TGMC:Guide to requisitions: Difference between revisions

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|text=I'M GOING TO TAKE YOUR JOB, RO!!!!
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__FORCETOC__  
__FORCETOC__  


=The Life of a Crate Pusher=
=Duties of the Office=
So you happen to land in cargonia. What this entails is actually a fair bit more than what it seems.  The basic role of a RO is to keep the marines supplied with ammo, supplies, materials, and other things while also keeping the ship supplied.  If there is no other command staff, you'll likely be the acting captain, and as such you will likely have to lead the marines with keeping them supplied as a secondary role. Remember:  A marine with no equipment is a marine who's not fighting (and very likely screaming at you).


=Gearing up=
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.


[[File:TGMC_PoS_Req.png|300px|thumb|Pillar of Spring's Requisition]]
=Essential Equipment=


[[File:TGMC_Sulaco_req.png|300px|thumb|Sulaco's Requisition]]
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:


Once you spawn in as an RO, you'll have your loadout selected items as well as some standard equipment, the most important being:
* [[file:TGMC_tablet_req.png|32px]] The ASRS tablet, which will allow you to remotely operate the ASRS system and elevator.
*Your RO suit, which doesn't allow for exosuits like the marine uniform but looks somewhat stylish nonetheless.
* [[file:TGMC_labeler.png|32px]] A hand labeler, to properly tag and identify the crates you send.
*[[File:TGMC_M2.png]]A N2 officer armor, which is a slightly different PAS vest (slightly more melee defence, slightly less everything else).
* [[file:TGMC_toolbelt.png|32px]] A toolbelt, to store the necessary tools to do construction and maintenance on Requisitions systems. Wear it on your belt slot.
*Some Insulated Gloves (toolbelt is on the rack nearby).
* [[file:TGMC_belt_machete.png|32px]] A machete, to break open <del>doors</del> <del>heads</del> secure crates prior to sending. Wear it on your back.
*A Command headset that has full access to any and all channels (examine it for a list of channels and how to talk in them).
 
*Your ASRS tablet, which is a portable ASRS console and as such it is '''EXTREMELY''' important, treat it like it's a block of solid gold, keep it on yourself at all times, as it is much quicker to operate the lift with it than running to the console each time.
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.
*A revolver holster with a M44 SA (it's similar TP-44 revolver, but comes with various types of ammo in speedloaders), which works quite good as a sidearm.
 
*A taser, for particularly bad behaving marines that keep breaking in requisitions when you aren't looking for a second.
=The ASRS System=
[[File:TGMC_ASRS_UI.PNG|thumb|left|The ASRS console UI.]] [[File:TGMC_ASRS_requests.PNG|thumb|right|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.
 
[[File:TGMC_ASRS_inventory.PNG|thumb|left|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.
<br>
<br>
 
=The ASRS Elevator=
 
[[File:TGMC_elevator_lowered.PNG|thumb|left|The elevator in its lowered position.]][[File:TGMC_elevator_raised.PNG|thumb|right|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.


Your department also contains several useful items, gear and tools:
*[[File:Ripley_MK-I.png]] A Ripley loader, used to move up to two crates at a fast rate.
*[[File:TGMC_Operational_Supply_Vendor.png]] The Operational Supply Vendor that contains empty ammo boxes, full grenade boxes, some stealth tarps (certain marines could want one) and various special ammunition for ordereable guns, such as the A19 scout rifle, the minigun, the IFF sniper rifle and else.
*Four supply pads for each squad. Use those later to deliver crates with supplies to the beacons groundside.
*Your closet (which contains a spare uniform, a flash, a webbing and other stuff of minor importance).
*Two toolbelts filled with tools and two plasmacutters on the rack (particularly useful for altering FOB defence)
*Several spare medkits of various types.
*Some extinguishers, flashlights, and some other minor gear like that.
*[[File:TGMC_autolathe.png]]Non-valuable materials with an Autolathe to use it in. It is useful to print stuff like welding helmets, table and rack parts if you want to fancy requisitions, and so on.
*Three wooden crates with various random weaponry inside.
*More wooden crates: One with flares, one with water bottles, and one with MREs.
*Fuel tank with a source of water nearby


In general, it is recommended to equip yourself with your webbing and swap your revolver belt for a toolbelt (you can always swap back in case shit hits the fan).


=Roundstart=
After equipping yourself with gear you deem necessary beyond your starting equipment, you would probably want to open department shutters (on PoS map it's directly above the console, on the table), letting marines know that requisition is, in fact, run by someone, so they won't shout at command and try to break in.


First thing first: fultons. They have three uses, and you can get 2 from your op vendor. SLs also can buy them in their prep room for 12 points.
You can order more for 10 points, though marines will have to get them in their inventory to lift the corpses and et cetera.


Alternatively, or in case all marines are running wild on the planet, some ROs prefer to order an ASRS Bluespace Pad and deliver it to the Alamo or the tadpole. The reason being that despite the 30 point investment from the beginning of the round, it will pay off itself rather fast as marines could use it to export ore crates and alien corpses that otherwise would need to be loaded on the dropship, then delivered all the way to the lift, which is very slow. The Bluespace is recommended for the tadpole if marines are using it, otherwise marines will shout at you and call you a bad RO.


After you're done with the ASRS Pad/fultons, there are multiple things you might want to do:
*[[File:TGMC_wooden_crate.png]] Deliver three green-ish looking wooden crates to the dropship using the Ripley - it's Flares, Water Bottles, MREs for marines to resupply. Flares are pretty mandatory as a blind marine - dead marine, and MREs and Water Bottles are just useful - you can restore your blood level by eating, and Water purges neurotoxins from you and regenerates your Stamina.
*[[File:TGMC_Lasgun_Charger.png]] There is also a portable laser charger that needs to be delivered to the dropship, as it allows to recharge laser rifle batteries and contains a small supply of them by itself. Do it and never worry for laser rifle ammunition ever again.
*Dispense some of the ammo boxes (10-20 are usually enough) from your vendor and put them just outside requisitions for marines to grab. You might want to save some boxes for yourself, because marines could ask you to load and deliver more ammo.
*Dispense all of the grenade boxes (or just some, if you feel skimpy, but all of them most of the time), put them in separate crates and deliver them to the dropship. Marines could use them to resupply, and grenade launcher users would surely be thankful.
*[[File:TGMC_weapon_wooden_crate.png]] Open up and check three regular looking wooden crates - they contain weapons from various manufacturers (Nanotrasen, Black Market and TGMC). See if there is something that marines would like (mainly White Phosphorus grenades, tactical/double barrel shotguns, incendiary shotgun shell boxes, Dragunov rifle, etc). It is recomended to put contents on the racks or tables near the line to the window, so marines could ask for something they like. Don't bother with standart issue guns you could get from TGMC crate, however, as it could be easily aquired from prep vendors.
*Check out with various departments to see if they also need something ordered. Medical, for example, could order surgical supplies for FOB surgery and Engineering might want a bit more supplies to assist in FOB building. Usually they leave an orders themselves, but it won't hurt to check on them if you have nothing else to do already.


