|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A small lightweight pack for expeditions and short-range operations.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| What you use to grenade your buddy in the back of the head.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A specialized backpack worn by TGMC technicians. It carries a fueltank for quick welder refueling and use.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A set of uniforms for various shipside officers.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A sturdy mess of synthcotton belts and buckles, ready to share your burden.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Worn brownish synthcotton vest with lots of pockets to unload your hands.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set pouches for various small weapons.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set pouches for various ammuntions.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set of various construction pouches.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A high powered jetpack with enough fuel to send a person flying for a short while. It allows for fast and agile movement on the battlefield. Alt right click or middleclick to fly to a destination when the jetpack is equipped.
'''Cost: 12'''
|}
|}
</tab>
</tab>
Версия от 06:57, 12 ноября 2021
Carnus Proctor, or Carrus the Xeno in game.
I take care of requisitions out of necessity. I don't want to. My heart belongs in medical, but circumstance forces my hand.
Duties of the Office
Welcome to the Requisitions department, home of infinite crates and not enough points. Your basic duties will entail keeping tabs on marine supply, filling orders, and sending down munitions, materials, and other necessary supplies.
While running requisitions, your single most important duty is communication. Listen for orders, give notifications on progress, and alert marines when their crates are ready. Even if you can't keep up with demand, people feel better if they hear from you about it.
Essential Equipment
The only absolutely necessary equipment for requisitions activities is a wrench, to reset the supply pad in the even that it breaks.
For an optimal requisitions experience, you'll need some additional gear:
The ASRS tablet, which will allow you to remotely operate the ASRS system and elevator.
A label maker, to properly tag and identify the crates you send.
A toolbelt, to store the necessary tools to do construction and maintenance on Requisitions systems. Wear it on your belt slot.
A machete, to break open doors secure crates prior to sending. Wear it on your back.
You can get rid of the revolver, as you won't need it if the marines are doing their job with FOB security. You may want to keep your taser, for particularly troublesome marines.
The Cargo List
Making this is going to kill me.
Item:
Description:
Supply Beacon
A rugged, glorified laser pointer capable of sending a beam into space. Activate to set on the ground to call for a supply drop.
Cost: 10
Orbital Beacon
A bulky device that fires a beam up to an orbiting vessel to send local coordinates, for the purposes of orbital bombardment.
Cost: 30
Fulton Extraction Pack
A balloon that can be used to extract xenomorph corpses. Cannot be used to move equipment or personell.
Cost: 10
CAS Flare Pack
A pack of TGMC signal flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand. When activated, provides a target for CAS pilots.
Cost: 5
Binoculars
A pair of binoculars. Note that these are a standard pair, and do not come equipped with any laser targeting technology.
Cost: 15
Tactical Binoculars
A pair of binoculars. A pair of binoculars, with a laser targeting function. Alt+Click or unique action to toggle mode. Ctrl+Click when using to target something. Shift+Click to get coordinates. Ctrl+Shift+Click to fire OB when lasing in OB mode.
Cost: 30
Pool Tracker
A tracking tablet used to detect xenomorph larval biomass concentrations. Usable to locate resin silos.
Cost: 20
Flare Packs
A pack of TGMC standard issue flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand.
Cost: 1
V1 Thermal-Dampening Tarp
A tarp carried by TGMC Snipers. When laying underneath the tarp, the sniper is almost indistinguishable from the landscape if utilized correctly. The tarp contains a thermal-dampening weave to hide the wearer's heat signatures, optical camoflauge, and smell dampening.
Cost: 6
3 Deployable Cameras
The ROC-58 deployable camera, designed for use in the field to increase the tactical utility of overwatch.
Cost: 2
ASRS Bluespace Export Point
A bluespace telepad for sending valuable assets, such as valuable minerals and alien corpses. It needs to be wrenched down in a powered area to function.
Cost: 30
Cluster Orbital Warhead
An explosive orbital bombardment warhead that shatters into multiple smaller explosions on impact.
