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
Implement research paper work. 90% done.
Oversee the medic rework page.
CMO and Doctor page needs a good bit of touching up.
Add a section in the tanker's page about all their modules in the new vendor at round start.
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.
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.
This is the mighty weapon is used to burn through all that stands before it.
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:
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A Incendiary Magazine
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Equipment:
Description:
M34A2 Longstreet light tank
A giant piece of armor with a big gun, you know what to do.
Generic description goes here. This will extend the box so there's no need for extra spaces.
Requisitions Again
Backpacks:
Description:
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 Pyrotechnician G4-1 Fuel Tank
A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.
Holds 350 units of fuel.
USCM technician welderpack
A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use. Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel.
Belts:
Description:
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. They can hold 3 items.
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. This holds 5 various magazines or handfuls of shotgun shells.
It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics. It is one of the belt options of the ColMarTech Automated Closet.
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.
It is one of the uncommon rigs inside USCM Cargo Vendors or Some Marine Prep Vendors, and is standard issue for the Requisitions Officer.
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.
It is one of the uncommon rigs inside USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialized squad role vendors..
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.
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for both Cargo Technicians, Staff Officers and Pilot Officers.
Shotgun shell load rig
An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
Webbing:
Description:
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
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Can be ordered via crate in Requisitions, but not carried typically.
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
It is the standard webbing for most of the USCM support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions.
Pouches:
Description:
Construction pouch
Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
A pouch used to hold documents for safe keeping. Can hold 7 items.
Explosive pouch
Container designed to hold up to three grenades or other explosives. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Medium general pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the ColMarTech Automated Closet and can be found inside the ColMarTech automated armaments vendor in Requisitions.
First-aid pouch
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships. It is one of the pouch options of the ColMarTech Automated Closet.
Flare pouch
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
Fuel tank strap pouch
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Can be worn by attaching it to a pocket.
Large pistol magazine pouch
Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Magazine pouch
Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 2 slots.
Medical pouch
Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Syringe pouch
Uncommon issue pouch, able to hold an array of syringes. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots.
Tools Pouch
Designed to hold all your different types of tools. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
This is one of two handguns that the marines have stocked in their combat prep vendors. The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine.
All Cargo Technicians start with one, including 3 Extended Magazines (One loaded) and a Hollowpoint Magazine.
To learn more about the weapon's attachments and ammunition click here
M1911 Service Pistol
A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is NOT compatible with the SU-6 smartpistol. More can be ordered by the Blackmarket crate and found in requisitions.
To learn more about the weapon's attachments and ammunition click here
SU-6 Smart Pistol (.45)
The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts.
To learn more about the weapon's attachments and ammunition click here
M44 combat revolver
This revolver is the standard sidearm for some military officers, but is also available as an alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed-loaders, and holds a maximum of 7 bullets.
To learn more about the weapon's attachments and ammunition click here
M39 sub machine gun
This is the standard sub-machine gun. Useful for support roles, such as medics, engineers or specialists with heavy weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.
To learn more about the weapon's attachments and ammunition click here
M41A pulse rifle MK2
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. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A Mk2 might jam and will fail to fire for a second.
To learn more about the weapon's attachments and ammunition click here
L42 MK1 Pulse Carbine
A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy, but usually overlooked in favor of firearms with better stopping power. Chambered in 10x24mm caseless. Can very quickly change barrel attachments.
To learn more about the weapon's attachments and ammunition click here
M37A2 pump shotgun
An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a Macro.
To learn more about the weapon's attachments and ammunition click here
Kits:
Description:
Experimental Trooper Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
SU-6 Smartpistol
5 SU-6 Smartpisol Magazines
Extended Barrel
Quick Fire Attachment
Laser Sight
Mini JTAK Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
2x Signal flares packs
Tactical Binoculars
JTAC encryption key (Use :j to speak on this radio channel)
Heavy Support Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
HPR
1 HPR magazine
MB-6 Folding Barricade
Bipod
Welding goggles
Welder
Mini Intel Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
Document pouch
Data Detector
Intel Radio Encryption Key
Fulton recovery device.