In the meanwhile, marines and other personnel will leave orders for stuff they want/need but can't get in their prep or in any department, and it's your duty to manage them. Typical roundstart orders might include one or more things:
*Most frequent one is jaeger suit modules, which can be attached to jaeger exoskeleton suits and will aid the wearer. You almost always want to accept this kind of orders, as it will improve marine perfomance at steep cost of 12 points (baldur being 10, and mimir also requiring helmet module, which is an additional 5).
*Tactical masks that costs 5 points each and protects from facehugging attempts. Go for it if you got enough points, usually a good mild investment.
*Recoiless Rifle users will sometimes order additional rockets. Consider approving it, if you have enough points for other orders, as it is quite effective in killing xenos or at least stripping all their armor off them.
*Smartgunners could order some additional ammo for their smartguns, but be wary - there is at least two ammunition vendors on each map [[File:TGMC_ammo_vendor.png]] which contain two drums each, so be sure to ask them if they got it first before approving such orders. For reference, they get three ammo drums (including one in their smartgun, 200 rounds each, 600 rounds combined) roundstart from their prep and on average (based on author's experience) get through them within 30 minutes of operation if they participate (as they should) in active combat.
{{Speech
|name=Obnoxious Squad Smartgunner
|text=REQ! I NEED MY FUCKING T-29 DRUMS RIGHT FUCKING NOW! I WANT THEM SO MUCH THAT I WILL FUCK MORE XENOMOPRHS!
|image=[[File:DMCA_SG.png|128px]]
}}


*Some other minor orders (generally under 20 points) including but not limited to custom guns (mostly Mateba) that you can't get from prep, or any combination of the stuff above. Approve at your own discretion, if you deem it reasonable, especially if valid reason was given.
*Someone might decide to order something costly like a scout cape (50 points), IFF sniper rifle (70 points without additional ammo, however there are few mags in your vendor) or even a B18 (100 points). You will most likely want deny that, because at the start of the operation you're rather limited (you get 120 points as pictured), but they could be left for later when you regain points.


List of jaeger suit modules for referece:
=Point Acquisition=


{| style="border: 2px solid black;
You'll need an adequate supply of requisitions points before you can order anything. Points can be gained through two methods, passive or active.
! style="background-color:#808080;"|'''Module'''
! style="background-color:#808080;"|'''Desc:'''
|-


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_baldur.png|64px]]
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.
[[#baldurmk1 |'''Improper Baldur light amplification system''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Designed for mounting on the Jaeger Combat Exoskeleton. Substantially increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Light modifier of 4.
|-


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_tyr.png|64px]]
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.
[[#tyrmk1 |'''Mark 1 Tyr armor reinforcement''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A large amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. This older version has 10 soft armor for all damage but with 0.4 slowdown.
|-


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_tyr.png|64px]]
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:
[[#tyrmk2 |'''Mark 2 Tyr armor reinforcement''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. 15 soft armor for all damage with 0.3 slowdown.
|-


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_mimir.png|64px]]
*Surgically removed larva: '''5 points'''
[[#mimirmk1 |'''Mark 1 Mimir environmental resistance system''']]
*Minion Xenomorphs: '''5 points'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| When activated, this system provides resistance to environmental hazards, such as gases and radiological exposure. This older version provides no protection to acid. Best paired with the Mimir Environmental Helmet System. 15 Bio, 10 Rad, 15 Acid soft armor with 0.2 slowdown.
*Larva: '''15 points'''
|-
*Tier 1 Xenomorphs: '''30 points'''
*Tier 2 Xenomorphs: '''40 points'''
*Tier 3 Xenomorphs: '''50 points'''
*Tier 4 Xenomorphs: '''100 points'''


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_mimir.png|64px]]
These can be sold through three methods:  
[[#mimirmk2 |'''Mark 2 Mimir environmental resistance system''']]
*Use of a fulton kit, which have three uses each and require open air to send.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| When activated, this system provides substantial resistance to environmental hazards, such as gases and radiological exposure. This newer version provides resistance to acid. Best paired with the Mimir Environmental Helmet System and a gas mask. 40 Bio, 50 Rad and 30 Acid soft armor with 0.2 slowdown.
*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.


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_valk.png|64px]]
All methods produce the same number of points, but some are more costly in terms of time or resources than others.
[[#valk |'''Valkyrie automedical armor system''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| When activated, it can inject Tramadol or Tricordazine when the user's pain or damage goes above a changeable threshold, 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. Also comes with a health analysis function. 0.25 slowdown.
|-


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_surt.png|64px]]
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).
[[#surt |'''Surt pyrotechnical insulation system''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Providing a near immunity to being bathed in flames, and amazing flame retardant qualities, this is every pyromaniacs' first stop to survival. 0.4 slowdown with a -2 light modifier.
|-


|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_jaeger_module_hlin.png|64px]]
There are two miner types, Plasma and Platinum. Plasma generates '''15 points''' every '''120 seconds''', and Platinum generates '''30 points''' every '''120 seconds'''.
[[#hlin |'''Hlin explosive compensation module''']]
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Uses a complex set of armor plating and compensation to lessen the effect of explosions, at the cost of making the user slower. provides 40 Bomb armor, which alongside the standard uniform and armor, provides complete protection from explosives.
|-
|}


There always would be some rather wasteful orders that should be outright denied, examples being:
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.
*If someone decided that they're smarter than you/questioning your competence/aren't even aware if you're there or not and placed an order for an ASRS bluespace pad. There is almost no reason you should order two of them, short of convenience for engineers to get you points a bit faster exporting crates, but it's always not worth it to do in the beginning anyway.
*If they order something that is readily available in prep or any other department, such as regular issue guns, ammo and other munition, attachments, shields (at least six in two vendors in prep, if it's mid-operation already - consider ordering), medical supplies (only if they're still present in medbay) and so on. If they do so, direct them to where they can get that and deny their order.


If you're unsure on how to handle either order - use your best judgement or ask for advice on the command channel, surely someone would help. Getting proper reason from whoever ordering helps too.
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.


===How to Order Things===
=Supply Drops=
ASRS is your bread and butter, as it allows you to order various types of supplies and gear for exchange for points, which can be earned by exports. Use the console or your tablet and interface would come up (if it won't - rejoin). This is how it looks:
[[File:TGMC_supplydrop.PNG|thumb|left|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.  


[[File:TGMC_ASRS_interface.png|600px|center|ASRS UI]]
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.
[[File:TGMC_supplydrop_UI.PNG|thumb|right|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.


Go to whatever category the desired item is in (for example, it's "Operations" for ASRS Bluespace Supply Pad). Click the single arrow to order one, or the double to waste all your points getting as many of this particular item as you can. Then go to the "Pending Order" tab and hit Approve if you're satisfied with your selection. It will be moved to the "Awaiting Delivery" tab and corresponding to the summary price of supplies, a certain amount of points would be deducted, and next time you rise the lift - it will be on it. There is also other tabs:
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.
*Previous Purchases allows you to see what was purchased via this console or pad with authorization (requisition access).
*Export history allows you to see which wares were exported using lift/ASRS bluespace pad and when to gauge marines effectiveness at scoring you points.
*Requests contain requests that was made by marines or other personel using console outside (doesn't require access). You can either approve them (they will be moved to Awaiting Delivery tab just like your own orders) or deny them.
*Approved Requests contains all requests that you or someone else with access approved. Useful for when you forgot who ordered something that you already retreived.
*Denied Requests, which contains denied requests.


