Vehicle Crewman

From CM-SS13 - Wiki
Archived
This page or file has been archived for historical importance, as the contents are no longer relevant to the current game. To locate other archived pages head here.



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



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


Overview

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

Surplus Vendor.png Automated Closet Surplus Vendor.png


Equipment: Description:
Insulated Gloves.png

Insulated Gloves

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

M3 Pattern Tanker Armor

A modified and refashioned suit of M3 Pattern armour designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.

This armour is worn by Vehicle Crewman.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

Headset.png

Headset

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

M50 Tanker Helmet

The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for Vehicle Crewmen. Features a toggle-able welding screen for eye protection.
Welding kit.png

Welding Kit

A heavy-duty, portable welding fluid carrier.

Holds 600 units of welding fuel.

MRE.png

MRE

Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Pick One
Sidearms: Description:
M4a3Commander.png
M4A3 Custom Pistol

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

Stats:

Recoil Wielded: 1

Recoil Unwielded: 1

Scatter Wielded: 3

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Damage Mod: 1.1

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

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

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

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

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

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

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

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

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

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

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

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

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

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

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Vp78.png
VP78 Pistol

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

Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

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

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

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

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

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

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

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

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

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

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None


Pick One
Belt: Description:
G18-Utility-Pouch.png
G8-A General Utility Pouch
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
M103 pattern Tank-Ammo rig.png

M103 pattern Tank-Ammo rig

The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.
M276 Pattern Ammo Load Rig.png
M276 Pattern Ammo Load Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.
M276 pattern M4A3 holster rig.png
M276 Pattern M4A3 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
M276 pattern knife.png
M276 Pattern Knife Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives.
M276 pattern M39 holster rig.png

M276 Pattern M39 Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
M276 pattern M44 holster rig.png
M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
Shotgun belt.png
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
M276 Pattern Toolbelt Rig.png
M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
Pick Two
Pouch: Description:
Aid-pouch.png
First-Aid Pouch
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships.
Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
Largemag-pouch.png

Large Magazine Pouch

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Pistol-pouch.png
Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Tool Pouch.png
Tools Pouch
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots. Can hold the following items below:

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

CableCoils.png

Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Pick One
Accessories: Description:
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Shoulder Holster.png
Shoulder Holster
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Drop Pouch.png
Drop Pouch
A convenient pouch to carry loose items around. Able to hold 2 large items.


Pick One
Equipment: Description:
Goggles.png
Welding Goggles
A pair of Welding Goggles. Goes on the eyes slot.
Welding Helmet.png
Welding Helmet
A head-mounted face cover designed to protect the wearer completely from space-arc eye.
Pick One
Mask: Description:
Gasmask.png
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
Heat absorbent coif.png
Heat absorbent coif
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.

Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs. Spawns at the Automated Closet as Standard Equipment if the map is Sorokyne Strata or Corsat. Otherwise available at the Surplus Uniform Vendor.

Attachment: Benefits: Drawbacks: Point Cost:
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 10 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 10 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 10 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 10 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 10 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 10 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 10 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 10 points

Template:Suppressor Stats Positives

Costs 10 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 10 points
Magazine: Description:
M4RA-AP-mag.png
M4RA Armor Piercing Magazine
Costs:10 points
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
Stats:

Capacity: 25

Damage: 32

Max Range: 22

Fall off: 0

Penetration: 31

Punch: 0.5

M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:6 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
Stats:

Capacity: 48

Damage: 34

Max Range: 22

Fall off: 3

Penetration: 31

Punch: 0.5

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

Capacity: 72

Damage: 41

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

M41A-AP-mag.png
M41A Armor Piercing Magazine
Costs:6 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Stats:

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 0.8

Penetration: 31

Punch: 0.5

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

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 0.8

Penetration: 0

Punch: 0.5

Utilities: Description:
Mini Extinguisher.png

Mini Extinguisher
Costs:5 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Flame-pouch.png

Fuel tank strap pouch
Costs:15 points

Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

Largemag-pouch.png

Large Magazine Pouch
Costs:15 points

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

Motion Detector.gif

Motion Detector
Costs:15 points

The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).


Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
C4.png
Plastique Explosive
Costs:10 points
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 5 meter radius.


Requires the Trained level of engineering to plant C4.

