NS/dev/3.2-movements/manual/front_equipment.html

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<td valign="top" background="images/design/surround_title_s.gif"><span class="sectionlink"><a href="frontiersmen.html">Frontiersmen
Data</a></span><span class="sectionlink"><a href="frontiersmen.html"></a></span><span class="sectiontext">
:: </span><span class="sectionlink"><a href="front_marine.html">Marine</a></span><span class="sectiontext">:
<font color="#FF6600">Equipment and Provisions</font></span></td>
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<p><b>Summary:</b> A Frontiersman relies upon his
<a href="front_commander.html">commander</a>,
or <a href="structures.html">structures</a> his
commander has the squad <a href="front_building.html">build</a>,
for all equipment and provisions. <a href="front_communicating.html">Communication</a>
between commander and squad is critical. </p>
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<p> <img src="images/images/10_data.gif" width="13" height="10">The
following are primary marine needs, and how to
address them.</p>
<blockquote>
<p><font color="#0B7BEE"><img src="images/tech_10/healthpack.gif" width="15" height="15">
<b>Health:</b></font> watch your <a href="alien_hivesight.html">HUD</a>
to monitor your health. Health can only be restored
by <a href="items_medkit.html">Medkits</a>,
dropped by the commander. Maximum health is
100 points.</p>
</blockquote>
<p><font color="#0B7BEE"><img src="images/tech_10/armor2.gif" width="15" height="15">
<b>Armor:</b></font> marines begin with 50 points
of armor. Defensive nano-arrays absorb 30% of
damage, the rest of which effects your health.
<a href="front_upgrades_armor.html">Upgrades</a>
to armor, and the equipment <a href="weapons_ha.html">heavy
armor</a>, can dramatically improve this protection.
Armor can only be repaired by a <a href="weapons_welders.html">welder</a>.<br>
</p>
<blockquote>
<p><font color="#0B7BEE"><img src="images/tech_10/ammopack.gif" width="15" height="15">
<b>Ammo:</b></font> watch your <a href="alien_hivesight.html">HUD</a>
to monitor ammo. Ammo can be gotten automatically
from an <a href="structures_armory.html">armory</a>,
or dropped as <a href="items_ammo.html">ammo
packs</a> by the commander (critical when away
from base). While an armory upgrading to an
<a href="structures_advarmory.html">advanced
armory</a>, it will be unable to supply ammo.</p>
</blockquote>
<p><font color="#0B7BEE"><img src="images/tech_10/hmg.gif" width="15" height="15">
<b>Weapons:</b></font> all new weapons (besides
starting equipment) must be purchased and <a href="items_main.html">dropped</a>
by the commander. A marine can carry one primary
weapon (LMG, shotgun, HMG or grenade launcher),
a pistol, and knife. He can also carry a welder
or mines (which replace the pistol), if these
items are made available. See the <a href="weapons_main.html">weaponry</a>
section for more information. <br>
</p>
<blockquote>
<p><font color="#0B7BEE"><img src="images/tech_10/weapon2.gif" width="15" height="15">
<b>Upgrades:</b></font> upgrades to armor and
weapon strength, plus the motion tracking ability,
can be researched by the commander. See the
<a href="front_upgrades.html">upgrades</a> section
for more information. </p>
</blockquote>
<p><font color="#0B7BEE"><img src="images/tech_10/heavya.gif" width="15" height="15">
<b>Advanced Equipment:</b></font> <a href="weapons_jetpack.html">jet
packs</a> and <a href="weapons_ha.html">heavy
armor</a> can be researched by the commander,
and then purchased for each marine.<br>
</p>
<blockquote>
<p><font color="#0B7BEE"><img src="images/tech_10/turret.gif" width="15" height="15">
<b>Support Artillery:</b></font> the commander
can create <a href="weapons_turrets.html">turrets</a>
and <a href="weapons_siege.html">siege turrets</a>
to defend a base, or support a forward position.
These defenses must be built by marines.</p>
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