Cost: 20
HE Orbital Warhead
An high explosive orbital bombardment warhead, capable of annhilating nearly anything in its target radius.
Cost: 30
Incendiary Orbital Warhead
An orbital bombardment warhead filled with advanced Type-X napalm, covering its target area in flame for a significant duration.
Cost: 20
Plasma Draining Orbital Warhead
An orbital bombardment warhead filled with compressed tanglefoot gas. Drains xenomorph plasma while in the gas cloud.
Cost: 15
Solid Fuel
Solid fuel canister for the orbital bombardment cannon.
Cost: 5
100 Dropship Fabricator Points
A voucher for dropship equipment points, redeemable at the dropship equipment fabricator.
Cost: 40
Autominer Upgrade
An upgrade module for the plasma and platinum miners, automatically sending the mined resources when the process is complete. Eliminates the need for human monitoring, aside from security.
Cost: 15
Item:
Description:
UA 571-C Base Defense Sentry
A large case containing all you need to set up an automated base defense sentry.
Cost: 40
UA-580 Portable Sentry
A large case containing all you need to set up an automated point defense sentry.
Cost: 40
Build-A-Sentry Attachment System
The Build-A-Sentry is the latest design in cheap, automated, defense. Simple attach it the rail of a gun and deploy. Its that easy!
Cost: 25
TL-102 Mounted Heavy Smartgun
The TL-102 heavy machinegun, it's too heavy to be wielded or operated without the tripod. IFF capable. No extra work required, just deploy it with Ctrl-Click. Can be repaired with a blowtorch once deployed.
Cost: 80
Energy Ball Rifle
A prototype TGMC energy rifle that fires balls of electricity that shock all those near them, it is meant to drain the plasma of unidentified creatures from within, limiting their abilities. Handle only with insulated clothing. Reloaded with power cells.
Cost: 60
T-160 Recoilless Rifle Kit
A large case containing a recoilless launcher and it's payload, as well as a specialized bag for carrying the ammo. Has a huge warning sign on the back. Drag this sprite into you to open it up!
Cost: 40
TX-220 Railgun
The TX-220 is a specialized heavy duty railgun made to shred through hard armor to allow for follow up attacks. Uses specialized canisters to reload.
Cost: 40
TX-8 Scout Rifle
The TX-8 is a light specialized scout rifle, mostly used by light infantry and scouts. It's designed to be useable at all ranges by being very adaptable to different situations due to the ability to use different ammo types. Has IFF. Takes specialized overpressured 10x28mm rounds.
Cost: 50
T-152 SADAR Rocket Launcher
The T-152 is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the T-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses a variety of 84mm rockets.
Cost: 120
ZX-76 Twin-Barrled Burst Shotgun
The ZX-76 Assault Shotgun, a incredibly rare, double barreled semi-automatic combat shotgun with a twin shot mode. Possibly the unrivaled master of CQC. Has a 9 round internal magazine.
Cost: 100
IFF Auto Sniper
The T-81 is the TerraGov Marine Corps's automatic sniper rifle usually married to it's iconic NVG/KTLD scope combo. It's users use it for it's high rate of fire for it's class, and has decent performance in any range. Uses 8.6x70mm caseless with specialized pressures for IFF fire.
Cost: 30
T-26 Antimaterial Rifle
The T-26 is an IFF capable sniper rifle which is mostly used by long range marksmen. It excels in long-range combat situations and support sniping. It has a laser designator installed, and the scope itself has IFF integrated into it. Uses specialized 10x28 caseless rounds made to work with the guns odd IFF-scope system. It has an integrated Target Marker and a Laser Targeting system.
Cost: 75
MIC-A7 Vindicator Minigun
A six barreled rotary machine gun, The ultimate in man-portable firepower, capable of laying down high velocity armor piercing rounds this thing will no doubt pack a punch.. If you don't kill all your friends with it, you can use the stabilizing system of the Powerpack to fire aimed fire, but you'll move incredibly slowly.