M39 Point Man Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
M39 SMG, comes pre-loaded
Sub-Machine gun arm brace
Magnetic Harness
H5 Pattern M2132 Machete Scabbard
1 M39 Extended magazine
M-OU53 Field Test Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
M-OU53 Break Action Shotgun
M-OU53 Tactical Stock
Box of shotgun slugs
Box of flechette slugs
Shotgun shell loading rig
Explosives:
Description:
M15 fragmentation grenade
Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.
M20 Claymore anti-personnel mine
The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for killing or heavily wounding any would be trouble makers who dare attempt to invade your base.
M40 HEDP grenade box
Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.
M40 HEFA grenade box
Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.
M40 HIDP incendiary grenade
Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.
M40 HSDP smoke grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Miscellaneous:
Description:
Combat flashlight
It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
Entrenching Tool
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack or certain pouches.
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing.
H5 Pattern M2132 Machete Scabbard
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
M89-S signal flare pack
A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
M94 marking flare pack
A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.
MB-6 Folding Barricade
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.
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Regular Ammunition:
Description:
M4A3 Magazine
Holds nine (9) 9mm pistol rounds.
M44 Speed Loader
Holds seven (7) .44 rounds.
M39 Magazine
Holds forty eight (48) 10x20mm rounds.
L42-MK1 magazine
Holds twenty (20) 10x24mm rifle rounds.
Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
Buckshot Shells
Fires multiple small projectiles. Deals massive damage, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.
Flechette Shells
Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Armor-Piercing Ammunition:
Description:
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
M39 Armor Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
L42-MK1 AP Magazine
Holds twenty (20) AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A Armor Piercing Magazine Box
Contains 10 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Extended Ammunition:
Description:
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
L42-MK1 Extended Magazine
Holds thirty (35) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Special Ammunition:
Description:
M44 Heavy Speed Loader
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44 Marksman Speed Loader
Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.
SU-6 Smart Pistol Magazine
Holds fifteen (15) .45 pistol rounds. Has specially made bullets for IFF capabilities.
Holds forty eight (48) 10x20mm light explosive rounds. Designed to rapidly shred armor but has lower overall damage.
Smartgun Drum
Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. By default the reload mode is set to loading from drum magazines. Click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you'll be able to fire five hundred rounds (500) without stopping.
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit
Ammunition boxes:
Description:
SMG Ammunition Box (10x20mm)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
SMG Ammunition Box (10x20mm AP)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.
SMG Ammunition Box (10x20mm LE)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.
Rifle Ammunition Box (10x24mm)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42-MK1 magazines.
Rifle Ammunition Box (10x24mm AP)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42-MK1 armor piercing magazines.
Ammunition boxes:
Description:
M39 Magazine Box
Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
M39 Armor Piercing Magazine Box
Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
M39 Extended Magazine Box
Contains 10 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
M41A Magazine Box
Contains 10 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
M41A Extended Magazine Box
Contains 8 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
M41A Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
L42-MK1 Magazine Box
Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
L42-MK1 AP magazine box
Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42 MK-1 Armor Piercing magazine can be loaded into the standard L42 MK-1 magazine box if a space is available.
L42-MK1 extended magazine box
Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42 MK-1 Armor Piercing magazine can be loaded into the standard L42 MK-1 magazine box if a space is available.
Slug Shell Box X100
Contains 100 slug shells, 20 handfuls.
Buckshot Shell Box X100
Contains 100 buckshot shells, 20 handfuls.
Flechette Shell Box X100
Contains 100 Flechette shells, 20 handfuls.
M56 Power Pack
Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading. Notably can be refilled by restocking into the Requisition's Automated Munitions Vendor.
Surplus Uniforms:
Description:
Marine radio headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. Doesn't come with an encryption keys.
Marine Combat Gloves
Generic marine combat gloves. Doesn't have any color to signify being from a squad.
Various Encryption Keys
Various Encryption keys that allow you to have access to other departments or squads when inserted into a headset. Contains:
Alpha Squad radio encryption key.
Bravo Squad radio encryption key.
Charlie Squad radio encryption key.
Delta Squad radio encryption key.
Supply radio encryption key.
Engineering radio encryption key.
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 Satchel
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
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. This holds 5 various magazines or handfuls of shotgun shells.
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
USCM uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
M3 Pattern Personal Armor
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.
Has multiple variants of the standard armor, mainly for decoration:
Padded
Padless
Ridged
Carrier
Skull
Smooth
M10 pattern marine helmet
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.
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.
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.
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