Frontiersmen Data :: Marine: Equipment and Provisions

Summary: A Frontiersman relies upon his commander, or structures his commander has the squad build, for all equipment and provisions. Communication between commander and squad is critical.

The following are primary marine needs, and how to address them.

Health: watch your HUD to monitor your health. Health can only be restored by Medkits, dropped by the commander. Maximum health is 100 points.

Armor: marines begin with 50 points of armor. Defensive nano-arrays absorb 30% of damage, the rest of which effects your health. Upgrades to armor, and the equipment heavy armor, can dramatically improve this protection. Armor can only be repaired by a welder.

Ammo: watch your HUD to monitor ammo. Ammo can be gotten automatically from an armory, or dropped as ammo packs by the commander (critical when away from base). While an armory upgrading to an advanced armory, it will be unable to supply ammo.

Weapons: all new weapons (besides starting equipment) must be purchased and dropped 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 weaponry section for more information.

Upgrades: upgrades to armor and weapon strength, plus the motion tracking ability, can be researched by the commander. See the upgrades section for more information.

Advanced Equipment: jet packs and heavy armor can be researched by the commander, and then purchased for each marine.

Support Artillery: the commander can create turrets and siege turrets to defend a base, or support a forward position. These defenses must be built by marines.