Requisitions obtain new supplies primarily from the Automated Storage and Retrieval System. This system consists of a few Supply Consoles in which supply crates are ordered using Money, and a Supply Elevator that retrieves ordered crates from the sublevel cargo hold and delivers them to the requisitions bay.
However, there are some events that can happen! For example: A spider nest could come up the elevator. Or a trapped CLF crate from the Black Market!
There are four sources of Money:
The department begins the mission with several thousand dollars. This scales with marine population, with a formula of (marine population / 30) * 12,000
Money is gained over time passively, at around 300 dollars per minute.
Any crates sent down on the elevator reward 200 dollars.
Supply manifests from ordered crates, stamped with the RO's stamp and sent down on the elevator in a crate, reward 100 dollars each.
Armaments, Ammunition and Surplus Uniform Vendors
Located next to the attachments vendor there is a surplus armaments and ammunition vendor. The room to the south houses the spare uniforms vendor. These contain all the spare weapons and ammo the USCM may require during an operation. They hold various kinds of weapons and ammunition such armor-piercing rounds or various kinds of grenades for the marines to use, if they request any.
Primary Firearms:
Description:
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 Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. By default this is Unique-Action, bound to Space. You can change this in the Hotkeys menu, however.
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 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.
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower calibre alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.
The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.
A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.
A 10x20mm caseless HV extended submachinegun magazine. Powerful propellant allows the bullet increased travel speed and minor penetration capabilities, noticeably improving its efficacy at long ranges, although it still suffers significantly compared to a rifle bullet.
Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.
A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.
Holds forty eight (48) 10x20mm AP rounds. Has better armour penetration, but lower overall damage.
A 10x20mm caseless incendiary submachinegun magazine. Incendiary payload sets targets ablaze, but causes the gun to have low stopping power and strongly decreased accuracy.
Obtainable through the Surplus supply crate in Requisitions.
A 10x20mm caseless cluster bullet submachinegun magazine, containing cluster bullets. Designed to attach tiny explosives to targets, to detonate all at once if 15 hit.
A 10x20mm caseless wall-piercing bullet submachinegun magazine, containing wall-piercing bullets. Designed to penetrate straight through objects and walls.
Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
A 10x20mm caseless toxin bullet submachinegun magazine, containing toxin bullets. Great at stripping away armour and destroying biological structures.
Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable, applying 5 per hit. Once the toxin level is above their armour, they will receive full damage from all sources.
A 10x20mm caseless light-explosive submachinegun magazine containing special light explosive rounds, designed to rapidly decimate armor, at the cost of vastly reduced damage and penetration.
A 10x20mm caseless armor-piercing high-explosive submachinegun magazine. The bullet tips are made out of a special explosive, designed to penetrate armor then detonate for maximum soft-tissue damage.
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, though very rare.
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
Holds forty (40) 10x24mm Toxin rifle 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.
The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.
Takes *only* non-high-velocity M4RA magazines.
An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
A magazine of incendiary 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
A magazine of high explosive armor piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm high explosive armor piercing rifle rounds.
A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that have armor piercing ammo available to it in the vendors.
This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the Corporate Liaison for self defense. It is also a standard sidearm for Weyland Yutani's PMCs.
Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.
Holds eighteen (18) 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.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.
Holds eighteen (18) 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.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.
A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets.
This is one of the three handguns that the marines have stocked in their combat prep vendors.
Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Holds seven (7) Toxin .44 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.
An M4A3 Service Pistol, once the standard issue sidearm of the Colonial Marines but has recently been replaced with the 88 Mod 4 combat pistol. While it is reliable in the arms of a crewmember, it is best used as a fall-back weapon in case one doesn't have any more ammo. Fires 9mm pistol rounds.
This is one of the three handguns that the marines have stocked in their combat prep vendors.
All Cargo Technicians start with one.
Holds twelve (12) 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.
Holds twelve (12)) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
Holds twelve (12) 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.
Holds twelve (12) 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.
A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved? A hit to a xenomorph will ignite them, causing burns for roughly 10 seconds.
It additionally has IFF capabilities.
Restricted Firearms:
Description:
VP-78 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
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.
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.
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.
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. Found in the Experimental Trooper Kits located in squad requisitions or requisitions itself.
A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.