MedicHud.png
Medical HUD Glasses
Costs:15 points
When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.

Note: Any role with their engineering skill at level 2 or more such as, you the crewman, Maintenance Technicians, the Chief Engineer, Squad Engineers and the Synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.

Quickstart

  • Gear up, anything you need will be in the Equipment Rack in terms of clothing and for your weapon needs at the Weapons Rack, both vendors are in your Vehicle Crewman(VC) Bunks.
  • Now it's time to call your variant of the M577 APC type, make sure to talk about it with your VC Partner and make sure there's enough Medical or CIC Personnel depending on your variant selection. This can be done with the Vehicle ASRS Console
  • When you have the broken M577 APC you want to remove all the destroyed modules, do this with your crowbar, at the same time your VC Partner can weld the hull, it will need to be welded three times then you need to tighten the nuts with a wrench, only one time is needed.
  • When the hull is repaired you will be able to install the new replacement modules, vend them via the Vehicle Parts Delivery System, you want to have all the modules vended then installed in the M577 APC, each module takes its own time to install, so give it time.
  • When you enter the M577 APC you will find a locker and the Ammunition Loader, with any other things depending on the variant.
  • To load the Ammunition Loader simply put ammo in it by clicking it with a magazine on your selected hand, the rest of the ammo can be placed in the locker for later usage.


  • Now this is the important part, you want to talk with your VC Partner and see what role you will take, Driver or Gunner.

Roles

Driver

As the driver, familiarize yourself with the momentum gain and speed of your vehicle in the Vehicle Bay or Hangar before the drop. Not only is it annoying to overshoot your turn when you are driving groundside, it can be the difference between life or death in a combat situation! Additionally, pull up the webmap of the AO you will be deploying to ahead of time. Nothing is more frustrating than not knowing where you are, so be proactive and figure out the names of where you're going and what places you might be driving.

  • Try not to run over marines. While it doesn't hurt them or stun them for very long after you've driven over them, it can annoy them, and prevents them from shooting at xenoes around you while they are underneath your vehicle.
  • Remember that your vehicle blocks xenoes from moving past you and can also push smaller xenoes. If marines are being routed, use this ability to buy time for marines to run and regroup.
  • The Driver can also lock the doors, this will prevent anyone without Vehicle access to get in (doesn't prevent UPP or CLF as they have All Access for some reason) and will slow xenos by entering the vehicle for 3 seconds instead of 0.5 seconds.
  • An IMPORTANT note for the driver. As currently, the vehicle momentum code is bugged, so if you're driving make sure to remember the following: sometimes your vehicle will move one extra tile of whatever direction you're moving to, you can cancel this by >turning< your vehicle in the last moment
Driving the Vehicles: Description:
Tank Movement.png The Green highlighted areas are places you can turn the vehicles to. You are able to do so by using either WASD or the arrow keys.


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

Gunner

As the gunner, recognize that you have no control over which direction the APC is facing. Anticipate every opportunity your driver gives you to fire at xenoes and take full advantage! Both of your guns are IFF and can fire through marines, so feel free to support them closely. You also control the flare module, which launches flares to illuminate areas. These flares will not harm marines, but they will not pass through them either.


Remember Gunner shortcuts:

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




The Armoured Personnel Carrier

Armoured Personnel Carrier: Description:
M577 Armoured Personnel Carrier
M577 Armored Personnel Carrier
A versatile Armoured Personnel Carrier (APC). Doesn't have any armour so be careful when sustaining damage. Has 3 variants, Transport, Medical and Command. Only Vehicle Crewmen can operate the APC, although the SEA and Synthetic can drive it.

TRANSPORT

The Transport variant has 14 passenger seats, 2 support gunner seats and 2 vehicle crewmen seats. It has two modified IFF M56 Firing Port Weapons to provide fire support for marines entering and exiting the vehicle. Also includes a nanomed for restocking basic medical supplies and a fire extinguisher. It also has a rear entrance/exit.

  • It can carry 15 troops, 1 Synthetic with 2 crewmen.
Transport Interior:
APC Transport Interior.png
M56 FPW:

Firing Port Weapon Information


The Firing Port Weapons (FPWs) are upgraded M56's with IFF, but have only 45 rounds (15 bursts) and a 90 seconds reload. Only useable with hull above 50%


FPW Stats


Max Range: 7

Damage: 35

Accuracy: 35%

Penetration: 5



MEDICAL

The Medical variant comes with a body scanner, blood bag dispenser, WY Medical Vendor. It also has 7 passenger seats, 1 seat for any onboard medical personnel and 2 vehicle crewmen seats.

