Участник:AzonStarfall
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.
Guide to Requisitions
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 hand labeler, 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
doorsheadssecure 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 ASRS System
The most important utility of requisitions is the ASRS system. In theory, the ship has a large automated storage bay in the lower decks, from which the ASRS system retrieves crates as requisitions points are spent. The control interface for the system is accessible via one of the ASRS consoles in requisitions, or by the ASRS tablet found in the RO's locker. From the interface, you can view, place, deny or accept orders for requisitions equipment.
To the left of the UI, you will see three categories. The first is primary used for control of the ASRS elevator. Use the Raise or Lower button to toggle the state of the elevator. After a short delay, it will arrive in either position. Prior to arriving, you can see any purchased orders by pressing the Awaiting Delivery button. These will remain as pending until the elevator brings them to the raised position.
The second section is for direct ASRS orders, placed by the ASRS consoles inside Requisitions or by the ASRS tablet. These aren't placed as requests, so you don't need to worry about accepting it as an order. Just press Purchase Cart to buy your queued items, or Clear Cart to quickly remove all items. The Previous Purchases tab will show all formerly purchased items, including those placed by requests or direct orders. To add items to this cart, select them from the tabs in the fourth section, the ASRS inventory. The last item is the export history tab, which shows most previously sold items.
The third section is for viewing placed, but not accepted or denied, orders. Whenever someone places an order from the ASRS requests console outside requisitions, it will be sent to the pending orders tab. You can view it by pressing the Requests button. From there, it's up to you to accept or deny orders individually. If you want to accept or deny all pending orders, and have the points to do so, you can press the Accept All or Deny All buttons in the top right. You can also review all previously accepted and denied orders from here. In the denied orders tab, there's a button to approve each order in the event you denied one by mistake.
The last section is the ASRS inventory. Each tab here shows contains crates of items related to their relevant category, identified by name. You can press the arrows on each item to add either one, or the maximum affordable number, of the item to your cart. These are sent to your pending order. Pressing the small dropdown arrow next to each items name will display the exact contents of the crate, as well as their quantity.
A list of items in the ASRS inventory can be found at the bottom of this document.
The ASRS Elevator
The ASRS elevator works in two positions, the raised and lowered states.
While in the raised state, you can remove crates, load export items, and generally use the area safely. The system features a living biosign detector, so it won't take you down into the cargo bay itself. That's a good thing, there's probably no air down there. When the lift is clear of biosigns, pressing the Lower button will raise safety rails on all sides of the lift, preventing access. Note that any crates currently on the lift will not be refunded if sent down with the lift, so make sure any orders are removed before sending the elevator down.
While lowered, the system will automatically load any newly accepted orders, and bring them up the next time the lift is raised. Note that you cannot add new items to a raising lift, and will have to wait for the elevator to cycle back to its lowered position before you can receive your items.
Point Acquisition
You'll need an adequate supply of requisitions points before you can order anything. Points can be gained through two methods, passive or active.
Points will passively generate from roundstart based on the ships orbital level. The exact formula is 2*(Orbit Level/3) every 10 seconds, but due to lag and other calculations you'll likely only be getting 5 per minute. This number can be increased by elevating the ships orbital level, but note that this increases dropship transit time and CAS fire delay.
For active point generation, the marines will need to do some work. Points are actively gained through exports, by selling xenomorph corpses, research artifacts, valuable minerals, or factory sales.
Xenomorph corpses and mining are going to be your most lucrative point generation methods. For Xenomorph exports, the amount of points you get is based on the tier of the Xenomorph. In order:
- Surgically removed larva: 5 points
- Minion Xenomorphs: 5 points
- Larva: 15 points
- Tier 1 Xenomorphs: 30 points
- Tier 2 Xenomorphs: 40 points
- Tier 3 Xenomorphs: 50 points
- Tier 4 Xenomorphs: 100 points
These can be sold through three methods:
- Use of a fulton kit, which have three uses each and require open air to send.
- Use of an ASRS Bluespace Export pad, which must be purchased from Requisitions but can be infinitely used as long as they have power, can can operate indoors.
- Manual sale through placing the corpses on the ASRS elevator.
All methods produce the same number of points, but some are more costly in terms of time or resources than others.
Mining is another lucrative point generation method. The surface will have a number of mineral miners present, which engineers can repair and activate. These will slowly mine crates of ore, which can be sold by manually interacting with them. This process can be automated with autominer modules, or accelerated with overclock modules (Constructed by the Autolathe).
There are two miner types, Plasma and Platinum. Plasma generates 15 points every 120 seconds, and Platinum generates 30 points every 120 seconds.
Researchers on the field may find credit points while doing their work. The value of these coins is labeled on them, and they can be sold on the ASRS elevator for the relevant amount.
The last method of active point generation is factory sales. The Pizza factory kit costs 29 points to purchase, and each pizza from the set of 30 can be re-sold for one point each. This will net you one point, so it's very slow; though theoretically, you could make infinite points from it.
Supply Drops
The supply drop system is used for sending crates directly to the surface from requisitions, subverting the need to send them via the Alamo or Tadpole.
To use the pad, simply load a crate onto the caution-marked area. Make sure that it's closed, otherwise the system will just send the crate and none of its contents.
You can only send crates via the supply drop system. Lockers, coffins, and machinery like fuel tanks and bikes cannot be sent.
Supply drops can be sent to either beacons, which are semi-permanent and deployed on the ground, or antennas, which can be attached to marine helmets or radio backpacks, but only maintain a signal for 4 minutes. Press the button next to "Current beacon" to change which beacon you're sending to. The list will display all prior beacons, whether they're currently usable or not; try switching to one of them, and if you get a beacon location, it's viable. Otherwise, select a new beacon.
You can also set an X and Y offset to send crates to positions surrounding the beacon. Note that once an offset has been changed from 0, it cannot be reset back to 0.
If a crate is loaded onto the pad, but it isn't being detected, try pressing Update next to Supply pad status. If it's still not detected, the crate may be anchored to the ground. Try unwrenching it, and update again.
