Marine Techwebs: Difference between revisions

From CM-SS13 - Wiki
Line 190: Line 190:
|}
|}


== Techs: Tier One ==
== Techs: Tier Three ==

Revision as of 13:56, 11 March 2021

Under Construction.png
Under Construction.png
Work in Progress
This page has been designated as a work in progress. To locate any other work in progress pages head here

Overview

Marine Techwebs are unlockable upgrades that improve the overall effectiveness of the marines on the ground. In order to access them they must be deployed via orbital supply drop pods. The Squad Radio Telephone Operators will call them down, allowing marines to access different types of upgrades for themselves.


How to get Points?

Currently, points will generate passively gaining 1 point every minute. Though passive point generation will increase every 20 minutes by 1. So after 20 minutes have passed, passive point gain will reach 2 points every minute and so on and so forth.

In future there will be other ways for the team to gain points, but as of now, it will be passive.

Techs: Tier One

The starting techs that allow you to give the marines an initial boost at the start of the operation.

Techwebs: Description: Unlocks:

TechWebs-Squad-Engie-CZSP.png

Squad Engineer Combat Zone Support

Gives upgraded composite (deployable) cades to regulars. Gives squad engineers a mod kit for their deployable.

Requires an RTO; deployed via droppod.

Gives Squad Engineers a defensive structure modification kit that transforms their sentries, Teslas and etc, into alternate versions of them.

Costs: 15 Points

TechWebs-Squad-Medic-CZSP.png

Squad Medic Combat Zone Support

Gives medics to use powerful tools to heal marines.

Requires an RTO; deployed via droppod.

Gives Squad Medics access to one stack Upgraded Advanced Trauma/Burn Kits, Pill gun and 3 Nanosplints.

Non Squad Medics get Ointment or a Roll of Gauze.

Costs: 15 Points

TechWebs-Armour-Upgrade-Kit.png

Modular Armour Upgrade Kit

Marines get access to plates they can put in their uniforms that act as temporary HP. Ceramic plates will have higher temp HP, but break after 1 use; metal plates break into scrap that can be combined to form improvised plates that are almost as good.

Provides marines with armoured plates that will completely block damage. Once broken, they no longer block damage.

Costs: 15 Points

TechWebs-Unknown-Unlocked-T1.png

Requisitions Budget Increase

Grant an increased budget towards Requisitions.

Grants 20,000 dollars towards Requisition's budget.

Costs: 10 Points

TechWebs-Unknown-Unlocked-T1.png

Dropship Fabricator Budget Increase

Grant an increased budget towards the Dropship Fabricator.

Grants 20,000 dollars towards the Dropship Fabricator's budget.

Costs: 10 Points

Techs: Tier Two

Once you've purchased the transition tech you will no longer be able to purchase the rebuyable techs from the previous tiers.

Techwebs: Description: Unlocks:

TechWebs-Unknown-Unlocked-T2.png

Combat Implants

Marines get access to combat implants to improve their ability to function. Requires an RTO; deployed via droppod.

Provides 4 options to get 2 implants that vastly improve marine combat capabilities.

Costs: 25 Points

TechWebs-Unknown-Unlocked-T2.png

Combat Stimulants

Marines get access to combat stimulants to assist them in their activities. Requires an RTO; deployed via droppod.

Gives 3 options to get a pack of 3 stimulants that last 5 minutes.

Speed: Vastly Improves your speed with tramadol levels of painkilling.

Endurance: Makes you immune to bones and organs being broken.

Brain: Makes you near immune to stuns, allowing you to recover from them near instantly as well as negating neurotoxin effects entirely.

Costs: 25 Points

TechWebs-Unknown-Unlocked-T2.png

Enhanced Antibiologicals

Marines get access to limited-use kits that can convert ammo magazines into the specified ammo. Requires an RTO; deployed via droppod.

Provides a choice of 5 ammo types:

Incendiary Buckshot: Grants 5 handfuls of Incendiary Buckshot in a box.

Incendiary Slugs: Grants 5 handfuls of Incendiary Slugs in a box.

Incendiary Ammo Kit: Allows full non-specialist standard issue magazines to be converted into their incendiary variants.

Wall-Piercing Ammo Kit: Allows full non-specialist standard issue magazines to be converted into wall piercing ammo variants that does exactly what it says on the tin. Allowing bullets to pass up to 6 non-indestructible walls and people.

'Toxin Ammo Kit: Allows full non-specialist standard issue magazines to be converted into toxin ammunition. This ammo type temporarily reduces the armour of an alien per hit.

Costs: 25 Points

TechWebs-OB-HE.png

Additional OB - HE

Requisition additional High Explosive Orbital bombardment ammunition and accompanying fuel cells for it.

Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up.

Costs: 5 Points

TechWebs-OB-Cluster.png

Additional OB - Cluster

Requisition additional Cluster Orbital bombardment ammunition as well and accompanying fuel cells for it.

Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up.

Costs: 5 Points

TechWebs-OB-Incendiary.png

Additional OB - Incendiary

Requisition additional Incendiary Orbital bombardment ammunition as well and accompanying fuel cells for it.

Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up.

Costs: 5 Points

Techs: Tier Three