Single Slug Projectile. Effective in ranged combat. Armor Piercing. High damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armouries such as the Armory on Solaris Ridge and in the Surplus Ammo Crate. Holds 25 shells.
Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armoury. Holds 25 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.
A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and M4RA, the M41AE2 is chambered in 10x24mm. This can use M41A/M4RA ammo, however the bullets must be transferred manually from the M41A/M4RA mags into the M41AE2 Mags or by refilling it with an ammo box.
A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds.
Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off. For more magazines you'll need to ask requisitions.
An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity magazines. Armour piercing magazines are also available for the MK1 and benefit from the substantially higher capacity magazines. The MK1 cannot use MK2 magazines in spite of them being similar.
Four rifles can be found in the command armory on the Almayer and they're available from requsitions where they're dispensed from their Armament Vendors. It is also one of the possible rifles for the Freelancer Mercenaries.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 armour piercing rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same cluster calibre as the new versions. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.
Fires high explosive armor piercing rounds for maximum damage to targets.
These mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be acquired from Requisitions. You will need to attach the gun to its tripod and load a magazine before firing. The M56D has a built-in IFF.
A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system. Just click the M56D with this to reload it.
Construction and Maintenance:
How To Set It Up:
Click on the mount once it's in your hand to deploy it,
Screwdriver it,
Mount the Gun,
Screwdriver it,
Apply Ammo Drum.
Drag the gun on yourself to man it
Maintenance:
Screwdriver to pack up the gun for easy carrying.
Wrench for rotating.
Welder for repairing.
Deconstruct:
Crowbar it to remove the gun
Screwdriver mount
Drag mount on yourself to pick it up
M2C Heavy Machine Gun
A deployable, heavy machine gun. The M2C 'Chimp' HB is a modified M2 HB reconfigured to fire 10x28 Caseless Tungsten rounds for USCM use. It is capable of recoilless fire and fast-rotating. However it has a debilitating overheating issue due to the poor quality of metals used in the parts, forcing it to be used in decisive, crushing engagements as a squad support weapon.
Click its sprite while behind it without holding anything to man it. Click-drag on NON-GRAB intent to disassemble the gun. Click drag on GRAB INTENT to remove ammo magazines.
A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there's no ammo box loaded to reload the M2C.
Deployment and Maintenance:
How To Deploy It:
Deploy the Gun by activating it in your active hand.
Clicking on a tile 180 degrees or more will rotate it to that direction.
Maintenance:
Welder for repairing it if partially damaged or if destroyed.
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, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. 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 Toggle Gun Safety or Alt+Click the Flamethrower. There is no default hotkey for activating the incinerator unit, though you can set up one as a Macro.
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles, And will deal thirty (30) damage a second.
A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far and burns slowly, but it reduces the armor of anyone lingering in the flames and speed of any targets hit due to its chemical composition. Handle with exceptional care. Holds ninety (90) units worth of gel fuel. Has a range of seven (7) and will deal fifteen (15) damage but very easy to put out..
A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area. Holds 3 shells.
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targetting .22lr rounds. The equivalent to buckshot at-range. Holds 3 shells.
Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs. Holds 3 shells.
An experimental shotgun model going through testing trials in the USCM. Based on the original civilian and CMB version, the XM51 is a mag-fed, pump-action shotgun. It utilizes special 16-gauge breaching rounds which are effective at breaching walls and doors. Users are advised not to employ the weapon against soft or armored targets due to low performance of the shells.
An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan.
It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.
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 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. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
M40 HPDP White Phosphorus Grenade
The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.
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.
M74 AGM-F 40mm Grenade
Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.
Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.
Must be loaded into a Grenade Launcher
M74 AGM-Star Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.
M74 AGM-Hornet Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targetting .22lr rounds. The equivalent to buckshot at-range.
M74 AGM-Baton Shell
Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.
M40 MFHS Metal Foam Grenade
A grenade that will detonate and spread metal foam surrounding it's ground zero. Useful for retreats to slow down an enemy advance.
C4 Explosive Charge
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 it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Anyone with Trained level of engineering can plant C4.
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.
Shoulder Holster
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
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.
Knife Webbing
A vest that can hold five throwing knives.
Drop Pouch
A convenient pouch to carry loose items around. Able to hold 2 large items.
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.
L44 M37A2 Scabbard
A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
USCM 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 refuelling and use.
Has to be held in one hand to access items inside.