Once your crate is ready and the destination is set, press Launch Supply drop to fire. You'll have a roughly 30 second delay before you can send another crate.
The Factory
Requisitions features a modular factory system, orderable from the Factory section of the ASRS inventory. Although the system has a high startup cost, this will significantly decrease the cost of any items produced over their manually purchased variants. Here is a link to the cost-efficiency of manufactured items over their purchased equivalents.
The Factory system works by connecting the various production machines in sequence, with running conveyor belts between them. You can order the entire set of all factory machines from the ASRS Factory tab, and the conveyors can be produced from Requisitions autolathe.
The conveyors will require belts and a switch. Print both from the autolathe, and use the switch in-hand to link the belts to it, before setting them on the ground to deploy. To rotate a belt, use a wrench on it. To remove a belt, use a crowbar.
Each item produced requires a different factory pathway, all of which start from the Industrial Unboxer. These pathways are described in the pamphlet in the Starter Kit, or in the production chart below.
Wrench the factory modules into place along the conveyor track to secure them. Rotate them to fit the direction of incoming resources; if a machine is facing north, it will be taking resources from its south side.
To produce an item, ensure that the machinery pathway is accurate, then order the necessary resupply kit from the Factory tab. Use the kit on the Unboxer to load it, then turn on the unboxer by clicking it. This will start the process.
The following chart lists all items currently producible by the Requisitions factory, as well as their associated resupply costs and machinery pathways.
Other Utilities
All requisitions bays will have 4 vendors to help you with your job; The Operational Supplies Vendor, the Automated Weapons Vendor, the Surplus Clothing Vendor, and the Surplus Armor vendor. These can be used to acquire certain ASRS items for free, such as Jaeger armor or weapon attachments.
The most useful by far is the Operational Supplies Vendor. This contains a small amount of several specialist weapon ammunition types, several utility items such as plastic explosives, fultons and autominers, as well as vending 2 boxes of each standard grenade type and one box of most standard ammo types. It is recommended to empty the standard ammo and most of the utility items into one or two crates, and load them onto the Alamo for the marines to use.
The Automated Weapons Vendor can vend infinite free standard attachments, negating the need to order them from the ASRS system. Some attachments, like the Build-A-Sentry or Tactical Shotgun Stock still need to be ordered. The vendor can also provide free ammunition for standard weapons, so use this to restock if you get a request for non-specialized ammo.
Tips
- In the Surplus Clothing Vendor, some pouches come with items included. Most of the time this isn't very helpful, but examples like the Electronics Pouches are a good source of infinite, free high-capacity batteries.
- You can use the Ripley to carry crates, boxes, xenomorph corpses, and the lasgun cell charger. It's always faster to carry two items with the Ripley than to use the Push+Pull method, so use this if you have a lot to move.
- Always remember, communication is key. Feel free to call people out by name when their orders are up, check in on smartgunners if they need ammunition, or ask marines in general what sort of Requisitions equipment they'd like.
- You'll usually be expected to put attachments on specialist weapons before sending them down. For the Minigun, you should generally put a magnetic harness on it before sending; for the SADAR, use a mini-scope.
- Check the Automated Weapon Vendors specialized section if a T-29 Smartgunner is asking for ammunition. There are 4 free drums found there at roundstart, and the smartgunners may have forgotten to take them.
ASRS Inventory
Item: | Description: |
---|---|
TGMC Loot Pack |
Contains a random, but curated set of items, these packs are valued around 150 to 200 points. Some items can only be acquired from these. Spend responsibly.
Cost: 1000 |
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: 100 |
Fulton Extraction Pack |
A balloon that can be used to extract xenomorph corpses. Cannot be used to move equipment or personnel.
Cost: 100 |
Autominer upgrade |
A small computer that can automate mining wells, reducing the need for oversight.
Cost: 50 |
Mining well reinforcement upgrade |
A very folded box of reinforced components, meant to replace weak components used in normal mining wells.
Cost: 50 |
Mining well overclock upgrade |
A box with a few pumps and a big drill, meant to replace the standard drill used in normal mining wells for faster extraction.
Cost: 50 |
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: 300 |
Pool Tracker |
A tracking tablet used to detect xenomorph larval biomass concentrations. Usable to locate resin silos.
Cost: 200 |
3 Deployable Cameras |
The ROC-58 deployable camera, designed for use in the field to increase the tactical utility of overwatch.
Cost: 20 |
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: 300 |
Cluster Orbital Warhead |
An explosive orbital bombardment warhead that shatters into multiple smaller explosions on impact.
Cost: 200 |
HE Orbital Warhead |
An high explosive orbital bombardment warhead, capable of annhilating nearly anything in its target radius.
Cost: 300 |
Incendiary Orbital Warhead |
An orbital bombardment warhead filled with advanced Type-X napalm, covering its target area in flame for a significant duration.
Cost: 200 |
Plasma Draining Orbital Warhead |
An orbital bombardment warhead filled with compressed tanglefoot gas. Drains xenomorph plasma while in the gas cloud.
Cost: 150 |
Solid Fuel |
Solid fuel canister for the orbital bombardment cannon.
Cost: 50 |
150 Dropship Fabricator Points |
A voucher for dropship equipment points, redeemable at the dropship equipment fabricator.
Cost: 400 |
200 dollars |
A stack of 200 dollars.
Cost: 50 |
Item: | Description: |
---|---|
UA 571-C Base Defense Sentry |
A large case containing all you need to set up an automated base defense sentry.
Cost: 400 |
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: 100 |
UA-580 Portable Sentry |
A large case containing all you need to set up an automated point defense sentry.
Cost: 400 |
UA-580 Portable Sentry Ammunition |
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: 100 |
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: 250 |
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: 800 |
TL-102 mounted Heavy Smartgun Ammo |
A box of 300, 10x30mm caseless tungsten rounds for the TL-102 mounted heavy smartgun.
Cost: 100 |
TAT-36 Anti Tank Gun |
The TAT-36 is a light dual purpose anti tank and anti personnel weapon used by the TGMC. Used for light vehicle or bunker busting on a short notice. Best used by two people. It can move around with wheels, and has an ammo rack intergral to the weapon. CANNOT BE UNDEPLOYED ONCE DEPLOYED! It uses several types of 37mm shells boxes. Alt-right click on it to anchor it so that it cannot be moved by anyone, then alt-right click again to move it.