  • It can carry 7 troops, 1 medical support personnel with 2 crewmen.

In addition to this, it can store up to 8 dead bodies that can be revived.

Medical Interior:
APC Medical Interior.png

COMMAND

The Command variant comes with an overwatch console, tactical map, medium ranged sensor tower that has a 45 tile radius, with 8 seats for passengers, 1 seat for a commanding officer and 2 vehicle crewmen.

The sensor tower detects the positions of aliens within a radius of 45 tiles and puts them on the tactical map.

  • It can carry 8 troops, 1 commanding officer with 2 crewmen.
Command Interior:
APC Command Interior.png
Problem: Repairing and Replacing:
Broken M577 Armored Personnel Carrier
Broken M577 Armored Personnel Carrier
The broken APC. It's useless without any proper armament. It can't move at all when it's been this badly damaged. Although it can just barely move with broken or no wheels. It'll take a lot of work just to fix it, and you'll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don't go to waste!
Repairing the vehicle frame Repair the frame with a welder 3 times (depending on the damage) and use a wrench once.
Removing Modules from Hardpoints Use a Crowbar to uninstall any modules from the their hardpoints.
Removing/Replacing the Tank's Turret To replace the tank's turret, you'll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader's clamp.
  • Once the APC has been fully repaired and retrofitted head to the highlighted green square at the sides of the APC (as seen below) and click on the APC. Upon clicking the APC from that position will appear into the interior of the APC. Make sure to discuss with your other crewman companion which seat to take.

APC GetIn.png

Repairing Modules

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

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

Vehicle Modules Vehicle part Delivery System.png

The APC modules below are available from the Vehicle Parts Delivery System after you have selected your APC module using the vehicle ASRS console. Other modules are available only through admin events.

Damage Multipliers per Armament Type:

Primary: 0.15

Secondary: 0.125

Armament Module: Description:
APCModule Dual Cannon.png
PARS-159 Boyars Dualcannon
A primary two-barrel cannon for the APC that shoots 20mm IFF-compatible rounds.

Comes preloaded with 200 rounds.

Stats:
Health: 500

Damage Multiplier: 0.2

Cooldown: 10

Accuracy: 0.98

Firing arc: 60 degrees

Max clips: 2

Ammunition:
Autocannon Magazine.png

PARS-159 Dualcannon IFF Magazine

Contains 60 rounds.


Four spare magazines come with the cannon
Two spare magazines can be loaded into the APC ammunition loader once the cannon is mounted.

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

Comes preloaded with 500 rounds.

Occupies the secondary module hardpoint.

Stats:
Health: 350

Damage Multiplier: 0.11

Cooldown: 16

Accuracy: 0.8

Firing arc: 120 degrees

Max clips: 1

Ammunition:
Frontal Cannon Ammo Box.png

Frontal Cannon Magazines

Contains 500 rounds.


One spare magazine comes with the cannon.
One spare magazine can be loaded into the APC ammunition loader once the cannon is mounted.

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

Comes preloaded with six flares.

Occupies the support module hardpoint.

Ammunition:
Smoke Launcher Magazine.png

Flare Launcher Magazine

Contains 6 Flares.


One spare magazine comes with the launcher.
Up to three spare magazines can be loaded into the APC ammunition loader once the launcher is mounted

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

Costs: 600


Stats:
Health: 500

Cooldown: 200

Accuracy: 0.97

Firing arc: 60 degrees

Max clips: 3

Ammunition:
LTB Magazine.png

LTB Magazine

Contains 4 high explosive rounds.

Costs: 200

TankModule Auto-Cannon.png
AC3-E Autocannon
The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak.

Costs: 600


Stats:
Health: 500

Cooldown: 7

Accuracy: 0.98

Firing arc: 60 degrees

Max clips: 2

Ammunition:
Autocannon Magazine.png

Autocannon Magazine

Contains 40 high explosive rounds.