Holds 7 normal size items and 260 units of welder fuel.
USCM mortar shell backpack
|A backpack specifically designed to carry ammunition for the M402 mortar.
USCM Technician Welder-Satchel
A specialized satchel worn by USCM technicians and engineers. It carries two small fuel tanks for quick welder refueling and use.
Holds 4 normal sized items.
Contains 100 units of fuel.
USCM Logistics IMP Backpack
A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions.
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 General Pistol 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, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
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 for the USCM's more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.
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 M40 Grenade 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 to carry bulk quantities of M40 series of Grenades.
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 M82F 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 M82F flare gun.
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.
M276 pattern mortar operator belt
A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.
Holds 4 mortar shells of any kind and reserves a slot for a pistol.
Rappel Harness
A belt designed to allow the wearer to rappel from a dropship at low altitude.
Pouches:
Description:
Autoinjector Pouch
A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.
Construction pouch
Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Container designed to hold up to three grenades or other explosives. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
First-Aid Pouch (Injector)
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 (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
Can hold 8 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 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.
Shotgun Shell pouch
A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.
It is one of the pouch options of the ColMarTech Automated Closet.
Contains 5 slots.
Machete pouch
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
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 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.
Medkit pouch
Special issue pouch, able to hold a medkit. 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.
Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
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.
Large Shotgun Shell pouch
It can contain more handfuls of shells, or bullets if you choose to for some reason.
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.
Contains 7 slots.
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. Does not protect the head in anyway.
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.
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.
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.
Motion Detector
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 alien 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 Detector 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.
Binoculars
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
Rangefinders
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Laser Designator
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
Tactical Binocular Different Modes:
Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. 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.
Welding Goggles
A pair of Welding Goggles. Goes on the eyes slot.
Mini Fire Extinguisher
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Fulton Recovery Device
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.
There are 20 uses in the stack.
JTAC Pamphlet
A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.
Engineering Pamphlet
A pamphlet that grants +1 to the engineering and construction skills, allowing you to build barricades, dismantle walls, and more.
Powerloader Certification
A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.
Regular Ammunition:
Description:
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.
M4RA Magazine
A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
M39 HV Magazine
Holds forty eight (48) 10x20mm rounds.
M44 Speed Loader
Holds seven (7) .44 rounds.
M4A3 Magazine
Holds nine (9) 9mm pistol rounds.
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.
M4RA Armor Piercing Magazine
Holds twenty five (25) AP rifle rounds. Has better armor penetration, but lower overall damage.
M39 Armor Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M41A MK2 Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M4A3 Armor Piercing Magazine
Holds nine (9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
Extended Ammunition:
Description:
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M41A MK2 Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M4RA Extended Magazine
An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
Special Ammunition:
Description:
M56 Power Pack
Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
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. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
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.
M4A3 Hollow Point Magazine
Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.
M41AE2 Hollo Target Magazine
A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds.
Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off. For more magazines you'll need to ask requisitions.
Holds fifteen (15) .45 pistol rounds. Has specially made bullets for IFF capabilities.
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit
M41AE2 Magazine
A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.
Uses the same calibre bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.
M41A MK1 Magazine
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armor piercing calibre as the new versions.
M56D Drum Magazine
A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system.
M2C Box Magazine
A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there's no ammo box loaded to reload the M2C.
XM51 Magazine
A 16 gauge pump-action shotgun magazine for the XM51 breaching scattergun. Holds twelve(12) light breaching shells.
.458 SOCOM Rounds
Holds eight (8) 10x99mm Caseless Anti Materiel rounds. A box filled with handfuls of .458 SOCOM rounds, designed for use with the XM88 heavy rifle.
Ammunition boxes:
Description:
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 M4RA 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 M4RA armor-piercing magazines.
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.
Magazine boxes:
Description:
Magazine Box (88 Mod 4 AP x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the 88 Mod 4 Combat Pistol.
Magazine Box (AP M39 x 12)
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.
Magazine Box (AP M41A x 10)
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.
Magazine Box (Ext M39 x 10)
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.
Magazine Box (Ext M41A x 8)
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.
Magazine Box (M39 x 12)
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.
Magazine Box (M41A x 10)
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.
Magazine Box (M4A3 x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the M4A3 Pistol.
Magazine Box (SU-6 x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the SU-6 Smart Pistol.