Cost: 80
T-27 Medium Machinegun
The T-27 is the T-29s aging IFF-less cousin, made for rapid accurate machinegun fire in a short amount of time, you could use it while standing, not a great idea. Use the tripod for actual combat. It uses 10x27mm boxes.
Cost: 10
T-29 Smart Machinegun
The T-29 is the TGMC's current standard IFF-capable medium machine gun. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position or provide fire support. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Cost: 40
T-25 Smart Rifle
The T-25 is the TGMC's current standard IFF-capable rifle. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
Cost: 40
TL-84 Flamethrower
An integrated component of the TL-84 flamethrower, the hydro cannon fires high pressure sprays of water; mainly to extinguish any wayward allies or unintended collateral damage.
Cost: 15
T-72 Disposable RPG
This is the premier disposable rocket launcher used throughout the galaxy, it cannot be reloaded or unloaded on the field. This one fires an 84mm explosive rocket.
Cost: 5
T-72 Disposable RPG
This is the premier disposable rocket launcher used throughout the galaxy, it cannot be reloaded or unloaded on the field. This one fires an 84mm explosive rocket.
Cost: 5
Mateba Autorevolver
The TL-24 is the rather rare autorevolver used by the TGMC issued in rather small numbers to backline personnel and officers it uses recoil to spin the cylinder. Uses heavy .454 rounds. Comes with 6 autoloaders, and a fitting belt.
Cost: 15
Claymore Mines
A box of 5 M-20 claymore mines. The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the TerraGov Marine Corps.
Cost: 15
Razorburn Grenade Box
A secure box holding 20 razor burn grenades. Used for quick flank coverage.
Cost: 50
M40 HEDP High Explosive Grenade Box
Contains 25 HEDP grenades.
Cost: 50
M40 HIDP Incendiary Explosive Grenade Box
Contains 25 HIDP grenades.
Cost: 50
M15 Fragmentation Grenade Box
Contains 25 M15 fragmentation grenades.
Cost: 50
M40 HSDP White Phosphorous Grenade Box
Contains 15 HSDP WP grenades.
Cost: 70
M40-T Gas Grenade Box
Contains 25 M40-T grenades.
Cost: 70
C4 Plastic Explosive
Used to put holes in specific areas without too much extra hole.
Cost: 5
M402 mortar crate
A manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Needs to be set down first to fire. Use Ctrl-Click to deploy.
Cost: 40
Detpack Explosives
Programmable remotely triggered 'smart' explosive used for demolitions and impromptu booby traps. Can be set to breach or demolition detonation patterns.
Cost: 15
Weapon:
Desc:
Red-Dot Sight
A red-dot sight for short to medium range. Does not have a zoom feature, but does increase weapon accuracy and fire rate while aiming by a good amount. No drawbacks.
Cost: 1
Railscope
A rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.
Cost: 1
Mini-Railscope
A small rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.
Cost: 1
Magnetic Harness
A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to a TGMC armor.
Cost: 1
Suppressor
A small tube with exhaust ports to expel noise and gas. Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.
Cost: 1
Bayonet
A sharp blade for mounting on a weapon. It can be used to stab manually on anything but harm intent. Slightly reduces the accuracy of the gun when mounted.
Cost: 1
Extended Barrel
A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure.
Cost: 1
Barrel Charger
A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed.
Cost: 1
Recoil Compensator
A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Significantly reduces recoil and scatter, regardless of if the weapon is wielded.
Cost: 1
Laser Sight
A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces unwielded penalties to accuracy.
Cost: 1
Angled Grip
A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.
Cost: 1
Vertical Grip
A custom-built improved foregrip for better accuracy, moderately faster aimed movement speed, less recoil, and less scatter when wielded especially during burst fire. However, it also increases weapon size, slightly increases wield delay and makes unwielded fire more cumbersome.
Cost: 1
Gyroscopic Stabilizer
A set of weights and balances to stabilize the weapon when burst firing or moving, especially while shooting one-handed. Greatly reduces movement penalties to accuracy. Significantly reduces burst scatter, recoil and general scatter. By increasing accuracy while moving, it let you move faster when taking aim.