=Exports=
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.
Exports are your main way on getting points (other one being passive regen, but it's kind of slow and not so reliable for costly orders). It can be done either via your lift platform or by using an ASRS Bluespace Pad. To get points from exporting by using lift, simply place stuff you want to export on the raised lift without any packaging (like crates) and it will automatically give you points upon lowering. ASRS is slightly harder, but much more useful and handy.  


Next part is more for marines than for you, as they would be delivering and using it most of the time: After you get it, deliver it to the ground (usually via dropship), drag it to the desired destination, wrench it down (it must either be in powered room or on powered cable) - done, you now can place things you want to export on top of it and use it (if you can't pixelhunt for it under all stuff you want to export - use alt-click) to momentarily export things and gain points. It also reports how much points was received for which item, so you can shout at RO to order you fancy stuff.
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.


List of things you can export is quite short:
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.
*Crates of Phoron and Platinum ore, aquired from repairing and running corresponding types of miners on the map. Phoron crates earn 15 points, and Platinum Crates earn 30.
*Xenomorph corpses. Larva embryo (pulled from infected, but unbursted marines via surgery) costs 5, regular killed larva - 15, any Tier 1 caste - 30, Tier 2 caste - 40, Tier 3 caste - 50, and a Queen - whooping 100 points.


=The Factory=
=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. [https://docs.google.com/spreadsheets/d/1In7Ru9HiHUOqRXmmdoRSJF59s6-1FNTVk7omGtGfZuw/edit#gid=1540145702 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.[[File:TGMC_factory.PNG|thumb|left|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.
<br>
<br>
{| style="border: 2px solid black;
{| style="border: 2px solid black;
  ! style="background-color:#808080;"|'''Item:'''
  ! style="background-color:#808080;"|'''Item:'''
Line 278: Line 240:
|}
|}


=Mid-Round=
=Other Utilities=
After you're done with operation start chores, and marines are already deployed, it's time to gather and deliver more supplies they would need on either by demand or by your initiative. The very first thing you need to do is to ensure that there is at least one supply beacon deployed inside FOB, as it is vital part of the supply cycle, as without it the cycle will be hindered considerably. Second thing you want to ensure of is the ASRS pad (if you choose to order it, which you really should) has been brought from dropship to FOB, wrenched down and working, as it is essential for exports, which is your main point source.
 
[[File:TGMC_vendor_operations.png|thumb|right|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=
*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=
<tabs>
<tab name="Operations">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Supply Beacon'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Orbital Beacon'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A bulky device that fires a beam up to an orbiting vessel to send local coordinates, for the purposes of orbital bombardment.
'''Cost: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Fulton Extraction Pack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A balloon that can be used to extract xenomorph corpses. Cannot be used to move equipment or personell.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''CAS Flare Pack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A pack of TGMC signal flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand. When activated, provides a target for CAS pilots.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Binoculars'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A pair of binoculars. Note that these are a standard pair, and do not come equipped with any laser targeting technology.
'''Cost: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Tactical Binoculars'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Pool Tracker'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A tracking tablet used to detect xenomorph larval biomass concentrations. Usable to locate resin silos.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Flare Packs'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A pack of TGMC standard issue flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''V1 Thermal-Dampening Tarp'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A tarp carried by TGMC Snipers. When laying underneath the tarp, the sniper is almost indistinguishable from the landscape if utilized correctly. The tarp contains a thermal-dampening weave to hide the wearer's heat signatures, optical camoflauge, and smell dampening.
'''Cost: 6'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''3 Deployable Cameras'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| The ROC-58 deployable camera, designed for use in the field to increase the tactical utility of overwatch.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''ASRS Bluespace Export Point'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_secureexplosives.png|64px]]
'''Cluster Orbital Warhead'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An explosive orbital bombardment warhead that shatters into multiple smaller explosions on impact.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_secureexplosives.png|64px]]
'''HE Orbital Warhead'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An high explosive orbital bombardment warhead, capable of annhilating nearly anything in its target radius.
'''Cost: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_secureexplosives.png|64px]]
'''Incendiary Orbital Warhead'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An orbital bombardment warhead filled with advanced Type-X napalm, covering its target area in flame for a significant duration.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_secureexplosives.png|64px]]
'''Plasma Draining Orbital Warhead'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An orbital bombardment warhead filled with compressed tanglefoot gas. Drains xenomorph plasma while in the gas cloud.
'''Cost: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_secureexplosives.png|64px]]
'''Solid Fuel'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Solid fuel canister for the orbital bombardment cannon.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''100 Dropship Fabricator Points'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A voucher for dropship equipment points, redeemable at the dropship equipment fabricator.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Autominer Upgrade'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An upgrade module for the plasma and platinum miners, automatically sending the mined resources when the process is complete. Eliminates the need for human monitoring, aside from security.
'''Cost: 15'''
|}
</tab>
 
<tab name="Weapons">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''UA 571-C Base Defense Sentry'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A large case containing all you need to set up an automated base defense sentry.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''UA-580 Portable Sentry'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A large case containing all you need to set up an automated point defense sentry.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''Build-A-Sentry Attachment System'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 25'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''TL-102 Mounted Heavy Smartgun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 80'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''Energy Ball Rifle'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 60'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-160 Recoilless Rifle Kit'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''TX-220 Railgun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''TX-8 Scout Rifle'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-152 SADAR Rocket Launcher'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 120'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''ZX-76 Twin-Barrled Burst Shotgun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 100'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''IFF Auto Sniper'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-26 Antimaterial Rifle'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| The T-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: 75'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''MIC-A7 Vindicator Minigun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 80'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-27 Medium Machinegun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| The T-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: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-29 Smart Machinegun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| The T-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: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-25 Smart Rifle'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| The T-25 is the TGMC's current standard IFF-capable rifle. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''TL-84 Flamethrower'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-72 Disposable RPG'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''T-72 Disposable RPG'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''Mateba Autorevolver'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''Claymore Mines'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''Razorburn Grenade Box'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A secure box holding 20 razor burn grenades. Used for quick flank coverage.
'''Cost: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''M40 HEDP High Explosive Grenade Box'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 25 HEDP grenades.
'''Cost: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''M40 HIDP Incendiary Explosive Grenade Box'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 25 HIDP grenades.
'''Cost: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''M15 Fragmentation Grenade Box'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 25 M15 fragmentation grenades.
'''Cost: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''M40 HSDP White Phosphorous Grenade Box'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 15 HSDP WP grenades.
'''Cost: 70'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''M40-T Gas Grenade Box'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 25 M40-T grenades.
'''Cost: 70'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''C4 Plastic Explosive'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Used to put holes in specific areas without too much extra hole.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''M402 mortar crate'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''Detpack Explosives'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Programmable remotely triggered 'smart' explosive used for demolitions and impromptu booby traps. Can be set to breach or demolition detonation patterns.
'''Cost: 15'''
|}
</tab>
 
<tab name="Attachments">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Red-Dot Sight'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A red-dot sight for short to medium range. Does not have a zoom feature, but does increase weapon accuracy and fire rate while aiming by a good amount. No drawbacks.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Railscope'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Mini-Railscope'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A small rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Magnetic Harness'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to a TGMC armor.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Suppressor'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A small tube with exhaust ports to expel noise and gas. Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Bayonet'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A sharp blade for mounting on a weapon. It can be used to stab manually on anything but harm intent. Slightly reduces the accuracy of the gun when mounted.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Extended Barrel'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Barrel Charger'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Recoil Compensator'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Significantly reduces recoil and scatter, regardless of if the weapon is wielded.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Laser Sight'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces unwielded penalties to accuracy.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Angled Grip'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Vertical Grip'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A custom-built improved foregrip for better accuracy, moderately faster aimed movement speed, less recoil, and less scatter when wielded especially during burst fire. However, it also increases weapon size, slightly increases wield delay and makes unwielded fire more cumbersome.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Gyroscopic Stabilizer'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A set of weights and balances to stabilize the weapon when burst firing or moving, especially while shooting one-handed. Greatly reduces movement penalties to accuracy. Significantly reduces burst scatter, recoil and general scatter. By increasing accuracy while moving, it let you move faster when taking aim.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Bipod'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil and scatter when properly placed, but also increases weapon size.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Underbarrel Shotgun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A weapon-mounted, three-shot shotgun. Reloadable with buckshot. The short barrel reduces the ammo's effectiveness, but allows it to be fired one handed.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Underbarrel Flamer'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A weapon-mounted refillable flamethrower attachment. It is designed for short bursts.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Burst Fire Assembly'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A mechanism re-assembly kit that allows for automatic fire, or more shots per burst if the weapon already has the ability. Increases scatter and decreases accuracy.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Shotgun Stock'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A non-standard heavy wooden stock for the old V10 shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Tactical Shotgun Stock'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A sturdy polymer stock for the MK221 shotgun. Supplied in limited numbers and moderately encumbering, it provides an ergonomic surface to ease perceived recoil and usability.
'''Cost: 1'''
|}
</tab>
 
<tab name="Ammo">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Energy Rifle cells 3x'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An advanced, ultrahigh capacity battery used to power experimental weapons. Contains 3 cells.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Surplus Standard Ammo Crate'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 22 ammo boxes of a wide variety which come prefilled.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Mateba Magazine'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A speed loader of .454 rounds for the Mateba autorevolver.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Mateba Packet'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A packet of .454 rounds for the Mateba autorevolver. More bullets than a speedloader, but cannot be rapidly loaded.
'''Cost: 12'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Box of Incendiary Slugs'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A box filled with self-detonating incendiary shotgun rounds. 12 Gauge.
'''Cost: 12'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''TX-8 Scout Magazine'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''TX-8 Scout Impact Magazine'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 7'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''TX-8 Scout Incendiary Magazine'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 7'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-81 IFF Sniper Magazine'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A box magazine filled with low pressure 8.6x70mm rifle rounds for the T-81.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-26 AMR Magazine'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A magazine of antimaterial rifle ammo.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''TX-220 Railgun Round'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A canister holding a projectile to be used inside a railgun.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''12 Gauge Tracker Shells'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A box filled with tracker shotgun shells. 12 Gauge.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-152 SADAR HE Rocket'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A rocket tube for the T-152 rocket launcher.
'''Cost: 6'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-152 SADAR AP Rocket'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A tube for an AP rocket, the warhead of which is extremely dense and turns molten on impact.
'''Cost: 7'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-152 SADAR WP Rocket'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A highly destructive warhead that bursts into deadly flames on impact.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-152 SADAR WP Rocket'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A highly destructive warhead that bursts into deadly flames on impact.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-57 Thermobaric WP Rocket Array'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-160 RR HE Shell'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A high explosive shell for the T-160 recoilless rifle. Causes a heavy explosion over a small area.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-160 RR LE Shell'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-29 Smartmachinegun Ammo'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A 10mm drum magazine for the T-29 smartmachinegun.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-25 Smartrifle Magazine'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A 10mm assault rifle magazine for the T-25 smartrifle.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''T-25 Smartrifle Ammo Box'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a box with 200 rounds for a T-25.
'''Cost: 4'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''UA 571-C Sentry Ammunition'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''TL-84 Normal Fuel Tank'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A fuel tank of usually ultra thick napthal, a sticky combustible liquid chemical, for use in the M240A1 incinerator unit. Handle with care.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''M402 Mortar HE Shell'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An 80mm mortar shell, loaded with a high explosive charge.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''M402 Mortar Incendiary Shell'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An 80mm mortar shell, loaded with a napalm charge.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''M402 Mortar Flare Shell'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An 80mm mortar shell, loaded with an illumination flare.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''M402 Mortar Smoke Shell'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An 80mm mortar shell, loaded with smoke dispersal agents. Can be fired at marines more-or-less safely.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''M402 Mortar Tanglefoot Shell'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An 80mm mortar shell, loaded with plasma-draining Tanglefoot gas. Can be fired at marines more-or-less safely.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''UA-580 Point Defense Sentry Ammo'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''TL-102 mounted Heavy Smartgun Ammo'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A box of 300, 10x30mm caseless tungsten rounds for the TL-102 mounted heavy smartgun.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''MG-08/495 Heavy Machinegun Ammo'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A box of 500, 10x28mm caseless tungsten rounds for the MG-08/495 mounted heavy machinegun. Is probably not going to fit in your backpack. Put it on your belt or back.
'''Cost: 7'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''ColMarTech Lasrifle Field Charger'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An automated power cell dispenser and charger. Used to recharge energy weapon power cells, including in the field. Has an internal battery that charges off the power grid when wrenched down.
'''Cost: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Terra Experimental standard battery'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A specialized high density battery used to power lasguns.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Minigun Powerpack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Standard Back Fuel Tank'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A specialized fuel tank for use with the TL-84 flamethrower and M240A1 incinerator unit.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_ammo.png|64px]]
'''Type X Back Fuel Tank'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A specialized fuel tank of ultra thick napthal type X for use with the TL-84 flamethrower and M240A1 incinerator unit.
'''Cost: 60'''
|}
</tab>
 
<tab name="Armor">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''SWAT Protective Mask'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A close-fitting tactical mask that can be connected to an air supply. Protects against a single facehugger attack.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Optical Imager Goggles'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Uses image scanning to increase visibility of even the most dimly lit surroundings except total darkness.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Heavy Riot Armor Set'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement.
'''Cost: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''TL-172 Defensive Shield'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''B18 Armor Set'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 120'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''B17 Armor Set'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| The older brother of the B18. Practically an armored EOD suit made for use by close quarter explosive experts.
'''Cost: 100'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Scout Cloak'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Sniper Cloak'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''High Capacity Grenade Belt'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Exosuits'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Exosuit frame for the Jaeger modular armor system.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Medium Infantry Plates'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains medium armor plates for the Jaeger modular armor system.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Light Skirmisher Plates'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains light armor plates for the Jaeger modular armor system.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Heavy Assault Plates'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains heavy armor plates for the Jaeger modular armor system.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Heavy Helmet'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a heavy helmet for the Jaeger modular armor system.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Medium Helmet'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a medium helmet for the Jaeger modular armor system.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Light Helmet'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a light helmet for the Jaeger modular armor system.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Assorted Storage Modules'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains assorted storage modules for the Jaeger modular armor system.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Experimental Mark 2 Modules'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains assorted advanced modules for the Jaeger modular armor system.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Valkyrie Autodoc Module'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 12'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Surt Fireproof Module'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 12'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Tyr Mark 2 Module'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 12'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Mimir Mark 2 Module'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Generic Jaeger Helmet Modules'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains assorted helmet modules for the Jaeger modular armor system.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jaeger Hlin Module'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 12'''
|}
</tab>
 