Magazine Box (VP78 x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the VP78 Pistol.
Contains 16 speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Magazine Box (Marksman M44 x 16)
Contains 16 marksman speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Magazine Box (Heavy M44 x 16)
Contains 16 heavy speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Miscellaneous:
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 Combat Boots
Standard issue combat boots used by the USCM for combat situations.
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.
M276 Pattern Shotgun Shell Load Rig
This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
USCM Satchel
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
USCM uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Armor:
Description:
M3 Pattern Personal Armor
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.
Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 15
Armor Internal Damage = 20
Armor Bio = 20
Armor Slowdown = 0.55
Has multiple variants of the standard armor, mainly for decoration:
Padded
Padless
Ridged
Carrier
Skull
Smooth
M3-L-Pattern Light Armor
A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:
Armor Melee = 15
Armor Bullet = 15
Armor Bomb = 20
Armor Internal Damage = 10
Armor Bio = 25
Armor Slowdown = 0.35
M3 EOD Pattern Heavy Armor
A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:
This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.
Stats:
Armor Melee = 25
Armor Bullet = 35
Armor Bomb = 35
Armor Internal Damage = 25
Armor Bio = 20
Armor Slowdown = 0.75
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.
Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.
Stats:
Armor Melee = 20
Armor Bullet = 20
Armor Bomb = 10
Armor Internal Damage = 20
Armor Bio = 20
Gloves:
Description:
Various Marine Combat Gloves
Various marine combat gloves
Contains:
Marine Combat Gloves.
Radios:
Description:
Marine radio headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. Doesn't come with any encryption keys.
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.
JTAC radio encryption key.
Engineering radio encryption key.
Masks:
Description:
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
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.
Automatic Supply Retrieval System
The ship comes with an Automatic Supply Retrieval System that occasionally puts random supply crates on the elevator. This can range from sandbags and ammunition to spare Mortar Ammo and Heavy Machine Guns. The crates are spawned periodically, with a maximum of 20 crates. For the first 5 times you call the elevator, there will always be 5 crates of various supplies.
Supply Drops
The requisitions bay are armed with 5 trans-atmospheric launch tubes, one per squad and your own one through which supplies can be quickly and efficiently delivered to the planet. They must be operated with the following steps:
A squad must relay coordinates to their Overwatch Officer with the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
A crate of supplies is loaded onto the same squad's launch pad in the requisitions bay.
An officer fires the crate through the launch tubes using the relevant squad's Overwatch Console. They may optionally adjust an offset for the landing.
After a short amount of time, the crate lands on the planet.
Alternatively you can launch supplies down yourself.
A squad must relay co-ordinates to the requisitions officer via the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
A crate of supplies is loaded onto the Green E supply pad.
You must launch the crate via the supply drop console with the co-ordinates.
After a short amount of time, the crate lands on the planet.
A 5 minute cooldown will then begin.
Supply Crates
Every time you buy the same crate it will increase in price by 8%
Within the ASRS Console lies the Black market system, filled with various goods ranging from questionable surplus goods, to illegal contraband that will land you in hot water. The black market system doesn't use the same money pool as the ASRS budget, instead using it's own unique W-Y Dollars. The price of items that you purchase will not increase in price unlike the regular ASRS items.
To access the black market crates you'll want to ask an engineer to Use a screwdriver, crowbar, wire cutters, screwdriver, crowbar to get the Supply Console circuit board out, then use a Modified Security Access Tuner on the circuitboard, put the circuit back, screwdriver it, use cable coil, use glass and use screwdriver again to finalize it. Congratulations, you have access to the black market. However, neither the RO nor CT's have the ability to do so as they do not have high enough engineering skill.
The Black market's money pool does not regenerate over time like the ASRS budget. Instead you will be required to send various goods down the elevator to increase the budget that you have for the black market. The first thing you will want to buy is the suspcious scanner, it costs exactly the initial budget that you begin with. The scanner will allow you to check how much anything you scan with it is worth to the black market. Once you find something valuable, send it down the elevator and your funds for the Black market will increase.
Seized Items
Crate:
Cost:
Contents:
Black Market Scanner Crate
5 W-Y Dollars
1 Suspicious Device
Seized Foreign Equipment
70 W-Y Dollars.
Note that this crate chooses a single set from a selection of the below possibilities: