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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.

I paid money for this and haven't used it for anything so it goes here. Cope.

Guide to Requisitions[править | править код]

Duties of the Office[править | править код]

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[править | править код]

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 doors heads 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 ASRS System[править | править код]

The ASRS console UI.
The requests tab, with a few orders.

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 ASRS inventory, on the weapons tab.

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[править | править код]

The elevator in its lowered position.
The elevator in its raised position.

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[править | править код]

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[править | править код]

The supply drop pad.

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.

The supply drop interface.

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[править | править код]

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.

A sample factory, with an Unboxer-Cutter-Reconstructor pathway. Finished items will be placed to the right of the reconstructor.

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.

Item: Info:

Phosphorus-resistant plates refill

Resupply kit for the Type 8 WP grenade. Produces 30 items.
Cost: 30 Points

Machinery Pathway:
Unboxer.
Cutter.
Heater.
Former.

Rounded M15 plates refill

Resupply kit for the M15 fragmentation grenade. Produces 30 items.
Cost: 10 Points

Machinery Pathway:
Unboxer.
Cutter.
Former.

SADAR missile assemblies

Resupply kits for the SADAR rocket types. Comes in HE, AP, and WP flavors. Produces 15 items.
Cost: 40 Points

Machinery Pathway:
Unboxer.
Cutter.
Heater.
Flattener.
Atomic Reconstructor.

T160 Recoilless Rifle missile assemblies

Resupply kits for the recoilless rifle missile types. Comes in HE and LE flavors. Produces 15 items.
Cost: 20 Points

Machinery Pathway:
Unboxer.
Cutter.
Heater.
Atomic Reconstructor.

T25 smart rifle bullet parts refill

Resupply kits for the T25 smartrifle bullet boxes. Produces 30 items. 360 bullets each.
Cost: 20 Points

Machinery Pathway:
Unboxer.
Cutter.
Atomic Reconstructor.

Claymore parts refill

Resupply kits for the claymore. Produces 30 items.
Cost: 10 Points

Machinery Pathway:
Unboxer.
Atomic Reconstructor.
Former.

Nanotrasen "Eat healthy" margerita pizza

Resupply kit for the margerita pizza. Produces 30 items.
Cost: 29 Points

Machinery Pathway:
Unboxer.
Cutter.
Heater.

Other Utilities[править | править код]

The Operational Supplies Vendor

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[править | править код]

  • 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[править | править код]

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[править | править код]

  H.E.L.I.O.S. говорит:
"Welcome, doctor. Would you like to play a game... of chance?"

Introduction[править | править код]

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[править | править код]

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[править | править код]

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[править | править код]

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[править | править код]

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

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[править | править код]

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:

Xenomorph Sample Rarity Tiers
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%
Currency Sample Rarity Tiers
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[править | править код]

Research Tier: Items:

Basic

A generic research subsidy, worth 5 points.
A generic research subsidy, worth 15 points.

Common

A generic research subsidy, worth 25 points.

Uncommon

A generic research subsidy, worth 25 points.
A chemical implant able to accelerate blood recovery, recovering lost blood.

Rare

A generic research subsidy, worth 80 points.
A chemical implant able to grant a latent subdermal cloaking ability, aiding in reconnaissance and general stealth.

Currency Research Rewards[править | править код]

Research Tier: Items:

Basic

A generic research subsidy, worth 5 points.
A generic research subsidy, worth 15 points.

Common

A generic research subsidy, worth 15 points.
A generic research subsidy, worth 25 points.

Uncommon

A generic research subsidy, worth 25 points.
A mechanical implant granting a mantis blade, a large folding blade capable of being stored within an arm.

Rare

A generic research subsidy, worth 80 points.

Discussion[править | править код]

  • 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[править | править код]

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[править | править код]

Overview[править | править код]

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[править | править код]

  • 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[править | править код]

  • 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[править | править код]

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.
Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
35 55 50 45 45 45 45 45 45 0.3

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.
Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
40 60 60 45 45 45 45 45 50 0.5

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.
Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
45 65 60 45 45 45 45 45 55 0.7

Notes[править | править код]

  • 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[править | править код]

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[править | править код]

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[править | править код]

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.