Cost: 600 |
TAT-36 AP-HE Shell (x3) |
A 37mm shell for light anti tank guns. Will penetrate walls and fortifications, before hitting a target and exploding, has less payload and punch than usual rounds.
Cost: 20 |
TAT-36 APCR Shell (x3) |
A 37mm tungsten shell for light anti tank guns made to penetrate through just about everything, but it won't leave a big hole.
Cost: 20 |
TAT-36 HE Shell (x3) |
A 37mm shell for light anti tank guns made to destroy fortifications, the high amount of payload gives it a slow speed. But it leaves quite a hole.
Cost: 20 |
Tesla Shock 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: 600 |
TX-54 airburst grenade launcher |
A magazine fed, semiautomatic grenade launcher designed to shoot airbursting smart grenades. Requires a T49 scope for precision aiming.
Cost: 300 |
TX-54 airburst grenade magazine |
A 20mm magazine loaded with airburst grenades. For use with the TX-54 or TX-55.
Cost: 40 |
TX-54 incendiary grenade magazine |
A 20mm magazine loaded with incendiary grenades. For use with the TX-54 or TX-55.
Cost: 60 |
TX-54 HE grenade magazine |
A 20mm magazine loaded with HE grenades. For use with the TX-54 or TX-55.
Cost: 100 |
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: 400 |
T-160 RR HE Shell |
A high explosive shell for the T-160 recoilless rifle. Causes a heavy explosion over a small area.
Cost: 30 |
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: 30 |
T-160 RR HEAT Shell |
A high explosive-anti tank shell for the RL-160 recoilless rifle. Fires a penetrating shot with no explosion. It will do moderate damage to all types of enemies, but does not sunder their armor.
Cost: 30 |
T-160 RR Smoke Shell |
A chemical shell for the RL-160 recoilless rifle. Fires a low velocity shell for close quarters application of chemical gas, friendlies will be able to easily dodge it due to low velocity. This warhead contains thick concealing smoke.
Cost: 30 |
T-160 RR Cloak Shell |
A chemical shell for the RL-160 recoilless rifle. Fires a low velocity shell for close quarters application of chemical gas, friendlies will be able to easily dodge it due to low velocity. This warhead contains advanced cloaking smoke.
Cost: 30 |
T-160 RR Tanglefoot Shell |
A chemical shell for the RL-160 recoilless rifle. Fires a low velocity shell for close quarters application of chemical gas, friendlies will be able to easily dodge it due to low velocity. This warhead contains plasma-draining Tanglefoot smoke.
Cost: 30 |
PB-12 Pepperball gun |
The PB-12 is ostensibly riot control device used by the TGMC in spiffy colors, working through a SAN ball that sends a short acting neutralizing chemical to knock out it's target, or weaken them. Guaranteed to work on just about everything.
Cost: 200 |
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: 400 |
TX-220 Railgun armor piercing discarding sabot round |
A canister holding a tungsten projectile to be used inside a railgun. APDS is written across the canister, this round will penetrate through most armor, but will not leave much of a hole.
Cost: 20 |
TX-220 Railgun high velocity armor piercing round |
A canister holding a tungsten projectile to be used inside a railgun. HVAP is written across the canister. This round has less punching power than other railgun canister types, but will leave a sizeable hole in the targets armor.
Cost: 20 |
TX-220 Railgun smart armor piercing round |
A canister holding a tungsten projectile to be used inside a railgun. SAP is written across the canister. This round has poor punching power due to low velocity for the smart ammunition, but will leave a target significantly staggered and stunned due to the impact.
Cost: 20 |
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: 400 |
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: 20 |
TX-8 Scout ammo box |
A box containing 150 rounds of A19 overpressuered high velocity.
Cost: 40 |
TX-8 Scout Impact 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: 40 |
TX-8 Scout Incendiary 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: 40 |
T-57 Thermobaric Launcher |
The M57A4 is posssibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 thermobaric missiles. Enough said.
Cost: 500 |
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: 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: 1200 |
T-152 SADAR HE Rocket |
A warhead for the RL-152 rocket launcher. Carries a bogstandard HE warhead that explodes. Due to being laser-guided, it will hit exactly where you aim, however the payload is smaller due to the internal space required for this.
Cost: 60 |
T-152 SADAR HE(unguided) Rocket |
A warhead for the RL-152 rocket launcher. Carries a bogstandard HE warhead that explodes. It is entirely unguided, and thus 'Dumb', this allows for a larger payload, and a skilled operator can hit longer ranged hits that a laser-guided rocket could not reach at all.
Cost: 60 |
T-152 SADAR AP Rocket |
A tube for an AP rocket, the warhead of which inside is a missile assisted kinetic penetrator that will devastate just about anything that it hits internally, but will do nothing to the surrounding armor.
Cost: 70 |
T-152 SADAR WP Rocket |
A highly destructive warhead that bursts into deadly flames on impact. Due to being laser-guided, it will hit exactly where you aim, however the payload is smaller due to the internal space required for this.
Cost: 50 |
T-152 SADAR WP(unguided) Rocket |
A highly destructive warhead that bursts into deadly flames on impact. It is entirely unguided, and thus 'Dumb', the benefit of this is a bigger overall payload, and a skilled operator can hit longer ranged hits that a laser-guided rocket could not reach at all.
Cost: 50 |
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: 1000 |
12 Gauge Tracker Shells |
A box filled with tracker shotgun shells. 12 Gauge.
Cost: 50 |
Box of Incendiary Slugs |
A box filled with self-detonating incendiary shotgun rounds. 12 Gauge.
Cost: 100 |
T-81 IFF Auto Sniper kit |
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: 500 |
T-81 IFF Sniper Magazine |
A box magazine filled with low pressure 8.6x70mm rifle rounds for the T-81.
Cost: 30 |
SR-26 Antimaterial Rifle |
The SR-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: 775 |
SR-26 AMR Magazine |
A magazine of antimaterial rifle ammo.