<tab name="Clothing">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Combat Backpack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A small lightweight pack for expeditions and short-range operations.
'''Cost: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Engineering Welding Pack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A specialized backpack worn by TGMC technicians. It carries a fueltank for quick welder refueling and use.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Engineering Technician Pack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| The standard-issue backpack worn by TGMC technicians. Specially equipped to hold sentry gun and M56D emplacement parts.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Officer Outfits'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A set of uniforms for various shipside officers.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Marine Outfit'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A standard marine outfit.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Webbing'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A sturdy mess of synthcotton belts and buckles, ready to share your burden.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Brown Vest'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Worn brownish synthcotton vest with lots of pockets to unload your hands.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''TP-44 Holster'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A holster for the TP-44 sidearm.
'''Cost: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''General Pouches'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set of 3 large general pouches.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Weapons Pouches'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set pouches for various small weapons.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Ammo Pouches'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set pouches for various ammuntions.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Medical Pouches'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set of various medical pouches.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Survival Pouches'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set of various survival pouches.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Construction Pouches'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a set of various construction pouches.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_basic.png|64px]]
'''Jetpack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 12'''
|}
</tab>
 
<tab name="Medical">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Emergency Medical Supplies'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A crate of advanced emergency medical supplies. Contains multiple advanced autoinjector pouches, two peridaxon plus autoinjectors, a neuraline autoinjector, and nanopaste.
'''Cost: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Dogtags Crate'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A crate of three blank identification dogtags.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Biomass Crate'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains one full standard beaker of biomass for the cloner.
'''Cost: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Medical HUD Crate'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 2'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Pills and Chemicals'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A crate of various standard medication bottles and pill bottles.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Advanced First Aid Kit'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains one advanced medical kit.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Body Bags'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains one box of bodybags.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Stasis Bag'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A reusable plastic bag designed to prevent additional damage to an occupant.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_securemedical.png|64px]]
'''Surgical Equipment'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A kit of useful equipment for surgery.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_securemedical.png|64px]]
'''Advanced Hypospray'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains an advanced hypospray.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_securemedical.png|64px]]
'''Advanced Big Hypospray'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a large advanced hypospray.
'''Cost: 12'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_securemedical.png|64px]]
'''Medevac System'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_medical.png|64px]]
'''Lemoline'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 1 bottle of lemoline with 10 units.
'''Cost: 25'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_securemedical.png|64px]]
'''Advanced Medical Packs'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 5 advanced packs of each type and 5 splints.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_securemedical.png|64px]]
'''Tweezers'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a pair of tweezers.
'''Cost: 20'''
|}
</tab>
 
<tab name="Engineering">
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:Ripley_MK-I.png|64px]]
'''RPL-Y Cargo Loader'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| One Ripley cargo loader, for the purposes of cargo movement or dropship maintenance.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''50 Empty Sandbags'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Some empty sandbags, best to fill them up if you want to use them.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''50 Metal Sheets'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Sheets made out of metal. Used for general construction.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''50 Plasteel Sheets'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Sheets made out of plasteel. Used for heavy construction.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''50 Glass Sheets'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''50 Wooden Planks'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Planks of wood. Used for impromptu construction.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Plasma Cutter'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| 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: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Quikdeploy Barricade'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| This is a QuikDeploy system, allows for extremely fast placement of metal barricades.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_generator.png|64px]]
'''P.A.C.M.A.N. Portable Generator'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A portable generator for emergency backup power. Uses phoron sheets.
'''Cost: 15'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Phoron Sheets'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A stack of 50 phoron sheets. Used for chemistry or portable reactors.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Electrical Maintenance Supplies'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains various electronic equipment items for maintenance or repair.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Mechanical Maintenance Supplies'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains various mechanical equipment items for maintenance or repair.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_fueltank.png|64px]]
'''Fuel Tank'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A high capacity welding fuel tank. Used to refuel welders, motorcycles, or the Condor.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_watertank.png|64px]]
'''Water Tank'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A high capacity water tank.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Inflatable Barriers'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 3 doors and 4 walls.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Replacement Lights'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains 14 tubes and 7 bulbs.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Foam Grenade'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Used for emergency sealing of air breaches, or security breaches.
'''Cost: 3'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Combat Grade Floodlight'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A powerful portable light to provide better visibility.
'''Cost: 5'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Wireless Power Generator'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An advanced mobile power generator.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Combat Droid with Weapon Equipped'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A remote unmanned combat drone. Comes with a weapon equipped.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Scout Droid'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A remote unmanned scout drone. Comes with an advanced cloaking module, but cannot equip a weapon.
'''Cost: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_weapons.png|64px]]
'''Droid weapon'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A high-power laser rifle, only usable by combat drones.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Light Unmanned Vehicle'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A light unmanned vehicle chassis.
'''Cost: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Medium Unmanned Vehicle'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A medium unmanned vehicle chassis.
'''Cost: 50'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Heavy Unmanned Vehicle'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A heavy unmanned vehicle chassis.
'''Cost: 70'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Light UV Weapon'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A light weapon for unmanned vehicles. Comes fully loaded.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Heavy UV Weapon'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A heavy weapon for unmanned vehicles. Comes fully loaded.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Light UV Ammo'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Ammo for the light unmanned vehicle weapon.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Heavy UV Ammo'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Ammo for the heavy unmanned vehicle weapon.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Vehicle Remote'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Used by human operators to remotely control unmanned vehicles and drones.
'''Cost: 10'''
|}
</tab>
 
<tab name="Supplies">


After all of that, you have some free time, consider to do any of the stuff listed above that you could't do early because of a hurry and more:
{| style="border: 2px solid black;
*Sort inner requisition stuff to your liking. It's much more fast and enjoyable to work when each item in it's place. You can use table parts that are already present or print more of them and rack parts to take it one step further. This is, however, not vital to your job in any way.
! style="background-color:#808080;"|'''Item:'''
*Try to predict what marines would need soon and start to gather it. It mainly concerns supplies which can be aquired from prep such as ammo, guns, additional supply of flares and grenades and else, because ordering things using ASRS is quite fast, but gathering supplies from prep not so. Use backpacks for flares and grenades, and ammo boxes that you saved early/leftover after marines for ammo.
! style="background-color:#808080;"|'''Description:'''
*Be creative! Come up with some of the additional guns that marines would like to use such as, for example, flamers with rail lights attached, or FOB GPMGs with bipod, extended barrel and a rail scope for defence purposes. Marines are also prone to lose their guns sometimes, so you can as well throw together few general designs and send them along with requested supplies. And lastly, there is a few good guns in the Import and Weapons categories available, such as HPR machinegun or Mateba revolver (each costs 15, thought most ammo for such guns including HPR costs 5 for each mag/box). Marines would love those too.
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''TGMC MRE Crate'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains one MRE.
'''Cost: 1'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''PFC Jim Special Crayon Pack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains a pack of the finest delicacy known to the marine forces. Works good as a writing utensil, too.
'''Cost: 4'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Assorted Janitorial Supplies'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Various utilities for sanitation and organization.
'''Cost: 5'''
|}
</tab>


List of most used guns in that order for reference (from authors personal experience, don't quote):
<tab name="Imports">
*T-12 assault rifle, T-42 LMG, T-60 GPMG, TL-127 bolt-action rifle, and both types of usual shotguns are most widely used guns. You should have ammo for those ready each and all time.
*T-18 carbine, TX-15 automatic shotgun, T-90 submachine gun, T-19 machinepistol, T-37 DMR and T-60 battle rifle are not that widely used as guns above, but there are usually a few marines that use them. Ask around if you're not sure.
*Non-conventional weaponry but still effective guns, such as the Mosin or PPSh. Marines that like them mostly doesn't count on requisitions in any capability and pack needed ammo themselves, given you provided them with ammo boxes.
*Special types of guns like flamers, in case of which it is far easier to locate fuel tank groundside and replenish your ammo or simply bring vast amount of additional welding kits early on, so it won't likely need resupply. Same applies to lasguns, as marines have a lasgun batteries charger groundside (if you followed this guide right).
*Anything else such as sidearms and other non-mentioned stuff (lasgun is not mentioned due to presence of a charger) that is used pretty rarely, ammo for it should only be prepared upon request.