Cost: 1
Bipod
A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil and scatter when properly placed, but also increases weapon size.
Cost: 1
Underbarrel Shotgun
A weapon-mounted, three-shot shotgun. Reloadable with buckshot. The short barrel reduces the ammo's effectiveness, but allows it to be fired one handed.
Cost: 1
Underbarrel Flamer
A weapon-mounted refillable flamethrower attachment. It is designed for short bursts.
Cost: 1
Burst Fire Assembly
A mechanism re-assembly kit that allows for automatic fire, or more shots per burst if the weapon already has the ability. Increases scatter and decreases accuracy.
Cost: 1
Shotgun Stock
A non-standard heavy wooden stock for the old V10 shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.
Cost: 1
Tactical Shotgun Stock
A sturdy polymer stock for the MK221 shotgun. Supplied in limited numbers and moderately encumbering, it provides an ergonomic surface to ease perceived recoil and usability.
Cost: 1
Weapon:
Desc:
Energy Rifle cells 3x
An advanced, ultrahigh capacity battery used to power experimental weapons. Contains 3 cells.
Cost: 10
Surplus Standard Ammo Crate
Contains 22 ammo boxes of a wide variety which come prefilled.
Cost: 20
Mateba Magazine
A speed loader of .454 rounds for the Mateba autorevolver.
Cost: 3
Mateba Packet
A packet of .454 rounds for the Mateba autorevolver. More bullets than a speedloader, but cannot be rapidly loaded.
Cost: 12
Box of Incendiary Slugs
A box filled with self-detonating incendiary shotgun rounds. 12 Gauge.
Cost: 12
TX-8 Scout Magazine
A magazine of overpressure high velocity rounds for use in the TX-8 battle rifle. The TX-8 battle rifle is the only gun that can chamber these rounds.
Cost: 5
TX-8 Scout Impact Magazine
A magazine of overpressure high velocity incendiary rounds for use in the TX-8 battle rifle. The TX-8 battle rifle is the only gun that can chamber these rounds.
Cost: 7
TX-8 Scout Incendiary Magazine
A magazine of overpressure high velocity impact rounds for use in the TX-8 battle rifle. The TX-8 battle rifle is the only gun that can chamber these rounds.
Cost: 7
T-81 IFF Sniper Magazine
A box magazine filled with low pressure 8.6x70mm rifle rounds for the T-81.
Cost: 3
T-26 AMR Magazine
A magazine of antimaterial rifle ammo.
Cost: 5
TX-220 Railgun Round
A canister holding a projectile to be used inside a railgun.
Cost: 3
12 Gauge Tracker Shells
A box filled with tracker shotgun shells. 12 Gauge.
Cost: 5
T-152 SADAR HE Rocket
A rocket tube for the T-152 rocket launcher.
Cost: 6
T-152 SADAR AP Rocket
A tube for an AP rocket, the warhead of which is extremely dense and turns molten on impact.
Cost: 7
T-152 SADAR WP Rocket
A highly destructive warhead that bursts into deadly flames on impact.
Cost: 5
T-152 SADAR WP Rocket
A highly destructive warhead that bursts into deadly flames on impact.
Cost: 5
T-57 Thermobaric WP Rocket Array
A thermobaric rocket tube for a T-57 quad launcher. Activate in hand to receive some metal when it's used up. The Rockets don't do much damage on a direct hit, but the fire effect is strong.
Cost: 5
T-160 RR HE Shell
A high explosive shell for the T-160 recoilless rifle. Causes a heavy explosion over a small area.
Cost: 3
T-160 RR LE Shell
A light explosive shell for the T-160 recoilless rifle. Causes a light explosion over a large area. Can go farther than other shells of its type due to the light payload.
Cost: 3
T-29 Smartmachinegun Ammo
A 10mm drum magazine for the T-29 smartmachinegun.