Cost: 30 |
SR-26 AMR incendiary magazine |
A magazine of incendiary antimaterial rifle ammo.
Cost: 50 |
SR-26 AMR flak magazine |
A magazine of flak antimaterial rifle ammo.
Cost: 40 |
MG-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: 800 |
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: 50 |
MG-27 Medium Machinegun |
The MG-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: 100 |
MG-08/495 heavy machinegun |
An absolute monster of a weapon, this is a watercooled heavy machinegun modernized by some crazy armorer. The pinnacle at holding a chokepoint. Holds 500 rounds of 10x28mm caseless in a drum magazine. IS NOT IFF CAPABLE. Aiming carefully recommended. Can be repaired with a blowtorch once deployed.
Cost: 300 |
MG-08/495 heavy machinegun ammo(500 rounds) |
A box of 500, 10x28mm caseless tungsten rounds for the HMG-08 mounted heavy machinegun.
Cost: 70 |
MG-08/495 heavy machinegun ammo(250 rounds) |
A box of 250 10x28mm caseless tungsten rounds for the HMG-08 mounted heavy machinegun..
Cost: 40 |
SG-29 Smart Machinegun |
The SG-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: 400 |
SG-29 Smartmachinegun Ammo |
A 10mm drum magazine for the SG-29 smartmachinegun.
Cost: 50 |
SG-85 Smart Handheld Gatling Gun |
A true monster of providing supportive suppresing fire, the SG-85 is the TGMC's newest IFF-capable weapon. Boasting a higher firerate than any other handheld weapon.
Cost: 400 |
SG-85 ammo bin |
A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack.
Cost: 50 |
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: 150 |
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: 60 |
TL-84 X Fuel Tank |
A fuel tank of usually ultra thick napthal type X, for use in the M240A1 incinerator unit. Handle with care.
Cost: 300 |
Standard Back Fuel Tank |
A specialized fuel tank for use with the TL-84 flamethrower and M240A1 incinerator unit.
Cost: 200 |
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: 600 |
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: 50 |
Mateba Autorevolver belt |
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: 150 |
Mateba Magazine |
A speed loader of .454 rounds for the Mateba autorevolver.
Cost: 30 |
Mateba Packet |
A packet of .454 rounds for the Mateba autorevolver. More bullets than a speedloader, but cannot be rapidly loaded.
Cost: 120 |
Surplus Standard Ammo Crate |
Contains 22 ammo boxes of a wide variety which come prefilled. You lazy bum.
Cost: 200 |
Tl-127 Flak Magazine |
Flak magazine for the TL-127 Sniper Rifle.
Cost: 50 |
TE-X Laser Rifle |
A Terra Experimental X-Ray laser rifle, abbreviated as the TE-X. It has an integrated charge selector for normal and high settings. Uses standard Terra Experimental (abbreviated as TE) power cells. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts.
Cost: 400 |
Rocket Sledge |
Fitted with a rocket booster at the head, the rocket sledge would deliver a tremendously powerful impact, easily crushing your enemies. Uses fuel to power itself. AltClick to tighten your grip.
Cost: 600 |
TX13 smartpistol |
The TX-13 is a latest solution for personal officer defence produced by Terran Armories. A cutting-edge miniaturization technology allows mounting of smartgun IFF system on the pistol, albeit at high manufactoring cost. Unique design feature high-capacity mag on top of the barrel, with integrated sight.
Cost: 150 |
TX13 smartpistol ammo |
A magazine for the TX13 smartpistol.
Cost: 10 |
Item: | Description: |
---|---|
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: 150 |
M21 APRDS "Minelayer" |
Anti-Personnel Rapid Deploy System, APRDS for short, is a device designed to quickly deploy M20 mines in large quantities. WARNING: Operating in tight places or existing mine fields will result in reduced efficiency. Does not come with mines loaded.
Cost: 50 |
Razorburn Grenade Box |
A secure box holding 20 razor burn grenades. Used for quick flank coverage.
Cost: 500 |
M40 HEDP High Explosive Grenade Box |
Contains 25 HEDP grenades.
Cost: 500 |
M40 HIDP Incendiary Explosive Grenade Box |
Contains 25 HIDP grenades.
Cost: 500 |
M15 Fragmentation Grenade Box |
Contains 25 M15 fragmentation grenades.
Cost: 500 |
M40 HSDP White Phosphorous Grenade Box |
Contains 15 HSDP WP grenades.
Cost: 700 |
M40-T Gas Grenade Box |
Contains 25 M40-T grenades.
Cost: 700 |
C4 Plastic Explosive |
Used to put holes in specific areas without too much extra hole.
Cost: 30 |
detpack explosive |
Programmable remotely triggered 'smart' explosive controlled via a signaler, used for demolitions and impromptu booby traps. Can be set to breach or demolition detonation patterns.
Cost: 50 |
T-50S 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: 400 |
T-50S Mortar HE Shell (x2) |
An 80mm mortar shell, loaded with a high explosive charge.
Cost: 20 |
T-50S Mortar Incendiary Shell (x2) |
An 80mm mortar shell, loaded with a napalm charge.
Cost: 20 |
T-50S Mortar Flare Shell (x2) |
An 80mm mortar shell, loaded with an illumination flare.
Cost: 10 |
T-50S Mortar Smoke Shell (x2) |
An 80mm mortar shell, loaded with smoke dispersal agents. Can be fired at marines more-or-less safely.
Cost: 10 |
T-50S Mortar Tanglefoot Shell |
An 80mm mortar shell, loaded with plasma-draining Tanglefoot gas. Can be fired at marines more-or-less safely.
Cost: 10 |
TA-40L Multiple Rocket System |
A manual, crew-operated and towable multiple rocket launcher system piece used by the TerraGov Marine Corps, it is meant to saturate an area with munitions to total up to large amounts of firepower, it thus has high scatter when firing to accomplish such a task. Fires in only bursts of up to 16 rockets, it can hold 32 rockets in total. Uses 60mm Rockets.