Then some orders should begin to come in from various channels. In the middle of the operation (from half an hour to hour in) it would likely be additional materials for a FOB and some ammo that wasn't packed by marines themselves. Those are usually easy to fulfill. Other than that, after scoring some points for you via exports, marines will request various shiny and often costly equipment, such as spec guns (ranging from IFF sniper rifle and minigun to the Scout Rifle and MBX shotgun), B18 armor and maybe some additional armor modules they've missed shipside. In general, you want to prioritize general stuff that would aid most of marines and would most likely be profitable to the operation as a whole, such as meds and building mats, as well as turrets if requested, and only after it - any personal request for guns, modules and armor, which could give a boost to marines, but likelyhood of that is somewhat less reliable.
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Not doing this one.'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| You couldn't pay me to add all the import weapons. Does anyone even use them besides the M16?
'''Cost: Soul and Sanity'''
<small>If you need this info desperately, the file for supply content is [https://github.com/tgstation/TerraGov-Marine-Corps/blob/78442e3b673ed1c4409f609ad374c82382300b4e/code/modules/reqs/supplypacks.dm]
</small>
|}
</tab>


In case of marines becoming indifferent from time to time, you can use your own judgement and assemble a care package for them with all sorts of useful supplies:
<tab name="Vehicles">
*Ammo for the smart/machinegunner begging on the radio.
*Building materials if there is are active engineers.
*Medical supplies, mostly medical kits.
*A few guns you found together in the meantime.
*Any stuff that was left behind, such as spare recoilles launchers, shields, grenades, etc.


==End-Round==
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Item:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_vehicle_motorbike.png|64px]]
'''All-Terrain Motorbike'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A motorbike used for high speed transportation and reconnaissance.
'''Cost: 40'''
|}
</tab>


In the end-round stage (hour from the beginning and onwards) few general scenarious could take place:
<tab name="Factory">
*Quick victory is most desirable and can occur even before the lategame. In this case, you won't need this part of the guide, but you can order some crayons to congratulate marines with their victory.
*Grim-looking future. Marines are taking heavy losses, everyone is screaming at command and eachother, command screaming at marines, xenos are beginning to assault the FOB, it all can mean one thing - the battle would be taken shipside and you all would fight for either your survival or for SD activation. In this case, it is advised to order additional materials and help engineers and marines to reinforce SD and CIC somewhat beforehand, so you can gain an upper hand in marines favorite competition play - cadehugging. Tight hallways also call for heavy usage of grenades, sniper rifles and flamers. If you have enough points for materials and a turret - by all means, go for it.
*It looks like a tie. Operations drags on for two hours and more, marines are stuck firmly to their barricades and whole thing looks like a trench war. In this case, if you didn't cryo from it yet, most desirable things would be building mats, most likely. It will allow marines to expand their autism fort and make it sturdier in weak places. You can also gain an upper hand by suiting more and more marines with specialist-tier weapons and B18 armors. Xeno at this point shouldn't have too many numbers and can evolve only to a certain point, but the upgrade potential of the marines are nearly limitless in this regard.


==Tips and Tricks==
{| style="border: 2px solid black;
This list is not extensive by any means and would likely be expanded:
! style="background-color:#808080;"|'''Item:'''
*There is not a single right way to play RO right, possibilities are vast. Experiment, make fun things, explore new stuff from the order list, but by no means such activities should hinder supply flow.
! style="background-color:#808080;"|'''Description:'''
*If you got a shitload of points and no shortage expected, open the floodgates for specialist weapon orders. Anti-Materiel rifles, Scout Rifles, SADARS and miniguns will likely turn things in the marines favor.
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Starter Pack'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| Contains all the machinery needed for a starter factor, as well as the instructional pamphlet. Does not contain conveyors. Does not contain resupply packs.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Industrial Cutter'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An industrial cutter used for the factory system.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Industrial Heater'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An industrial heater used for the factory system.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Industrial Flattener'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An industrial flattener used for the factory system. The label on the crate says flatter. This is wrong.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Industrial Former'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An industrial former used for the factory system.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Industrial Reconstructor'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An industrial reconstructor used for the factory system.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Industrial Unboxer'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| An industrial unboxer used for the factory system.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Phosphorus-resistant Plates Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of M40 HSDP WP grenades.
'''Cost: 30'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Rounded M15 Plates Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of M15 fragmentation grenades.
'''Cost: 10'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''SADAR HE Missile Assembly Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of SADAR HE missiles.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''SADAR AP Missile Assembly Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of SADAR AP missiles.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''SADAR WP Missile Assembly Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of SADAR WP missiles.
'''Cost: 40'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Recoilless Standard Missile Assembly Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of HE recoilless rifle missiles.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Recoilless Light Missile Assembly Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of LE recoilless rifle missiles.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Nanotrasen "Eat healthy!" Margerita Pizza Kit Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of margerita pizzas. Can be resold to ASRS for one point each, for a net profit of one point.
'''Cost: 29'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Smart Rifle Bullet Parts Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of T-25 ammo boxes.
'''Cost: 20'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[file:TGMC_crate_supply.png|64px]]
'''Claymore Parts Refill'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| A resupply kit needed for the production of claymore mines.
'''Cost: 10'''
|}
</tab>
</tabs>

Revision as of 09:44, 12 November 2021

This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.

  CWO Self Insert says:
"Hi! If you're here, you've probably been unlucky enough to land in the role of somebody with access to req or if you're masochistic enough to choose RO, don't worry; this job really isn't so hard as long as you remember the basics, which this guide below should help you learn."


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 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

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

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

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 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

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

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

  • 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

<tabs> <tab name="Operations">

Item: Description:

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: 10

Orbital Beacon

A bulky device that fires a beam up to an orbiting vessel to send local coordinates, for the purposes of orbital bombardment.

Cost: 30

Fulton Extraction Pack

A balloon that can be used to extract xenomorph corpses. Cannot be used to move equipment or personell.

Cost: 10

CAS Flare Pack

A pack of TGMC signal flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand. When activated, provides a target for CAS pilots.

Cost: 5

Binoculars

A pair of binoculars. Note that these are a standard pair, and do not come equipped with any laser targeting technology.

Cost: 15

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: 30

Pool Tracker

A tracking tablet used to detect xenomorph larval biomass concentrations. Usable to locate resin silos.

Cost: 20

Flare Packs

A pack of TGMC standard issue flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand.

