TGMC:Guide to Base Building: различия между версиями

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Now that the construction of your mighty base is finished, it is time to work on actually defending the damn thing.
Now that the construction of your mighty base is finished, it is time to work on actually defending the damn thing.


===Obstacles===
<center>
 
{| class="wikitable"
|+
!Barricade
!Integrity
!Armour
!Cost
! width="200" |Misc Information
|-
|[[File:TGMC_barricade_metal.png|64px]]
Metal
| 200
|30 Bullet, 30 Laser, 30 Energy, 80 Fire, 40 Acid
|4 Metal
|Can be upgraded using 1 metal.
Can have barbed wire attached.
|-
|[[File:TGMC_barricade_sandbag.png|64px]]
Sandbags
|300
|80 Fire, 40 Acid
|5 Filled Sandbags
| Requires no engineering skill to build, faster to place.
Repairable with filled sandbags.
 
Can be spam repaired for quick fixing.
 
Can have barbed wire attached.
|-
|[[File:TGMC_barricade_plasteel.png|64px]]
Plasteel
| 500
|80 Fire, 40 Acid
|5 Plasteel
|Can be linked to other plasteel cades by clicking it with a crowbar allowing linked plasteel cades to be opened at the same time
Can have barbed wire attached.
|-
|[[File:TGMC_Razor_Wire_Deployed.png|64px]]
Razorwire
| 100
| No armour
|4 Metal for 2 spools.
Can also be made with 8 metal rods and 2 barbed wire for 2 spools.
|'''Not to be confused'''
'''with barbed wire.'''
 
Damages xenos if slashed. Can entangle crushers and queen if they charge into this.
 
Can be electrified by placing cables connected to a powered APC terminal underneath.
|-
|[[file:TGMC_TL182Deployed.png|64px]]
TL-182 Deployable Shield
|300
|35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid
|30 Requisition Points
OR
 
3 points in the
 
Engineer's Equipment
 
Rack
|Can be placed/removed without needing any skills by ctrl+clicking a tile adjacent to you/click-dragging the barricade into your sprite.
Is also a normal-sized item and can be stored on satchels.
 
Can have barbed wire attached.
|-
|[[file:TGMC_WoodenBarricade.png|64px]]
Wooden Barricade
| 100
| No armour
| 5 Wood
|
|}
 
==Deconstruction==
 
===Metal & Plasteel Barricades===
Unless the barricade is at full health, you won't get all your materials back. Make sure it's repaired first.
 
A barricade with acid on it will always only drop some of the materials back and never the barbed wire, '''make sure to cut the barbed wire cades with acid.'''
 
'''You can screwdriver, wrench and crowbar multiple cades simultaneously.'''
 
*[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver and wrench [[File:Wrench.png|64px|link=https://tgstation13.org/wiki/File:Wrench.png]] the barricade, to put the barricade in movable state, use a wrench to lock it back in place. However, the cade's own facing will block its own movement, you can get around this by moving it in a zig-zag pattern.
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Use a crowbar to dismantle the barricade while it is in movable state.
 
===Sandbags===
 
*Use a shovel and click on the sandbag barricade, do NOT be on harm intent as you will attack the barricade and damage it instead, resulting in less sandbags recovered.
 
===Razorwire===
 
*[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Use a wirecutter on it '''Note: deconstructing razorwire only yields 4 metal rods and one barbed wire back'''
 
===Repairing Cades===
Metal and plasteel can be repaired with a welder for 85 integrity per weld, unless they are under 20% integrity in which case they'll need 2 sheets of metal/plasteel to be brought back to a weldable integrity.
 
Sandbags can be repaired with filled sandbags for 20% integrity per bag.
 
Razorwire can be repaired with metal sheets for 20% integrity per sheet.
 
===Barricade Upgrades===
These can be applied on metal cades by clicking on them with metal sheets.
 
Except for the barbed wire which need to be made with metal sheets and can be used on any cades except for razorwire and wood.
{| class="wikitable"
|+
!Type
!Armour
!Cost
! Misc Information
|-
|[[File:TGMC_Metal_Cade_Concussive_Upgrade.png|64px]] Concussive
|50 Bomb
|1 Metal
|Effectively doubles the cade's durability against explosions.
|-
|[[File:TGMC_Metal_Cade_Ballistic_Upgrade.png|64px]] Ballistic
|30 Melee, 30 Bullet,
30 Laser, 30 Energy
|1 Metal
| Lessens the damage of the Crusher's charge (melee damage), and Warlock's psychic blast (energy damage).
Effectively increases the cade's durability by 45% against melee damage.
 
Effectively increases the cade's durability by 75% against bullets, laser, energy without taking account of AP values.
|-
|[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic
|20 Acid
| 1 Metal
|Prevents acid vomit from melting the cade.
Effectively increases the cade's durability by 50% against acid damage.
|-
|[[File:TGMC_Barbed_Wire.png|64px]]
Barbed Wire
| +50
Max Integrity
|2 Metal
|Damages xenos if slashed. Prevents xenos from pouncing over the cade, also blocks climbing through, remove with wirecutters.
|}
 
===Emplacements===
These can be deployed by ctrl+clicking a tile next to you with them as an item in active hand.
 
To undeploy, click-drag the sprite of the emplacements into yourself while standing next to them.
 
To repair, use an active blowtorch to weld.
{| class="wikitable"
|+
!Emplacement
!Information
!How to use
!Damage
|-
|[[File:TGMC_UA-571-C_sentry_gun.png|64px]] UA-571-C Sentry Gun
|A deployable, slow firing, automated sentry with 500 rounds.
Has 3 fire modes Automatic, Auto-Burst and Burst Fire.
 
Fires in 4 round bursts.
 
Radial reduces range instead by 2
 
Takes 6 seconds to deploy. 6 seconds to pick up.
 
Manual Override allows you to control it, has a built in miniscope.
 
Can be reloaded while in hand.
 
200 Health and 50 Armour.
 
'''Built-in IFF System'''
|Control click to deploy.
Drag click to you to pick up.
 
Alt click to remove mag only if deployed otherwise regular click if in hand.
 
Can be repaired with a welder.
 
Can be shot over.
|25 damage
20 AP
 
0 Sunder
 
0.25 Automatic Rate of Fire
 
0.6 Burst Rate of Fire
 
8 Range
|-
|[[File:TGMC_UA-580_point_defense_sentry.png|64px]]UA-580 Point Defence Sentry
|A deployable, fast firing, automated sentry with 300 rounds.
Has 3 fire mods Automatic, Auto-Burst and Burst Fire.
 
Fires in 3 round bursts.
 
Radial reduces range by 2
 
Takes 3 seconds to deploy. 3 seconds to pick up.
 
Manual Override allows you to control it.
 
Can be reloaded while in hand.
 
200 Health and 50 Armour.
 
'''Built-in IFF System'''
|Control click to deploy.
Drag click to you to pick up.
 
Alt click to remove mag only if deployed otherwise regular click if in hand.
 
Can be repaired with a welder.
 
Can be shot over.
|20 damage
20 AP
 
0 Sunder
 
0.2 Auto Rate of Fire
 
0.4 Burst Rate of Fire
 
7 Range
|-
|[[File:TGMC_TL_102_Heavy_Smartgun.png|64px]]TL102 Heavy Smart Gun
|A deployable. fast firing, HSG with 300 rounds.
Has 2 fire mods Automatic and Burst Fire.
 
Fires in 3 round bursts.
 
Has a mini scope.
 
Can be turned around by clicking on any tile directly to the left or right of it.
 
Takes 5 seconds to deploy. 5 seconds to pick up
 
Can be reloaded while in hand.
 
125 Health and 50 Bullet Armour.
 
'''Built-in IFF System'''
| Control click to deploy.
Drag click to you to pick up.


Barricades except sandbags can be repaired with torch, and far more damaged cades can only be fixed with additional material on other hand
Alt click to remove mag only if deployed otherwise regular click if in hand.


Barricade Upgrades
Can be repaired with a welder.


Metal Barricade + barbed wire = wired barricade, xenos are damaged each time they melee attack the barricade
Can be shot over.
|40 damage
40 AP


Metal Barricade + metal allows barricade upgrades at cost of 2 additional metal (cades will take approx 50% more damage before destroyed)
5 Sunder


Ballistic armor
0.25 Auto Rate of Fire


Resistance against bullets +
0.2 Burst Rate of Fire
|-
|[[File:TGMC_T-27.png|64px]]T-27 Medium Machinegun
|A deployable, faster firing, MMG with 100 rounds.
Has only 1 fire mode Automatic.


Caustic armor
Can accept attachments.


Resistance against xeno gases, spit and acid
Can also be fired from the hand with heavy recoil.


Concussive armor
Can be turned around by clicking on any tile directly to the left or right of it.


Resistance against any melee attack, including crusher charge
Takes 1 second to deploy. 1 second to pick up.


Can be reloaded while in hand.


Plasteel + barbed wire = wired plasteel barricade
200 Health and 50 Bullet Armour.


PB can be connected, use crowbar to connect 2 adjacent plasteel barricade
'''Only has IFF with Aim Mode.'''
| Control click to deploy.
Drag click to you to pick up.


Alt click to remove mag only if deployed otherwise regular click if in hand.


Sandbags can be filled with sands from dirt, using entrenching tool on it
Can be repaired with a welder.


5 sandbag = 1 sandbag barricade = one use of entrenching tool
Can be shot over.
|30 Damage
10 AP


sandbags also can be wired too
1.25 Sunder


to fix sandbag, you need only more sandbags
0.15 Rate of Fire


Sandbags are quickly placed, and under situation of boiler bombing, is a great sealant to protect actual walls.
0.25 Aim Mode Rate of Fire
|-
|[[File:TGMC_MG-08.png|64px]] MG-08/495 Heavy Machinegun
| A deployable fast firing, HMG with 500 rounds.
Has only 1 fire mode Automatic.


Has a mini scope.


Razor wire
Can be turned around by clicking on any tile directly to the left or right of it.


There ways to deploy razors, which are - razorwire grenade(3x3 round shape), razorwire canister(approx. 5x5 round shape) or construct it (barbed wire + metal rod)
Takes 8 seconds to deploy. 8 seconds to pick up .


Razors are similar to barbed wire, but it can be connected to powergrid and deal electrical shock whoever attack or charge on it when cables are connected underneath. Barbed wires are not capable of this
Can be reloaded while in hand.


However, xenos with spaying acid ability can easily remove razors.
150 Health and 50 Bullet Armour.


'''Has no IFF be very careful.'''
|Control click to deploy.
Drag click to you to pick up.


===Weapons and Turrets===
Alt click to remove mag only if deployed otherwise regular click if in hand.


Turrets can be obtained from the TerraGov Tech Engineer System Vendor and requisitions.
Can be repaired with a welder.


[[File:TGMC_TerraGovTech_Engineer_System_Vendor.png|64px]]
Can be shot over.
| 40 damage
40 AP


In order to shoot through sentries, the marines must be in aim mode. Sentries can be damages if someone's bullet path without IFF, or aim mode, hits sentries.
5 Sunder


Turrets can not attack enemy standing adjacent, so keep them 2~3 tile away from fortification. Turrets explode upon destruction, damaging similar to antipersonnel mines.
0.2 Auto Rate of Fire
|-
|[[File:TGMC_Build-A-Sentry.png|64px]]Build-A-Sentry Attachment System
|An rail attachment that when attached to an applicable gun can be placed like a sentry with the function of the gun attached to.
250 Health.


RADIAL mode means that turrets turn when they recognize enemy on different direction they were set up and will turn direction accordingly.
'''Will not have IFF unless the gun has IFF built in like the T29 Smart gun.'''
|Control click to deploy.
Drag click to you to pick up.


Alt click to remove mag only if deployed otherwise regular click if in hand.


[[File:TGMC_UA-571-C_sentry_gun.png|64px]] UA-571-C sentry gun
Can be repaired with a welder.


A deployable, semi-automated turret with AI targeting capabilities. Armed with a M30 autocannon and a 500-round drum magazine. It is the most expensive sentry, costing 120 points. Its burst shot goes up to 6 shot and can be fixed by using a blowtorch. Use wrench to move it or anchor it down. Use screwdriver to rotate it.
Can be shot over.
| Dependant on the gun it is attached to
|-
|[[File:TGMC_Combat_Floodlight_On.png|64px]]
Deployable Floodlight
|A powerful portable light source.
200 health.


Shines in a 15x15 tile radius.
|Control click to deploy.
Drag click to undeploy.


[[File:TGMC_UA-580_point_defense_sentry.png|64px]] UA-580 point defense sentry
Click with an empty hand to toggle.


A deployable, automated turret with AI targeting capabilities. This is a lightweight portable model meant for rapid deployment and point defense. Armed with an light, high velocity machine gun and a 500-round drum magazine. It costs 60 points from requisitions, burst up to 5 and easier to set up. Can be fixed by using a blowtorch. Use wrench to move it or anchor it down. Use screwdriver to rotate it.
Can be repaired with a welder.


Can be shot over.
|Making dark areas bright.
|-
|[[File:TGMC_mortar.png|64px]] M402 Mortar
|A deployable mortar capable of firing 5 types of mortar shells.
200 Health.


[[File:TGMC_TL_102_Heavy_Smartgun.png|64px]]TL 102 Heavy Machine Gun
Takes 5 seconds to deploy the mortar. 5 seconds to pick up the mortar.


Its basically a stationary smartgun, with little scope ability and 300 ammuniton and superior damage. Ammo can be ordered from req for 10 points each.
Takes 2 seconds to fire. 9 seconds for shells to land.


TL102 HMG can be damaged my marine shooting on it like turrets do so be careful not to block line of fire when set
'''Does not have a skill requirement to use.'''
|Control click the mortar while in hand to deploy.
Wrench to pick up.


Is inaccurate depending on how far away the target is. Every 10 tiles travelled is 1 tile inaccuracy which can be countered using the mortar Longitude and Latitude offset.


Armored Floodlight (a.k.a combat flood )
Can be repaired with a welder.


*note = Do not open crates containing floodlights until it reaches destination, cause it crate cannot be closed again
Can not be shot over.
|High Explosive shells
Incendiary shells


requires power, when set, brights a large area.
Tangle shells


Flare shells


Smoke shells
|-
||[[File:TGMC_Teleporter_Deployed_On.gif|64px]] ASRS Bluespace Teleporter Pad
|A Teleporter pad Capable of teleporting Marines, Crates and Machinery.
200 Health. Can not be shot at or slashed only melted.


Takes 2 seconds to deploy. 2 seconds to pick up.


Needs either a powered APC to function or an inserted powercell.
| Control click the teleporter while in hand to deploy.
Wrench to pick up.


Needs power to function.


IM EDITING THIS
Can insert powercells to power it.


Crowbar to remove power cell


Can be repaired with a welder.
|Logistics
|}
[[Category:Guides]]
[[Category:Guides]]
--[[User:Chynya|Chynya]] ([[User talk:Chynya|talk]]) 03:09, 6 September 2019 (UTC)

Текущая версия от 12:13, 19 ноября 2023

This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "New page."




Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.