Cost: 450 |
TA-40L MLRS Rocket Pack (x16) |
A large case containing rockets in a compressed setting for the TA-40L MLRS.
Cost: 60 |
MG-100Y howitzer |
A manual, crew-operated and towable howitzer, will rain down 150mm laserguided and accurate shells on any of your foes. Right click to anchor to the ground.
Cost: 600 |
MG-100Y howitzer HE shell |
An 150mm artillery shell, loaded with a high explosive charge, whatever is hit by this will have, A really, REALLY bad day.
Cost: 40 |
MG-100Y howitzer incendiary shell |
An 150mm artillery shell, loaded with explosives to punch through light structures then burn out whatever is on the other side. Will ruin their day and skin.
Cost: 40 |
MG-100Y howitzer white phosporous smoke shell |
An 150mm artillery shell, loaded with a 'spotting' gas that sets anything it hits aflame, whatever is hit by this will have their day, skin and future ruined, with a demand for a warcrime tribunal.
Cost: 60 |
MG-100Y howitzer tanglefoot shell |
An 150mm artillery shell, loaded with a toxic intoxicating gas, whatever is hit by this will have their abilities sapped slowly. Acommpanied by a small moderate explosion.
Cost: 60 |
AI artillery targeting module |
A small set of servos and gears, coupled to a battery, antenna and circuitry. Attach it to a mortar to allow a shipborne AI to remotely target it.
Cost: 100 |
Item: | Description: |
---|---|
SWAT Protective Mask |
A close-fitting tactical mask that can be connected to an air supply. Protects against a single facehugger attack.
Cost: 50 |
Optical Imager Goggles |
Uses image scanning to increase visibility of even the most dimly lit surroundings except total darkness.
Cost: 50 |
Heavy Riot Armor Set |
A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement.
Cost: 120 |
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: 100 |
TL-182 Defensive Shield |
A compact shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Can be deployed as a barricade.
Cost: 30 |
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: 1200 |
B17 Armor Set |
The older brother of the B18. Practically an armored EOD suit made for use by close quarter explosive experts.
Cost: 800 |
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: 500 |
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: 500 |
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: 200 |
Jaeger Experimental Mark 2 Modules |
Contains assorted advanced modules for the Jaeger modular armor system.
Cost: 400 |
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: 120 |
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: 120 |
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: 120 |
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: 150 |
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: 120 |
Item: | Description: |
---|---|
Combat Backpack |
A small lightweight pack for expeditions and short-range operations.
Cost: 150 |
Dispenser |
The TX-9000 also known as "Dispenser" is a machine capable of holding a big amount of items on it, while also healing nearby synthetics.
Cost: 400 |
Engineering Welding Pack |
A specialized backpack worn by TGMC technicians. It carries a fueltank for quick welder refueling and use.
Cost: 50 |
Radio Operator Pack |
A radio-integrated backpack with supply uplink capacity. Operators can order from Requisitions using the pack, as well as function as a supply beacon.
Cost: 50 |
Engineering Technician Pack |
The standard-issue backpack worn by TGMC technicians. Specially equipped to hold sentry gun and M56D emplacement parts.
Cost: 50 |
Officer Outfits |
A set of uniforms for various shipside officers.
Cost: 100 |
Marine Outfit |
A standard marine outfit.
Cost: 50 |
Webbing |
A sturdy mess of synthcotton belts and buckles, ready to share your burden.
Cost: 20 |
Brown Vest |
Worn brownish synthcotton vest with lots of pockets to unload your hands.
Cost: 20 |
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.
Cost: 120 |
Item: | Description: |
---|---|
Emergency Medical Supplies |
A crate of advanced emergency medical supplies. Contains multiple advanced autoinjector pouches, two peridaxon plus autoinjectors, a neuraline autoinjector, and nanopaste.
Cost: 300 |
Biomass Crate |
Contains one full standard beaker of biomass for the cloner.
Cost: 150 |
Medical HUD Crate |
A heads-up display that scans the humans in view and provides accurate data about their health status. The projector can be attached to compatible eyewear.
Cost: 20 |
Pills and Chemicals |
A crate of various standard medication bottles and pill bottles.
Cost: 100 |
Advanced First Aid Kit |
Contains one advanced medical kit.
Cost: 50 |
Body Bags |
Contains one box of bodybags.
Cost: 50 |
Stasis Bag |
A reusable plastic bag designed to prevent additional damage to an occupant.
Cost: 50 |
Surgical Equipment |
A kit of useful equipment for surgery.
Cost: 100 |
Advanced Hypospray |
Contains an advanced hypospray.
Cost: 50 |
Advanced Big Hypospray |
Contains a large advanced hypospray.
Cost: 120 |
Medevac System |
A medevac stretcher with integrated beacon for rapid evacuation of an injured patient via dropship lift and an emergency bluespace teleporter for tele-evacuation to a linked beacon. Accepts patients and body bags.
Cost: 500 |
Lemoline |
Contains 1 bottle of lemoline with 30 units.
Cost: 80 |
Advanced Medical Packs |
Contains 5 advanced packs of each type and 5 splints.
Cost: 100 |
Tweezers |
Contains a pair of tweezers.
Cost: 200 |
Item: | Description: |
---|---|
RPL-Y Cargo Loader |
One Ripley cargo loader, for the purposes of cargo movement or dropship maintenance.
Cost: 200 |
50 Empty Sandbags |
Some empty sandbags, best to fill them up if you want to use them.
Cost: 100 |
50 Metal Sheets |
Sheets made out of metal. Used for general construction.
Cost: 200 |
50 Plasteel Sheets |
Sheets made out of plasteel. Used for heavy construction.
Cost: 400 |
50 Glass Sheets |
Glass is a non-crystalline solid, made out of silicate, the primary constituent of sand. It is valued for its transparency, albeit it is not too resistant to damage.
Cost: 100 |
50 Wooden Planks |
Planks of wood. Used for impromptu construction.
Cost: 100 |
Plasma Cutter |
A tool that cuts with deadly hot plasma. You could use it to cut limbs off of xenos! Or, you know, cut apart walls or mine through stone. Eye protection strongly recommended.
