazine

Contains 120 units of fuel.

Costs:100

TankModule Secondary-TOW-Launcher.png
TOW Launcher
Fires rockets at the enemy.

DEFCON 2 ONLY

Costs:500

Ammunition:
84mmThermobaric RocketArray.png

TOW Launcher Magazine

Contains 5 rockets.

Costs:150

TankModule Secondary-M56-Cupola.png
M56 Cupola
A heavily modified smartgun made for tanks. Has IFF features.

Costs:400


Ammunition:
Cupola Ammo Box.png

M56 Cupola Magazine

Contains 500 rounds.

Costs:100

TankModule Secondary-Grenade-Launcher.png
Grenade Launcher
A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.

Costs:300

Ammunition:
Tank GL Magazine.png

Tank Grenade Launcher Magazine

Contains 10 Grenades.

Costs:100

APCModule Frontal Cannon.png
RE-RE700 Frontal Cannon
The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola.

Costs:400

Ammunition:
Frontal Cannon Ammo Box.png

Frontal Cannon Magazines

Contains 500 rounds.

Costs:100

Support Module: Description:
TankModule Smoke-Launcher.png
Smoke Launcher
Launches smoke forward to obscure vision.

Costs:250

Ammunition:
Smoke Launcher Magazine.png

Smoke Launcher Magazine

Contains 6 Grenades.

Costs:50

TankModule Integrated-Weapons-Sensor-Array.png
Integrated Weapons Sensor Array
Improves the accuracy and fire rate of all onboard weapons.

Costs:300

TankModule Overdrive-Enhancer.png
Overdrive Enhancer
Increases the movement speed of the vehicle it's attached to.


Costs:400

TankModule ArtilleryModule.png
Artillery Module
Enables the gunner to see further. Similar to binoculars in function.


Costs:600

APCModule FlareModule.png
Flare Module
Fires flares in the direction you're facing.


Costs:250

Ammunition:
Smoke Launcher Magazine.png

Flare Launcher Magazine

Contains 6 Flares.

Costs:50

Armor Module: Description:
TankModule Concussive-Armor.png
Concussive Armor
Protects against all sources of damage by reducing it by 10%. Also protects against damage if you ram into a wall or get rammed.

Costs:600

Stats:

Health = 1000


Armor Resistances:

  • BIo = -50%
  • Slash = 30%
  • Bullet = 60%
  • Explosive = 20%
  • Blunt = 46.4%
TankModule Caustic-Armor.png
Caustic Armor
Protects the tank from chemical weapons and acid attacks.

Costs:800

Stats:

Health = 1000


Armor Resistances:

  • BIo = -0.5%
  • Slash = 30%
  • Bullet = 60%
  • Explosive = 20%
  • Blunt = 20%
TankModule Ballistic-Armor.png
Ballistic Armor
Protects the tank from high penetration weapons and slashing attempts.

Costs:600

Stats:

Health = 1000


Armor Resistances:

  • BIo = -50%
  • Slash = 53.1%
  • Bullet = 73.2%
  • Explosive = 20%
  • Blunt = 20%
TankModule Paladin-Armor.png
Paladin Armor
Protects the tank from large explosive projectiles.

Costs:600

Stats:

Health = 1000


Armor Resistances:

  • BIo = -50%
  • Slash = 30%
  • Bullet = 60%
  • Explosive = 46.4%
  • Blunt = 20%
TankModule Snowplow-Armor.png
Snowplow Armor
Provides no armor but the ability to plow through snow tiles to forge supply lines out of the cold wasteland that is Sorokyne. Additionally targets ran over will take additional damage.

Costs:500

Stats:

Health = 600


Armor Resistances:

  • Same as the default tank.
Treads and Wheels: Description:
TankModule Tank-Treads.png
Tank Treads
Integral to the movement of the tank.

Costs:300

TankModule Tank-Treads.png
Tank Robus Treads
A more reinforced and stronger variant of the tank's treads. Though with the stronger tracks, it will slow the tank down a bit more.

Costs:350

APCModule APC-Wheels.png
APC Wheels
The wheels of the APC. Necessary for it to move.

Costs:300

Turret: Description:
TankModule Tank Turret.png
M34A2-A Multipurpose Turret
The turret of the tank. Houses the primary and secondary armaments of the the tank. Needs a powerloader in order to lift it.

Costs:1000

Your Skillset

Tank Crewman Skillset.png

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