This is a basic guide to tips and tricks of building a FOB during combat operations. This could mean the difference between Fort Knox that can last against a xeno attack for hours and a couch fort that crumbles at first contact.

Construction[править | править код]

Barricade Formations[править | править код]

First lets talk about how the FOB is supposed to function in game-play. FOB stands for Forward-Operating-Base. As the title suggests, it is meat to operate as a offensive base used to creating a hard-point for static defenses, resupply, and observation of enemy movement. This means that it must be capable of withstanding counter-offensives, resupply the marines, and is able to keep track of enemy movement, in this case, xenos.

Do not block marines pathways, always make straight routes available so marines can counter attack.

Lets talk about how to set up the backbone of a FOB, the barricades.

There are many things wrong with this setup.

1. There is a gap in the wall.

Having even one weakness in a defense is asking for it to be exploited by the xenomorphs. Make sure to seal up all the weak points like vent exits, windows, and always make sure to raise the plasteel barricade back up if you are not using it (More about plasteel in defense section)

2. The barricade lines up with the walls.

This is bad because it means that xenomorphs are able to hit the barricade from behind a cover. Leave a 1 space between wall and barricade so they are unable to hit the barricade without having to expose themselves to open fire.

3. Plasteel barricades are not lined up.

If the plasteel barricades are not lined up, it will cause congestion. This is terrible if the marine has to make hasty retreat from an offensive, and they are unable to retreat to the Alamo quickly. Plasteel barricades should be lined up to remove as much space between each barricades.

A better way to have set this up would have been this.
Insert Image here

Static Defense[править | править код]

We can't always stay at the base to defend it, and sometimes we lack the manpower to defend all of the FOB. This is where static defenses come into play. Marines have access to many static defenses.

  • Barbed Wires
  • Razorsharp Obstacles
  • Automated Turrets
  • Heavy Smartguns
  • Explosive Devices

Anything that can be used to deter hostile offensive is great for this role.

Barbed wire is the most common type of static defenses. It is cheap to make, only costing 2 metal per wire, and can be transformed into razor wires, which is great for keeping your main walls alive. It deters xenos as it damages them when they attack the wire, and it also increases health of the barricade it is applied to.

Razorsharp obstacles supplement barricades.

Automated turret is next. They are versatile, powerful, and very effective at keeping small skirmishes at bay. They are mostly used to make up for the lack of manpower at the FOB. They are much harder to acquire than barbed wires, but they make up for the fact that they are ranged and can effectively replace marines in times of need.

Heavy Smartguns are force multiplier for marines. A single marine on a mounted gun effectively becomes an automated turret, as the mounted guns have high DPS and large amount of ammo ready to fire. Because it is a smartgun, it has IFF, meaning that marines do not have to worry about friendly fire from the mounted gun (though humans without a marine ID will get hit). It is fantastic for pinning down a chokepoint.

And lastly, explosive devices. These are great as the xenomorphs will not be used to dealing with traps, especially claymores. Claymores are extremely powerful, as it can stun a xenomorph that gets in front of it, and can even kill it outright if their health is not full. These are perhaps even better at keeping skirmishes at bay, as xenomorph castes with low maximum health can be one shot by it. Do not put claymores near the barricades as xenomorphs will set these off and damage the barricades. Use a multitool to disarm claymores.

Defense[править | править код]

Now that the construction of your mighty base is finished, it is time to work on actually defending the damn thing.

Barricade Integrity Armour Cost Misc Information

Metal

200 30 Bullet, 30 Laser, 30 Energy, 80 Fire, 40 Acid 4 Metal Can be upgraded using 1 metal.

Can have barbed wire attached.

Sandbags

300 80 Fire, 40 Acid 5 Filled Sandbags Requires no engineering skill to build, faster to place.

Repairable with filled sandbags.

Can be spam repaired for quick fixing.

Can have barbed wire attached.

Plasteel

500 80 Fire, 40 Acid 5 Plasteel Can be linked to other plasteel cades by clicking it with a crowbar allowing linked plasteel cades to be opened at the same time

Can have barbed wire attached.