Cost: 300 |
Quikdeploy Barricade |
This is a QuikDeploy system, allows for extremely fast placement of metal barricades.
Cost: 30 |
P.A.C.M.A.N. Portable Generator |
A portable generator for emergency backup power. Uses phoron sheets.
Cost: 150 |
Phoron Sheets |
A stack of 50 phoron sheets. Used for chemistry or portable reactors.
Cost: 200 |
Electrical Maintenance Supplies |
Contains various electronic equipment items for maintenance or repair.
Cost: 50 |
Mechanical Maintenance Supplies |
Contains various mechanical equipment items for maintenance or repair.
Cost: 100 |
Fuel Tank |
A high capacity welding fuel tank. Used to refuel welders, motorcycles, or the Condor.
Cost: 100 |
Water Tank |
A high capacity water tank.
Cost: 100 |
Inflatable Barriers |
Contains 3 doors and 4 walls.
Cost: 50 |
Replacement Lights |
Contains 14 tubes and 7 bulbs.
Cost: 50 |
Foam Grenade |
Used for emergency sealing of air breaches, or security breaches.
Cost: 30 |
Combat Grade Floodlight |
A powerful portable light to provide better visibility.
Cost: 50 |
Wireless Power Generator |
An advanced mobile power generator.
Cost: 200 |
Teleporter |
A set of two teleporter pads, capable of instant transport to the opposite pad while on the same orbital plane.
Cost: 500 |
Item: | Description: |
---|---|
PFC Jim Special Crayon Pack |
Contains a pack of the finest delicacy known to the marine forces. Works good as a writing utensil, too.
Cost: 40 |
Assorted Janitorial Supplies |
Various utilities for sanitation and organization.
Cost: 50 |
Item: | Description: |
---|---|
Not doing this one. |
You couldn't pay me to add all the import weapons. Does anyone even use them besides the M16?
Cost: Soul and Sanity If you need this info desperately, the file for supply content is [1] |
Item: | Description: |
---|---|
All-Terrain Motorbike |
A motorbike used for high speed transportation and reconnaissance.
Cost: 400 |
Sidecar Motorbike Upgrade |
An additional seat for the motorbike.
Cost: 200 |
Combat Droid with Weapon Equipped |
A remote unmanned combat drone. Comes with a weapon equipped.
Cost: 400 |
Scout Droid |
A remote unmanned scout drone. Comes with an advanced cloaking module, but cannot equip a weapon.
Cost: 300 |
Droid weapon |
A high-power laser rifle, only usable by combat drones.
Cost: 200 |
Light Unmanned Vehicle - Iguana |
A light unmanned vehicle chassis.
Cost: 300 |
Medium Unmanned Vehicle - Gecko |
A medium unmanned vehicle chassis.
Cost: 500 |
Heavy Unmanned Vehicle - Komodo |
A heavy unmanned vehicle chassis.
Cost: 700 |
Light UV Weapon |
A light weapon for unmanned vehicles. Comes fully loaded.
Cost: 200 |
Heavy UV Weapon |
A heavy weapon for unmanned vehicles. Comes fully loaded.
Cost: 200 |
Light UV Ammo - 11x35mm |
Ammo for the light unmanned vehicle weapon.
Cost: 30 |
Heavy UV Ammo - 12x40mm |
Ammo for the heavy unmanned vehicle weapon.
Cost: 30 |
Vehicle Remote |
Used by human operators to remotely control unmanned vehicles and drones.
Cost: 10 |
Mounted HSG |
A box that deploys a modified M56D crewserved machine gun. Fits on the crewserved weapon attach points of dropships.
Cost: 500 |
Mounted Dualcannon |
A box that deploys a modified ATR-22 crewserved dualcannon. Fits on the crewserved weapon attach points of dropships.
Cost: 600 |
Mounted Heavy Laser |
A box that deploys a modified TE-9001 crewserved heavylaser. Fits on the crewserved weapon attach points of dropships.
Cost: 900 |
Mounted Automatic Minigun |
A box that deploys a modified MG-2005 crewserved minigun. Fits on the crewserved weapon attach points of dropships.
Cost: 750 |
Mounted Heavy Recoilless Rifle |
A box that deploys a modified RR-15 crewserved recoilless rifle. Fits on the crewserved weapon attach points of dropships.
Cost: 1800 |
Mounted HSG ammo |
A box of 300, 10x30mm caseless tungsten rounds for the HSG-102 mounted heavy smartgun.
Cost: 300 |
Mounted Dualcannon ammo |
A box of 150 20mm rounds for the ATR-22 mounted dualcannon.
Cost: 30 |
Mounted Minigun ammo |
A box of 1000 rounds for the MG-2005 mounted minigun.
Cost: 30 |
Mounted Heavy Laser ammo (x3) |
A cell with enough charge to contain 15 heavy laser shots for the TE-9001.
Cost: 50 |
Mounted Recoilless Rifle shell (x2) |
A 75mm HE shell for the RR-15 mounted heavy recoilless rifle.
Cost: 70 |
Item: | Description: |
---|---|
Industrial Cutter |
An industrial cutter used for the factory system.
Cost: 50 |
Industrial Heater |
An industrial heater used for the factory system.
Cost: 50 |
Industrial Flattener |
An industrial flattener used for the factory system. The label on the crate says flatter. This is wrong.
Cost: 50 |
Industrial Former |
An industrial former used for the factory system.
Cost: 50 |
Industrial Reconstructor |
An industrial reconstructor used for the factory system.
Cost: 50 |
Industrial Driller |
An industrial driller used for the factory system.
Cost: 50 |
Industrial Galvanizer |
An industrial galvanizer used for the factory system.
Cost: 50 |
Industrial Compressor |
An industrial compressor used for the factory system.
Cost: 50 |
Industrial Unboxer |
An industrial unboxer used for the factory system.
Cost: 50 |
Phosphorus-resistant Plates Refill |
A resupply kit needed for the production of M40 HSDP WP grenades.
Cost: 900 |
Rounded M15 Plates Refill |
A resupply kit needed for the production of M15 fragmentation grenades.
