User:Nuke em nuklear

1 editJoined 16 May 2021
MARINE
USCM Squad Engie.png
Squad Engineer Squad engineer icon.png
Difficulty: Medium
Supervisors: Squad Leader
Rank: Lance Corporal
Duties: Set up defenses, babysit big guns, open doors and spam barbed wire.
Guides: Construction, Guide to Engineering
Unlock Requirements: Three hours as any squad role.
Detailed Description:
|__________|
You have the equipment and skill to build fortifications, reroute power lines, and bunker down.
Your squaddies will look to you when it comes to construction in the field of battle.
|__________|


But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they'll come in handy. ―Corporal Hicks, Aliens

As a Squad Engineer, your main goals will be fixing power, getting through doors, and setting up fortifications for a FOB (Forward Operating Base) that'll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.

Squad Engineer

You'll have two different playstyles you can experiment with. One, as a FOB building and Utility Engineer, who sets up defences and makes sure power is running. The second way to play Engineer is to be a Combat Engineer, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.


Surplus Vendor.png Automated Closet Surplus Vendor.png

Equipment: Description:
Jumpsuit.png
USCM Marine Uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Boots.png
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
M10 technician helmet.png
M10 Technician Helmet
A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.

Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

Squad Gloves.gif
USCM Combat Gloves
Standard issue insulated marine tactical gloves.
Headset.png
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.
MRE.png

MRE

Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Armor: Description:
M3 light armor.png

M3 Light Armor

Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.
M3 Pattern Personal Armor.png

M3 Pattern Marine 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.
M3 heavy armor.png

M3 Heavy Armor

Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user's mobility.
Backpack: Description:
USCM satchel.png

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 infantry backpack.png

USCM Lightweight IMP Backpack

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

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

H5 pattern M2132 machete scabbard.png

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.
L44 M37A2 scabbard.png

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.
Welderpack.png

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.

Weldersatchel.png

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.

Belt: Description:
M276 Pattern Toolbelt Rig.png
M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
Pouch: Description:
Const-pouch.png
Construction Pouch
Designed to holster construction materials.
Explarge-pouch.png
Explosive Pouch
Container designed to hold up to three grenades or other explosives.
Tool Pouch.png
Tools Pouch
Designed to hold all your different types of tools.
Electronics-pouch.png
Electronics Pouch
Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 6 slots.

Circuitboard.png

Circuitboards

Powercell.png

Powercells

Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Aid-pouch.png
First Aid Pouch
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships.
Pistol-mag-pouch-large.png
Large Pistol Magazine Pouch
Pouch able to hold pistol magazines.
Pistol-pouch.png
Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories: Description:
Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Mask: Description:
File:Gas mask.png
Gas Mask
A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.


Entrenching Tool Unfolded.png Automated Equipment Rack CombatEngi.png

Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.

Equipment: Description:
C4.png
Plastique Explosive
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 5 meter radius.


Requires the Trained level of engineering to plant C4.

Sandbag Empty.png
Sandbags x25
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Metal.png
Metal x50
Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Plasteel.png
Plasteel x30
A thirty (30) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
Powercell.png
High Cap Power Cell
Used for powering various devices that require power. 10,000W.
Entrenching Tool Unfolded.png
Entrenching Tool
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Lightreplacer.png
Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Limited charges.
Structures: Description:
SentryGun.png
UA 571-C Sentry Gun
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.


Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
Flamer-Sentry-Gun.png
UA 42-F Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.


Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
Tesla-Coil.png
21S Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Tesla Coil to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.
Bell-Tower.png
R-1NG bell tower
A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Bell Tower in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Bell to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Bell Tower, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tuner (multitool) on the Bell Tower to disassemble it for pickup.
Defence-Flag.png
JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Flag in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Flag to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Flag, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.


Equipment: Description:
Metal.png
Metal x10
Cost: 5 Points
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Plasteel.png
Plasteel x10
Cost:7 Points
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
Sandbag Empty.png
Sandbags x25
Cost:10 Points
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Circuitboard.png
Airlock Electronics
Cost:2 Points
Used in the construction or maintenance of a door.
Entrenching Tool Unfolded.png
Entrenching Tool
Cost:2 Points
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.
Mini Extinguisher.pngMini Extinguisher
Costs:5 points
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Powercell.png
High Capacity Power Cell
Cost:3 Points
Used for powering various devices that require power. 10,000W.
Incingrenade.png
Incendiary Grenade
Cost:6 Points
Used for setting an area ablaze as area denial.
M20 mine box.png
M20 Mine Box
Cost:18 Points
A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box.
Deployment and Deactivation:
How To Deploy A Mine:
  • Take an M20 mine out of the box with an empty hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand.

Keep in mind that any living mob that enters the mine's tile, or the tile it's facing, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.


How To Deactivate Mines:

  • Multitool.png Use a security access tuner (multitool) on the deployed mine.
Tactics:
  • Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
  • The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
  • Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
  • Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
Multitool.png
Security Access Tuner
Cost:4 Points
Used to hack doors/vendors along with disabling mines.
C4.png
Plastique Explosive
Cost:5 Points
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Circuitboard.png
Power Control Module
Cost:2 Points
Used in the construction or maintenance of Area Power Networks (APC).
Range Finders.png
Range Finders
Cost:10 Points
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.
Goggles.png
Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.
Magazine: Description:
M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:6 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png
M39 Extended Magazine
Costs:6 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M40 HEDP.png

M40 HEDP Grenade
Costs:10 points

Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.

Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.