Razorwire

100 No armour 4 Metal for 2 spools.

Can also be made with 8 metal rods and 2 barbed wire for 2 spools.

Not to be confused

with barbed wire.

Damages xenos if slashed. Can entangle crushers and queen if they charge into this.

Can be electrified by placing cables connected to a powered APC terminal underneath.

TL-182 Deployable Shield

300 35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid 30 Requisition Points

OR

3 points in the

Engineer's Equipment

Rack

Can be placed/removed without needing any skills by ctrl+clicking a tile adjacent to you/click-dragging the barricade into your sprite.

Is also a normal-sized item and can be stored on satchels.

Can have barbed wire attached.

Wooden Barricade

100 No armour 5 Wood

Deconstruction[править | править код]

Metal & Plasteel Barricades[править | править код]

Unless the barricade is at full health, you won't get all your materials back. Make sure it's repaired first.

A barricade with acid on it will always only drop some of the materials back and never the barbed wire, make sure to cut the barbed wire cades with acid.

You can screwdriver, wrench and crowbar multiple cades simultaneously.

  • Файл:TGMC Screwdriver.png Screwdriver and wrench the barricade, to put the barricade in movable state, use a wrench to lock it back in place. However, the cade's own facing will block its own movement, you can get around this by moving it in a zig-zag pattern.
  • Use a crowbar to dismantle the barricade while it is in movable state.

Sandbags[править | править код]

  • Use a shovel and click on the sandbag barricade, do NOT be on harm intent as you will attack the barricade and damage it instead, resulting in less sandbags recovered.

Razorwire[править | править код]

Repairing Cades[править | править код]

Metal and plasteel can be repaired with a welder for 85 integrity per weld, unless they are under 20% integrity in which case they'll need 2 sheets of metal/plasteel to be brought back to a weldable integrity.

Sandbags can be repaired with filled sandbags for 20% integrity per bag.

Razorwire can be repaired with metal sheets for 20% integrity per sheet.

Barricade Upgrades[править | править код]

These can be applied on metal cades by clicking on them with metal sheets.

Except for the barbed wire which need to be made with metal sheets and can be used on any cades except for razorwire and wood.

Type Armour Cost Misc Information
Concussive 50 Bomb 1 Metal Effectively doubles the cade's durability against explosions.
Ballistic 30 Melee, 30 Bullet,

30 Laser, 30 Energy

1 Metal Lessens the damage of the Crusher's charge (melee damage), and Warlock's psychic blast (energy damage).

Effectively increases the cade's durability by 45% against melee damage.

Effectively increases the cade's durability by 75% against bullets, laser, energy without taking account of AP values.

Caustic 20 Acid 1 Metal Prevents acid vomit from melting the cade.

Effectively increases the cade's durability by 50% against acid damage.

Barbed Wire

+50

Max Integrity

2 Metal Damages xenos if slashed. Prevents xenos from pouncing over the cade, also blocks climbing through, remove with wirecutters.

Emplacements[править | править код]

These can be deployed by ctrl+clicking a tile next to you with them as an item in active hand.

To undeploy, click-drag the sprite of the emplacements into yourself while standing next to them.

To repair, use an active blowtorch to weld.

Emplacement Information How to use Damage
UA-571-C Sentry Gun A deployable, slow firing, automated sentry with 500 rounds.

Has 3 fire modes Automatic, Auto-Burst and Burst Fire.

Fires in 4 round bursts.

Radial reduces range instead by 2

Takes 6 seconds to deploy. 6 seconds to pick up.

Manual Override allows you to control it, has a built in miniscope.

Can be reloaded while in hand.

200 Health and 50 Armour.

Built-in IFF System

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can be shot over.