Cost: 500 |
SADAR HE Missile Assembly Refill |
A resupply kit needed for the production of SADAR HE missiles.
Cost: 500 |
SADAR AP Missile Assembly Refill |
A resupply kit needed for the production of SADAR AP missiles.
Cost: 600 |
SADAR WP Missile Assembly Refill |
A resupply kit needed for the production of SADAR WP missiles.
Cost: 400 |
Recoilless Standard Missile Assembly Refill |
A resupply kit needed for the production of HE recoilless rifle missiles.
Cost: 300 |
Recoilless Light Missile Assembly Refill |
A resupply kit needed for the production of LE recoilless rifle missiles.
Cost: 300 |
Nanotrasen "Eat healthy!" Margerita Pizza Kit Refill |
A resupply kit needed for the production of margerita pizzas. Can be resold to ASRS for 10 points each, for a net profit of ten points.
Cost: 290 |
Smart minigun Bullet bin Parts Refill |
A resupply kit needed for the production of SG-85 ammo boxes.
Cost: 250 |
Smart machinegun drum parts refill |
A resupply kit needed for the production of SG-29 ammo drums.
Cost: 250 |
SR-81 IFF Auto Sniper magazine assembly refill |
A resupply kit needed for the production of SR-81 magazines.
Cost: 400 |
BR-8 scout rifle magazine assembly refill |
A resupply kit needed for the production of BR-8 magazines.
Cost: 200 |
Claymore Parts Refill |
A resupply kit needed for the production of claymore mines.
Cost: 300 |
Mateba autorevolver speedloader assembly refill |
A resupply kit needed for the production of Mateba speedloaders.
Cost: 300 |
Railgun magazine assembly refill |
A resupply kit needed for the production of railgun magazines.
Cost: 200 |
Minigun powerpack assembly refill |
A resupply kit needed for the production of MG-100 Vindicator powerpack.
Cost: 250 |
Razornade assembly refill |
A resupply kit needed for the production of razor burn grenades.
Cost: 500 |
SR-26 AMR magazine assembly refill |
A resupply kit needed for the production of SR-26 magazines.
Cost: 400 |
SR-26 AMR incediary magazine assembly refill |
A resupply kit needed for the production of SR-26 incediary magazines.
Cost: 400 |
Guide to Research
H.E.L.I.O.S. говорит: "Welcome, doctor. Would you like to play a game... of chance?" |
Introduction
The days of sitting in medbay begging for Xenomorph eggs are over. Thanks to a substantial grant from the heads at Nanotransen, as well as an increased need for mature xenomorph caste biosamples, the parameters of the researcher's operational guidelines have been redefined.
So, take up your hacksaw and trowel, because we've got analysis to do. Best to armor up; you'll hate to lose your head.
Materials and Methods
Your studies will revolve around two types of data, Xenomorph Samples and Subterranean Artifacts. Each is collected using a distinct tool; in the event you lose your set, there are 5 spares of each in the NanotrasenMed Plus vendor. These tools are:
The xenomorph analyzer, used for harvesting tissue samples from xenomorphs. Works on both living and dead xenos, but dead is significantly easier.
The subterranean extractor, used for drilling into groundside artifact sites.
Xenomorph Samples
To harvest a xenomorph sample, click on it with the analyser. Each specimen can only be sampled once, after which the collected samples are redundant and non-viable for research.
After clicking, the analyzer will yield a sample dependent on the tier of the harvest xenomorph, scaling from Tier 1 to Tier 4. Minions cannot be harvested for samples.
Collect these samples, and store them for future study.
Subterranean Artifacts
By reviewing your minimap, you'll see a number of marked positions throughout the colony. These are excavation points. Travel to them, and use your excavator near the zone.
This will generate artifact curreny. Similarly to xenomorph samples, these will be stored for future study. Not that artifact currency is not the same as reward currency; you can still sell your artifact money, but it's worth substantially less than any possible research rewards.
Sample Analysis
Once you have collected a xenomorph sample, it will require research before it can yield anything useful. This research is performed through the research console
Assuming the research console is empty, click on it with a collected sample to insert it. Then, interact with the console to open its interface, and press the Research button to begin researching. After a short delay, you'll receive a reward.
Results
The rewards for research are divided into four categories of rarity: Basic, Common, Uncommon, and Rare. When research is performed on a sample, you have a percentage chance to receive a reward on each rarity level. Higher tier xeno samples are rewarded with a higher chance of rare rewards, and rarer forms of research currency have a higher chance of rare rewards.
Note that the rewards for currency research and xenomorph research are independent of each other. For example, the cloaking implant is unique to the xenomorph research field, while the armblade is unique to the currency research field.
The various rarities and reward tiers are as follows:
Tier 1 | Tier 2 | Tier 3 | Tier 4 | |
---|---|---|---|---|
Basic | 100% | 100% | 100% | 100% |
Common | 15% | 40% | 50% | 50% |
Uncommon | 7% | 20% | 40% | 40% |
Rare | 1% | 6% | 10% | 50% |
Basic | 100 |
Common | 30% |
Uncommon | 20% |
Rare | 5% |
Note that the 100% chance of a basic item does not bean you will receive a basic item every time; This simply means that, in the event you fail to roll for a higher tier reward, you'll still receive a reward in the basic tier.
Xenomorph Research Rewards
Research Tier: | Items: |
---|---|
Basic |
A generic research subsidy, worth 5 points.
|
Common |
|
Uncommon |
A generic research subsidy, worth 25 points.
|
Rare |
A generic research subsidy, worth 80 points.
|
Currency Research Rewards
Research Tier: | Items: |
---|---|
Basic |
A generic research subsidy, worth 5 points.
|
Common |
A generic research subsidy, worth 15 points.
|
Uncommon |
A generic research subsidy, worth 25 points.
|
Rare |
Discussion
- Many of your artifact sites will be distant from the marine lines. Bring ample defense weaponry or marine support before attempting to recover, or you may have to deal with an ambush.
- Marines will likely try to fulton or ASRS sell xenomorph corpses before you have a chance to claim a sample. It's up to you to ensure that you get the maximum value out of every available specimen.