Cost: 5
T-25 Smartrifle Magazine
A 10mm assault rifle magazine for the T-25 smartrifle.
Cost: 2
T-25 Smartrifle Ammo Box
Contains a box with 200 rounds for a T-25.
Cost: 4
UA 571-C Sentry Ammunition
A drum of 50 10x28mm caseless rounds for the UA 571-C sentry gun. Just feed it into the sentry gun's ammo port when its ammo is depleted.
Cost: 10
TL-84 Normal Fuel Tank
A fuel tank of usually ultra thick napthal, a sticky combustible liquid chemical, for use in the M240A1 incinerator unit. Handle with care.
Cost: 3
M402 Mortar HE Shell
An 80mm mortar shell, loaded with a high explosive charge.
Cost: 2
M402 Mortar Incendiary Shell
An 80mm mortar shell, loaded with a napalm charge.
Cost: 2
M402 Mortar Flare Shell
An 80mm mortar shell, loaded with an illumination flare.
Cost: 1
M402 Mortar Smoke Shell
An 80mm mortar shell, loaded with smoke dispersal agents. Can be fired at marines more-or-less safely.
Cost: 1
M402 Mortar Tanglefoot Shell
An 80mm mortar shell, loaded with plasma-draining Tanglefoot gas. Can be fired at marines more-or-less safely.
Cost: 2
UA-580 Point Defense Sentry Ammo
A box of 100 10x20mm caseless rounds for the UA-580 point defense sentry. Just feed it into the sentry gun's ammo port when its ammo is depleted.
Cost: 10
TL-102 mounted Heavy Smartgun Ammo
A box of 300, 10x30mm caseless tungsten rounds for the TL-102 mounted heavy smartgun.
Cost: 10
MG-08/495 Heavy Machinegun Ammo
A box of 500, 10x28mm caseless tungsten rounds for the MG-08/495 mounted heavy machinegun. Is probably not going to fit in your backpack. Put it on your belt or back.
Cost: 7
ColMarTech Lasrifle Field Charger
An automated power cell dispenser and charger. Used to recharge energy weapon power cells, including in the field. Has an internal battery that charges off the power grid when wrenched down.
Cost: 50
Terra Experimental standard battery
A specialized high density battery used to power lasguns.
Cost: 2
Minigun Powerpack
A heavy reinforced backpack with support equipment, power cells, and spare rounds for the T-100 Minigun System. Click the icon in the top left to reload.
Cost: 5
Standard Back Fuel Tank
A specialized fuel tank for use with the TL-84 flamethrower and M240A1 incinerator unit.
Cost: 20
Type X Back Fuel Tank
A specialized fuel tank of ultra thick napthal type X for use with the TL-84 flamethrower and M240A1 incinerator unit.
Cost: 60
Weapon:
Desc:
SWAT Protective Mask
A close-fitting tactical mask that can be connected to an air supply. Protects against a single facehugger attack.
Cost: 5
Optical Imager Goggles
Uses image scanning to increase visibility of even the most dimly lit surroundings except total darkness.
Cost: 5
Heavy Riot Armor Set
A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement.
Cost: 30
TL-172 Defensive Shield
A heavy shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Looks very robust. Alt click to tighten the strap.
Cost: 10
B18 Armor Set
A heavy, rugged set of armor plates for when you really, really need to not die horribly. Slows you down though. Has an automated diagnostics and medical system for keeping its wearer alive.
Cost: 120
B17 Armor Set
The older brother of the B18. Practically an armored EOD suit made for use by close quarter explosive experts.
Cost: 100
Scout Cloak
The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard TGMC ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high maneuverability and adaptability to many environments. Serves as a satchel.
Cost: 50
Sniper Cloak
The M68-B thermal cloak is a variant custom-purposed for snipers, allowing for faster, superior, stationary concealment at the expense of mobile concealment. Serves as a satchel.
Cost: 50
High Capacity Grenade Belt
The M276 is the standard load-bearing equipment of the TGMC. It consists of a modular belt with various clips. This version holds 16 M40 Grenades.