25 damage

20 AP

0 Sunder

0.25 Automatic Rate of Fire

0.6 Burst Rate of Fire

8 Range

UA-580 Point Defence Sentry A deployable, fast firing, automated sentry with 300 rounds.

Has 3 fire mods Automatic, Auto-Burst and Burst Fire.

Fires in 3 round bursts.

Radial reduces range by 2

Takes 3 seconds to deploy. 3 seconds to pick up.

Manual Override allows you to control it.

Can be reloaded while in hand.

200 Health and 50 Armour.

Built-in IFF System

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can be shot over.

20 damage

20 AP

0 Sunder

0.2 Auto Rate of Fire

0.4 Burst Rate of Fire

7 Range

TL102 Heavy Smart Gun A deployable. fast firing, HSG with 300 rounds.

Has 2 fire mods Automatic and Burst Fire.

Fires in 3 round bursts.

Has a mini scope.

Can be turned around by clicking on any tile directly to the left or right of it.

Takes 5 seconds to deploy. 5 seconds to pick up

Can be reloaded while in hand.

125 Health and 50 Bullet Armour.

Built-in IFF System

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can be shot over.

40 damage

40 AP

5 Sunder

0.25 Auto Rate of Fire

0.2 Burst Rate of Fire

T-27 Medium Machinegun A deployable, faster firing, MMG with 100 rounds.

Has only 1 fire mode Automatic.

Can accept attachments.

Can also be fired from the hand with heavy recoil.

Can be turned around by clicking on any tile directly to the left or right of it.

Takes 1 second to deploy. 1 second to pick up.

Can be reloaded while in hand.

200 Health and 50 Bullet Armour.

Only has IFF with Aim Mode.

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can be shot over.

30 Damage

10 AP

1.25 Sunder

0.15 Rate of Fire

0.25 Aim Mode Rate of Fire

MG-08/495 Heavy Machinegun A deployable fast firing, HMG with 500 rounds.

Has only 1 fire mode Automatic.

Has a mini scope.

Can be turned around by clicking on any tile directly to the left or right of it.

Takes 8 seconds to deploy. 8 seconds to pick up .

Can be reloaded while in hand.

150 Health and 50 Bullet Armour.

Has no IFF be very careful.

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can be shot over.

40 damage

40 AP

5 Sunder

0.2 Auto Rate of Fire

Build-A-Sentry Attachment System An rail attachment that when attached to an applicable gun can be placed like a sentry with the function of the gun attached to.

250 Health.

Will not have IFF unless the gun has IFF built in like the T29 Smart gun.

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can be shot over.

Dependant on the gun it is attached to

Deployable Floodlight

A powerful portable light source.

200 health.

Shines in a 15x15 tile radius.

Control click to deploy.

Drag click to undeploy.

Click with an empty hand to toggle.

Can be repaired with a welder.

Can be shot over.

Making dark areas bright.
M402 Mortar A deployable mortar capable of firing 5 types of mortar shells.

200 Health.

Takes 5 seconds to deploy the mortar. 5 seconds to pick up the mortar.

Takes 2 seconds to fire. 9 seconds for shells to land.

Does not have a skill requirement to use.

Control click the mortar while in hand to deploy.

Wrench to pick up.

Is inaccurate depending on how far away the target is. Every 10 tiles travelled is 1 tile inaccuracy which can be countered using the mortar Longitude and Latitude offset.

Can be repaired with a welder.

Can not be shot over.

High Explosive shells

Incendiary shells

Tangle shells

Flare shells

Smoke shells

ASRS Bluespace Teleporter Pad A Teleporter pad Capable of teleporting Marines, Crates and Machinery.

200 Health. Can not be shot at or slashed only melted.

Takes 2 seconds to deploy. 2 seconds to pick up.

Needs either a powered APC to function or an inserted powercell.

Control click the teleporter while in hand to deploy.

Wrench to pick up.

Needs power to function.

Can insert powercells to power it.

Crowbar to remove power cell

Can be repaired with a welder.

Logistics