- There's no need to return to the research lab every time you're full on samples. The locks on the research console are easily removable from its interface, so you can bring the entire apparatus to the surface with you.
Hive Structures
Through the Queenmother's Blessings menu, advanced construction castes have the ability to make powerful static structures which provide either defense, passive support, or offensive power to the hive. These require Psionic Points to construct, which can be gathered from dead marines.
Structure | Description | Psy Point Cost |
---|---|---|
Acid Turret |
An independently targeting turret that fires highly caustic acid globs. Cannot be placed within 6 tiles of another turret, near shutters or fog. | 100 |
Resin Turret |
An independently targeting turret that fires sticky resin globs. Deals stamina damage to targets, as well as leaving sticky resin beneath their feet. Cannot be placed within 6 tiles of another turret, near shutters or fog. | 50 |
Silo |
A writhing spawning pod that slowly generates larva over time. Silos serve as anchor points for the xenomorph hivemind; without them, the network begins to collapse under strain. The hive will require a silo 15 minutes after the shutters drop, and will suffer an orphan hivemind failure if there is no silo for 5 minutes after this point. | 800 |
Evolution Tower |
A complex nerve tower that preemptively simulates evolution paths, preparing xenomorphs for their next evolution stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.25 times per tower, and can be repeated with multiple towers. | 300 |
Maturity Tower |
A complex biological tower that serves as a global growth enhancer, preparing xenomorphs for their next maturity stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.20 times per tower, and can be repeated with multiple towers. | 300 |
Spawner |
A spawning pod for the weak but numerous minion strains. The spawners will generate minions up to a point of half the total number of detected minds in local space. Each produces one minion every between 45 seconds and 3 minutes until this capacity is met. | 600 |
King Pod |
A spawning pod and psionic beacon for the King xenomorph. When constructed, takes a short period of psychic gathering before the king spawns. A random xenomorph is selected to take the mind of the king. | 1800 |
Combat Robots
Overview
Combat synthetics are an additional species option for player characters, in a similar vein to the Vatborn species. These aren't to be confused with combat doids, which are a separate entity. In comparison with humans, combat robots have a number of unique benefits and drawbacks, allowing for unique gameplay over their meatbag counterparts.
Advantages
- Due to their metallic coating, Combat Robots cant be set on fire. They still, however, take damage from being in fire, so don't take this as an immunity to fire damage. Think of it like the Surt Jaeger module.
- Their synthetic nature means that combat robots don't feature a circulatory system or other organ systems, meaning they experience no harmful blood-related effects, including no effects from harmful chemical interactions, and suffer no effects from organ damage. Rare cases have been noted where the primary computational cortex of a combat robot has been damaged; refer to the autodoc to repair this unintended issue. Additionally, this lack of biological components means that xenomorph facehuggers will not be able to successfully latch on to a combat robot. Caution is still advised for non-larval variants.
- Similarly to the onboard Synthetic, combat robots can be revived from decapitation with a head replacement surgery. Due to the volatility of their power system, however, they still experience a permanent death timer.
- Thanks to the combat robots enhanced servomotors, their punches deal 10 damage, greater than that of the average man.
- Damage can be quickly repaired through the use of welding for brute damage, and cable coils for burn damage.
Disadvantages
- Due to their lack of organ system, combat robots cannot benefit from enhancement chemicals, such as synaptizine or oxycodone.
- The combat robot leg servomotors have a difficult time conveying their user past optimal speeds, meaning that sprinting speeds are inaccessible.
- Since the combat robots feature a customized chassis, they are unable to wear any marine armors. To alleviate this issue, combat robots are provided with their own 3 armor sets.
Armor
Armor: | Description: | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
XR-1-L armor plating |
Light armor plating designed for self mounting on TerraGov combat robotics. It has self-sealing bolts for mounting on robotic owners inside.
| ||||||||||||||||||||
XR-1 armor plating |
Medium armor plating designed for self mounting on TerraGov combat robotics. It has self-sealing bolts for mounting on robotic owners inside.
| ||||||||||||||||||||
XR-1-H armor plating |
Heavy armor plating designed for self mounting on TerraGov combat robotics. It has self-sealing bolts for mounting on robotic owners inside.
|
Notes
- The standard marine vendor will have a combat robot kit, which has a cable coil and welding tool for repairs.
- Wearing various styles of HUDs, such as Medical and Optical, will change your eye color accordingly.
- The combat robot naming convention is "verb+er-number", such as Runner-223, or Keeper-715.
Guide to Base Building
As an engineer, one of your primary duties will be to construct and maintain barricades at strategic locations. This guide will cover how to build near-impermeable fortresses, and not a pillow fort that crumbles at first contact.
Your Toolkit
Your options for defensive structures are broken up into two categories, being Barricades and Emplacements.
Refer to the Squad Engineer page for more information about the various types of barricades and emplacements available to you.
Barricades
These are the bread and butter of any defense point, preventing Xenomorphs from gaining ground while simultaneously allowing the marines to fire back from safety.
In summary, metal barricades are the default. They have the lowest health, but can be upgraded to combat a wide range of damage types.
Sandbags have more health than metal, but cannot be upgraded. They are also more difficult to repair, requiring sandbags filled with dirt or sand instead of the more ubiquitous metal.
Plasteel barricades have the most health and mobility, being the only type of barricade that can fold down acting as a door, but are also the most expensive. Use these only for areas of traversal, or under heavy attack.
As mentioned above, barricades can be upgraded. All barricades can be laced with barbed wire, increasing their health and dealing damage to Xenomorphs that attack them in melee, but simultaneously prevent marines from climbing over as well.
Metal barricades have a wide range of further exclusive upgrade, being Concussive, Ballistic, and Caustic. As these are exclusive, only one of these three can be applied at a time.
Concussive upgrades decrease damage from explosives, as well as reducing damage from the King's Gravity Crush ability.
Ballistic upgrades decrease damage from melee, as well as reducing damage from a Crusher charge.
Caustic upgrade decrease damage from acid, as well as preventing Xenomorphs from melting them with acidic bile.