M41A-AP-mag.png
M41A Armor Piercing Magazine
Costs:6 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-extended-mag.png
M41A Extended Magazine
Costs:6 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
L41A AP mag.png
L42A Armor Piercing Magazine
Costs:6 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
Attachment: Benefits: Drawbacks: Point Cost:
Angled Grip

Angled Grip.png

Both:
  • Decreases wield delay by 0.4 seconds
Both:
  • Increased weapon size
Costs 6 points
Extended Barrel

Extended barrel.png

Wielded:
  • Increases accuracy by 20%
  • Increases bullet velocity by 10 tiles per second
Both:
  • Increases wield delay by 0.4 seconds
Costs 6 points
Gyroscopic Stabilizer

Gyro.png

Wielded:
  • Decreases scatter by 1
One Handed:
  • Decreases scatter by 5
  • Increases accuracy by 15% (55% for shotguns)
  • Decreases the accuracy penalty when moving by 3
Both:
  • Decreases burst spread by 2
Both:
  • Decreases firing speed by 2.5
Costs 6 points
L42A Synthetic Stock

L42Sstock.png

Wielded:
  • Increases accuracy by 30%
  • Decreases recoil by 2
  • Decreases scatter by 3
Both:
  • Decreases the accuracy penalty when moving by 1
  • Increases melee damage by 5
Wielded:
  • Increases wield delay
One Handed:
  • Decreases accuracy by 15%
  • Increases recoil by 2
  • Increases scatter by 3
Both:
  • Increases weapon size
Costs 6 points
Laser Sight

Laser sight.png

Wielded:
  • Decreases scatter by 1
One Handed:
  • Decreases scatter by 2
  • Decreases the accuracy penalty when moving by 1
Both:
  • Increases accuracy by 5%
Both:
  • None.
Costs 6 points
U7 Underbarrel Shotgun

Undershot.png

Both:
  • Adds the ability to fire five semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Does 80 damage per Point Blank
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
  • Firing delay is 18 ticks (about 2 seconds)
  • Specialised in destroying pylons and structures (walls, doors etc)
Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
  • Can only be loaded with buckshot
Costs 6 points
M37 Wooden Stock

M37 stock.png

Wielded:
  • Increases accuracy by 20%
  • Decreases recoil by 2
  • Decreases scatter by 3
Both:
  • Decreases the accuracy penalty when moving by 1
  • Increases melee damage by 5
Wielded:
  • Increases wield delay
  • Decreases movement speed
One Handed:
  • Decreases accuracy by 15%
  • Increases scatter by 3
  • Increases recoil by 2
Both:
  • Increases weapon size
Costs 6 points
M41A Solid Stock

M41astock.png

Wielded:
  • Increases accuracy by 25%
  • Decreases recoil by 3
  • Decreases scatter by 4
Both:
  • Reduces the accuracy penalty when moving by 2
  • Increases melee damage by 10
Wielded:
  • Increases wield delay by 0.4 seconds.
  • Decreases movement speed.
One Handed:
  • Decreases accuracy by 15%
  • Increases scatter by 3
  • Increases recoil by 2
Both:
  • Increases weapon size
Costs 6 points
Recoil Compensator

Recoil compensator.png

Wielded:
  • Reduces recoil by 3
One Handed:
  • Reduces recoil by 2
Both:
  • Increases accuracy by 20%


Both:
  • Decreases damage by 10%
  • Increases falloff by 10%
Costs 6 points
Red Dot Sight

Reddot.png

Wielded:
  • Increases accuracy by 20%
One Handed:
  • Increases accuracy by 5%
One Handed:
  • Increases the accuracy penalty when moving by 1
Costs 6 points
S6 Reflex Sight

Reflex.png

Wielded:
  • Increases accuracy by 15%
One Handed:
  • Increases accuracy by 5%
Both:
  • Decreases scatter by 1
  • Decreases burst scatter by 1
One Handed:
  • Increases the accuracy penalty when moving by 1
Costs 6 points
Submachinegun Stock

Smg Stock.png

Wielded:
  • Increases accuracy by 35%
  • Decreases recoil by 3
  • Decreases scatter by 5
Both:
  • Decreases the accuracy penalty when moving by 1
  • Increases melee damage by 15
Wielded:
  • Increases wield delay
  • Decreases movement speed
Both:
  • Increases weapon size
Costs 6 points

Template:Suppressor Stats Positives

Costs 6 points
Vertical Grip

Forwardgrip.png

Wielded:
  • Increases accuracy by 15%
  • Decreases recoil by 1
  • Decreases scatter by 1
Both:
  • Decreases burst scatter by 2
One Handed:
  • Decreases accuracy by 15%
  • Increases scatter by 1
  • Increases the accuracy penalty when moving by 1
Both:
  • Increased weapon size
Costs 6 points

Heading Name Needed One

Tool Function
Screwdriver.png
Screwdriver
Used for rotating sentries, Also used to open panels on vendors and doors.
Welder.gif
Blowtorch
Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
Crowbar.png
Crowbar
Used for Opening unpowered doors and displacing girders so you can move them.
Wrench.png
Wrench
Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.
CableCoils.png
Cable coil
Used for fixing synthetics and synthetic limbs, and placing wire on the ground.
Multitool.png
Security Access Tuner
Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.
Wirecutters.png
Wirecutters
Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
Lightreplacer.png
Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Feed with glass to refill.
T-Ray Scanner.png
T-Ray Scanner
A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.
Insulated Gloves.png
Insulated Gloves
Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.


Heading Name Needed Two

How to repair

How to reconstruct

How to deconstruct


Design Philosophy

Minimum FOB info goes here

Expansding FOB info goes here

Firing Lanes for the FOB

Cost to hold/fall info

Efficient FOB info here

Utility and Roads




Frequently Asked Questions