Cost: 1

V1 Thermal-Dampening Tarp

A tarp carried by TGMC Snipers. When laying underneath the tarp, the sniper is almost indistinguishable from the landscape if utilized correctly. The tarp contains a thermal-dampening weave to hide the wearer's heat signatures, optical camoflauge, and smell dampening.

Cost: 6

3 Deployable Cameras

The ROC-58 deployable camera, designed for use in the field to increase the tactical utility of overwatch.

Cost: 2

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: 30

Cluster Orbital Warhead

An explosive orbital bombardment warhead that shatters into multiple smaller explosions on impact.

Cost: 20

HE Orbital Warhead

An high explosive orbital bombardment warhead, capable of annhilating nearly anything in its target radius.

Cost: 30

Incendiary Orbital Warhead

An orbital bombardment warhead filled with advanced Type-X napalm, covering its target area in flame for a significant duration.

Cost: 20

Plasma Draining Orbital Warhead

An orbital bombardment warhead filled with compressed tanglefoot gas. Drains xenomorph plasma while in the gas cloud.

Cost: 15

Solid Fuel

Solid fuel canister for the orbital bombardment cannon.

Cost: 5

100 Dropship Fabricator Points

A voucher for dropship equipment points, redeemable at the dropship equipment fabricator.

Cost: 40

Autominer Upgrade

An upgrade module for the plasma and platinum miners, automatically sending the mined resources when the process is complete. Eliminates the need for human monitoring, aside from security.

Cost: 15

</tab>

<tab name="Weapons">

Item: Description:

UA 571-C Base Defense Sentry

A large case containing all you need to set up an automated base defense sentry.

Cost: 40

UA-580 Portable Sentry

A large case containing all you need to set up an automated point defense sentry.

Cost: 40

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: 25

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: 80

Energy Ball 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: 60

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: 40

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: 40

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: 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: 120

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: 100

IFF Auto Sniper

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: 30

T-26 Antimaterial Rifle

The T-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: 75

MIC-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: 80

T-27 Medium Machinegun

The T-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: 10

T-29 Smart Machinegun

The T-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: 40

T-25 Smart Rifle

The T-25 is the TGMC's current standard IFF-capable rifle. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.

Cost: 40

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: 15

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: 5

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: 5

Mateba Autorevolver

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: 15

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: 15

Razorburn Grenade Box

A secure box holding 20 razor burn grenades. Used for quick flank coverage.

Cost: 50

M40 HEDP High Explosive Grenade Box

Contains 25 HEDP grenades.

Cost: 50

M40 HIDP Incendiary Explosive Grenade Box

Contains 25 HIDP grenades.

Cost: 50

M15 Fragmentation Grenade Box

Contains 25 M15 fragmentation grenades.

Cost: 50

M40 HSDP White Phosphorous Grenade Box

Contains 15 HSDP WP grenades.

Cost: 70

M40-T Gas Grenade Box

Contains 25 M40-T grenades.

Cost: 70

C4 Plastic Explosive

Used to put holes in specific areas without too much extra hole.

Cost: 5

M402 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: 40

Detpack Explosives

Programmable remotely triggered 'smart' explosive used for demolitions and impromptu booby traps. Can be set to breach or demolition detonation patterns.

Cost: 15

</tab>

<tab name="Attachments">

Item: Description:

Red-Dot Sight

A red-dot sight for short to medium range. Does not have a zoom feature, but does increase weapon accuracy and fire rate while aiming by a good amount. No drawbacks.

Cost: 1

Railscope

A rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.

Cost: 1

Mini-Railscope

A small rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.

Cost: 1

Magnetic Harness

A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to a TGMC armor.

Cost: 1

Suppressor

A small tube with exhaust ports to expel noise and gas. Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.

Cost: 1

Bayonet

A sharp blade for mounting on a weapon. It can be used to stab manually on anything but harm intent. Slightly reduces the accuracy of the gun when mounted.

Cost: 1

Extended Barrel

A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure.

Cost: 1

Barrel Charger

A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed.

Cost: 1

Recoil Compensator

A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Significantly reduces recoil and scatter, regardless of if the weapon is wielded.

Cost: 1

Laser Sight

A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces unwielded penalties to accuracy.

Cost: 1

Angled Grip

A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.

Cost: 1

Vertical Grip

A custom-built improved foregrip for better accuracy, moderately faster aimed movement speed, less recoil, and less scatter when wielded especially during burst fire. However, it also increases weapon size, slightly increases wield delay and makes unwielded fire more cumbersome.

Cost: 1

Gyroscopic Stabilizer

A set of weights and balances to stabilize the weapon when burst firing or moving, especially while shooting one-handed. Greatly reduces movement penalties to accuracy. Significantly reduces burst scatter, recoil and general scatter. By increasing accuracy while moving, it let you move faster when taking aim.

Cost: 1

Bipod

A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil and scatter when properly placed, but also increases weapon size.

Cost: 1

Underbarrel Shotgun

A weapon-mounted, three-shot shotgun. Reloadable with buckshot. The short barrel reduces the ammo's effectiveness, but allows it to be fired one handed.

Cost: 1

Underbarrel Flamer

A weapon-mounted refillable flamethrower attachment. It is designed for short bursts.

Cost: 1

Burst Fire Assembly

A mechanism re-assembly kit that allows for automatic fire, or more shots per burst if the weapon already has the ability. Increases scatter and decreases accuracy.

Cost: 1

Shotgun Stock

A non-standard heavy wooden stock for the old V10 shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.

Cost: 1

Tactical Shotgun Stock

A sturdy polymer stock for the MK221 shotgun. Supplied in limited numbers and moderately encumbering, it provides an ergonomic surface to ease perceived recoil and usability.

Cost: 1

</tab>

<tab name="Ammo">

Item: Description:

Energy Rifle cells 3x

An advanced, ultrahigh capacity battery used to power experimental weapons. Contains 3 cells.

Cost: 10

Surplus Standard Ammo Crate

Contains 22 ammo boxes of a wide variety which come prefilled.

Cost: 20

Mateba Magazine

A speed loader of .454 rounds for the Mateba autorevolver.

Cost: 3

Mateba Packet

A packet of .454 rounds for the Mateba autorevolver. More bullets than a speedloader, but cannot be rapidly loaded.

Cost: 12

Box of Incendiary Slugs

A box filled with self-detonating incendiary shotgun rounds. 12 Gauge.

Cost: 12

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: 5

TX-8 Scout Impact 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: 7

TX-8 Scout Incendiary 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: 7

T-81 IFF Sniper Magazine

A box magazine filled with low pressure 8.6x70mm rifle rounds for the T-81.

Cost: 3

T-26 AMR Magazine

A magazine of antimaterial rifle ammo.

Cost: 5

TX-220 Railgun Round

A canister holding a projectile to be used inside a railgun.

Cost: 3

12 Gauge Tracker Shells

A box filled with tracker shotgun shells. 12 Gauge.

Cost: 5

T-152 SADAR HE Rocket

A rocket tube for the T-152 rocket launcher.

Cost: 6

T-152 SADAR AP Rocket

A tube for an AP rocket, the warhead of which is extremely dense and turns molten on impact.

Cost: 7

T-152 SADAR WP Rocket

A highly destructive warhead that bursts into deadly flames on impact.