Costs: 200

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

Costs: 600


Stats:
Health: 400

Cooldown: 20

Accuracy: 0.75

Firing arc: 90 degrees

Max clips: 1

Ammunition:
Drg Magazine.png

Flamethrower Canister

Contains 100 fuel.

Costs: 200

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

Costs: 600


Stats:
Health: 350

Cooldown: 8

Accuracy: 0.6

Firing arc: 90 degrees

Max clips: 1

Ammunition:
LTAA AP Minigun Magazine.png

LTAA AP Minigun Magazines

Contains 300 rounds.

Costs: 200

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

Costs: 600


Stats:
Health: 500

Damage Multiplier: 0.2

Cooldown: 10

Accuracy: 0.98

Firing arc: 60 degrees

Max clips: 2

Ammunition:
Autocannon Magazine.png

Boyars Dual Flak Cannon Magazines

Contains 60 rounds.

Costs: 150

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

Costs: 400


Stats:
Health: 300

Cooldown: 30

Accuracy: 0.68

Max Range: 7 tiles

Firing arc: 120 degrees

Max clips: 1

Ammunition:
LargeIncineratorTank.png

Tank Flamer Magazine

Contains 120 units of fuel.

Costs: 100

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

Costs: 500


Stats:
Health: 500

Cooldown: 150

Accuracy: 0.8

Firing arc: 60 degrees

Max clips: 1

Ammunition:
84mmThermobaric RocketArray.png

TOW Launcher Magazine

Contains 5 rockets.

Costs: 150

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

Costs:400


Stats:
Health: 350

Cooldown: 15

Accuracy: 0.9

Firing arc: 120 degrees

Max clips: 1

Ammunition:
Cupola Ammo Box.png

M56 Cupola Magazine

Contains 500 rounds.

Costs: 100

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

Costs: 300


Stats:
Health: 500

Cooldown: 30

Accuracy: 0.4

Max Range: 7 tiles

Firing arc: 90 degrees

Max clips: 3

Ammunition:
Tank GL Magazine.png

Tank Grenade Launcher Magazine

Contains 10 Grenades.

Costs: 100

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

Costs: 400


Stats:
Health: 350

Damage Multiplier: 0.11

Cooldown: 16

Accuracy: 0.8

Firing arc: 120 degrees

Max clips: 1

Ammunition:
Frontal Cannon Ammo Box.png

Frontal Cannon Magazines

Contains 500 rounds.

Costs: 100

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

Costs: 250

Ammunition:
Smoke Launcher Magazine.png

Smoke Launcher Magazine

Contains 6 Grenades.

Costs: 50

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

Costs: 300

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


Costs: 400

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


Costs: 600

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


Costs: 250

Ammunition:
Smoke Launcher Magazine.png

Flare Launcher Magazine

Contains 6 Flares.

Costs: 50

Armor Module: Description:
Default APC The default APC without any armour applied.
Stats:

Armor Resistances:

  • BIo = -50%
  • Slash = 30%
  • Bullet = 40%
  • Explosive = 10%
  • Blunt = 10%
Default Longstreet Tank The default Longstreet Tank without any armour applied.
Stats:

Armor Resistances:

  • BIo = -50%
  • Slash = 30%
  • Bullet = 60%
  • Explosive = 20%
  • Blunt = 20%
TankModule Concussive-Armor.png
Concussive Armor
Protects against all sources of damage by reducing it by 10%. Also protects against damage if you ram into a wall or get rammed.

Costs: 600

Stats:

Health = 1000


Armor Resistances:

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

Costs: 800

Stats:

Health = 1000


Armor Resistances:

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

Costs:600

Stats:

Health = 1000


Armor Resistances:

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

Costs: 600

Stats:

Health = 1000


Armor Resistances:

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

Costs: 500

Stats:

Health = 600


Armor Resistances:

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

Costs: 300

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

Costs: 350

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

Costs: 300

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

Costs: 1000

Tips

  • If the APC is standing on the rear door of the dropship, It will not be able to launch. Take care of your positioning!
  • You can give a nickname to your vehicle in the Vehicle Tab, make sure to give it a name that is compatible with the RP standards of the server, or you might get in trouble with staff.


Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Elite
Expert
Specially Trained
Trained
Medical JTAC
Expert
Specially Trained
Trained
Construction Engineering Surgery Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



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