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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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                            <td> 
                              <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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