Cost: 50
Jaeger Exosuits
Exosuit frame for the Jaeger modular armor system.
Cost: 1
Jaeger Medium Infantry Plates
Contains medium armor plates for the Jaeger modular armor system.
Cost: 1
Jaeger Light Skirmisher Plates
Contains light armor plates for the Jaeger modular armor system.
Cost: 1
Jaeger Heavy Assault Plates
Contains heavy armor plates for the Jaeger modular armor system.
Cost: 1
Jaeger Heavy Helmet
Contains a heavy helmet for the Jaeger modular armor system.
Cost: 1
Jaeger Medium Helmet
Contains a medium helmet for the Jaeger modular armor system.
Cost: 1
Jaeger Light Helmet
Contains a light helmet for the Jaeger modular armor system.
Cost: 1
Jaeger Assorted Storage Modules
Contains assorted storage modules for the Jaeger modular armor system.
Cost: 3
Jaeger Experimental Mark 2 Modules
Contains assorted advanced modules for the Jaeger modular armor system.
Cost: 40
Jaeger Valkyrie Autodoc Module
Designed for mounting on the Jaeger Combat Exoskeleton. Has a variety of chemicals it can inject, as well as automatically securing the bones and body of the wearer, to minimize the impact of broken bones or mangled limbs in the field. Will definitely impact mobility.
Cost: 12
Jaeger Surt Fireproof Module
Designed for mounting on the Jaeger Combat Exoskeleton. Providing a near immunity to being bathed in flames, and amazing flame retardant qualities, this is every pyromaniacs' first stop to survival. Will impact mobility somewhat.
Cost: 12
Jaeger Tyr Mark 2 Module
Designed for mounting on the Jaeger Combat Exoskeleton. A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. Will definitely impact mobility.
Cost: 12
Jaeger Mimir Mark 2 Module
Designed for mounting on the Jaeger Combat Exoskeleton. When activated, this system provides substantial resistance to environmental hazards, such as gases, biological and radiological exposure. This newer version provides a large amount of resistance to acid. Best paired with the Mimir Environmental Helmet System and a gas mask. Will impact mobility.
Cost: 15
Generic Jaeger Helmet Modules
Contains assorted helmet modules for the Jaeger modular armor system.
Cost: 5
Jaeger Hlin Module
Designed for mounting on the Jaeger Combat Exoskeleton. Uses a complex set of armor plating and compensation to lessen the effect of explosions, at the cost of making the user slower.
Cost: 12
Weapon:
Desc:
Combat Backpack
A small lightweight pack for expeditions and short-range operations.
Cost: 15
Engineering Welding Pack
A specialized backpack worn by TGMC technicians. It carries a fueltank for quick welder refueling and use.
Cost: 5
Engineering Technician Pack
The standard-issue backpack worn by TGMC technicians. Specially equipped to hold sentry gun and M56D emplacement parts.
Cost: 5
Officer Outfits
A set of uniforms for various shipside officers.
Cost: 10
Marine Outfit
A standard marine outfit.
Cost: 5
Webbing
A sturdy mess of synthcotton belts and buckles, ready to share your burden.
Cost: 2
Brown Vest
Worn brownish synthcotton vest with lots of pockets to unload your hands.
Cost: 2
TP-44 Holster
A holster for the TP-44 sidearm.
Cost: 2
General Pouches
Contains a set of 3 large general pouches.
Cost: 5
Weapons Pouches
Contains a set pouches for various small weapons.
Cost: 5
Ammo Pouches
Contains a set pouches for various ammuntions.
Cost: 5
Medical Pouches
Contains a set of various medical pouches.
Cost: 5
Survival Pouches
Contains a set of various survival pouches.
Cost: 5
Construction Pouches
Contains a set of various construction pouches.
Cost: 5
Jetpack
A high powered jetpack with enough fuel to send a person flying for a short while. It allows for fast and agile movement on the battlefield. Alt right click or middleclick to fly to a destination when the jetpack is equipped.