Cost: 5

T-152 SADAR WP Rocket

A highly destructive warhead that bursts into deadly flames on impact.

Cost: 5

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: 5

T-160 RR HE Shell

A high explosive shell for the T-160 recoilless rifle. Causes a heavy explosion over a small area.

Cost: 3

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: 3

T-29 Smartmachinegun Ammo

A 10mm drum magazine for the T-29 smartmachinegun.

Cost: 5

T-25 Smartrifle Magazine

A 10mm assault rifle magazine for the T-25 smartrifle.

Cost: 2

T-25 Smartrifle Ammo Box

Contains a box with 200 rounds for a T-25.

Cost: 4

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: 10

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: 3

M402 Mortar HE Shell

An 80mm mortar shell, loaded with a high explosive charge.

Cost: 2

M402 Mortar Incendiary Shell

An 80mm mortar shell, loaded with a napalm charge.

Cost: 2

M402 Mortar Flare Shell

An 80mm mortar shell, loaded with an illumination flare.

Cost: 1

M402 Mortar Smoke Shell

An 80mm mortar shell, loaded with smoke dispersal agents. Can be fired at marines more-or-less safely.

Cost: 1

M402 Mortar Tanglefoot Shell

An 80mm mortar shell, loaded with plasma-draining Tanglefoot gas. Can be fired at marines more-or-less safely.

Cost: 2

UA-580 Point Defense Sentry Ammo

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: 10

TL-102 mounted Heavy Smartgun Ammo

A box of 300, 10x30mm caseless tungsten rounds for the TL-102 mounted heavy smartgun.

Cost: 10

MG-08/495 Heavy Machinegun Ammo

A box of 500, 10x28mm caseless tungsten rounds for the MG-08/495 mounted heavy machinegun. Is probably not going to fit in your backpack. Put it on your belt or back.

Cost: 7

ColMarTech Lasrifle Field Charger

An automated power cell dispenser and charger. Used to recharge energy weapon power cells, including in the field. Has an internal battery that charges off the power grid when wrenched down.

Cost: 50

Terra Experimental standard battery

A specialized high density battery used to power lasguns.

Cost: 2

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: 5

Standard Back Fuel Tank

A specialized fuel tank for use with the TL-84 flamethrower and M240A1 incinerator unit.

Cost: 20

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: 60

</tab>

<tab name="Armor">

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: 5

Optical Imager Goggles

Uses image scanning to increase visibility of even the most dimly lit surroundings except total darkness.

Cost: 5

Heavy Riot Armor Set

A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement.

Cost: 30

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: 10

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: 120

B17 Armor Set

The older brother of the B18. Practically an armored EOD suit made for use by close quarter explosive experts.

Cost: 100

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: 50

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: 50

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: 50

Jaeger Exosuits

Exosuit frame for the Jaeger modular armor system.

Cost: 1

Jaeger Medium Infantry Plates

Contains medium armor plates for the Jaeger modular armor system.

Cost: 1

Jaeger Light Skirmisher Plates

Contains light armor plates for the Jaeger modular armor system.

Cost: 1

Jaeger Heavy Assault Plates

Contains heavy armor plates for the Jaeger modular armor system.

Cost: 1

Jaeger Heavy Helmet

Contains a heavy helmet for the Jaeger modular armor system.

Cost: 1

Jaeger Medium Helmet

Contains a medium helmet for the Jaeger modular armor system.

Cost: 1

Jaeger Light Helmet

Contains a light helmet for the Jaeger modular armor system.

Cost: 1

Jaeger Assorted Storage Modules

Contains assorted storage modules for the Jaeger modular armor system.

Cost: 3

Jaeger Experimental Mark 2 Modules

Contains assorted advanced modules for the Jaeger modular armor system.

Cost: 40

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: 12

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: 12

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: 12

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: 15

Generic Jaeger Helmet Modules

Contains assorted helmet modules for the Jaeger modular armor system.

Cost: 5

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: 12

</tab>

<tab name="Clothing">

Item: Description:

Combat Backpack

A small lightweight pack for expeditions and short-range operations.

Cost: 15

Engineering Welding Pack

A specialized backpack worn by TGMC technicians. It carries a fueltank for quick welder refueling and use.

Cost: 5

Engineering Technician Pack

The standard-issue backpack worn by TGMC technicians. Specially equipped to hold sentry gun and M56D emplacement parts.

Cost: 5

Officer Outfits

A set of uniforms for various shipside officers.

Cost: 10

Marine Outfit

A standard marine outfit.

Cost: 5

Webbing

A sturdy mess of synthcotton belts and buckles, ready to share your burden.

Cost: 2

Brown Vest

Worn brownish synthcotton vest with lots of pockets to unload your hands.

Cost: 2

TP-44 Holster

A holster for the TP-44 sidearm.

Cost: 2

General Pouches

Contains a set of 3 large general pouches.

Cost: 5

Weapons Pouches

Contains a set pouches for various small weapons.

Cost: 5

Ammo Pouches

Contains a set pouches for various ammuntions.

Cost: 5

Medical Pouches

Contains a set of various medical pouches.

Cost: 5

Survival Pouches

Contains a set of various survival pouches.

Cost: 5

Construction Pouches

Contains a set of various construction pouches.

Cost: 5

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: 12

</tab>

<tab name="Medical">

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: 30

Dogtags Crate

A crate of three blank identification dogtags.

Cost: 10

Biomass Crate

Contains one full standard beaker of biomass for the cloner.

Cost: 15

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: 2

Pills and Chemicals

A crate of various standard medication bottles and pill bottles.

Cost: 10

Advanced First Aid Kit

Contains one advanced medical kit.

Cost: 5

Body Bags

Contains one box of bodybags.

Cost: 5

Stasis Bag

A reusable plastic bag designed to prevent additional damage to an occupant.

Cost: 5

Surgical Equipment

A kit of useful equipment for surgery.

Cost: 10

Advanced Hypospray

Contains an advanced hypospray.

Cost: 5

Advanced Big Hypospray

Contains a large advanced hypospray.

Cost: 12

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: 50

Lemoline

Contains 1 bottle of lemoline with 10 units.

Cost: 25

Advanced Medical Packs

Contains 5 advanced packs of each type and 5 splints.

Cost: 10

Tweezers

Contains a pair of tweezers.

Cost: 20

</tab>

<tab name="Engineering">

Item: Description:

RPL-Y Cargo Loader

One Ripley cargo loader, for the purposes of cargo movement or dropship maintenance.

Cost: 20

50 Empty Sandbags

Some empty sandbags, best to fill them up if you want to use them.

Cost: 10

50 Metal Sheets

Sheets made out of metal. Used for general construction.

Cost: 20

50 Plasteel Sheets

Sheets made out of plasteel. Used for heavy construction.

Cost: 40

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: 10

50 Wooden Planks

Planks of wood. Used for impromptu construction.

Cost: 10

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: 30

Quikdeploy Barricade

This is a QuikDeploy system, allows for extremely fast placement of metal barricades.

Cost: 3

P.A.C.M.A.N. Portable Generator

A portable generator for emergency backup power. Uses phoron sheets.

Cost: 15

Phoron Sheets

A stack of 50 phoron sheets. Used for chemistry or portable reactors.

Cost: 20

Electrical Maintenance Supplies

Contains various electronic equipment items for maintenance or repair.

Cost: 5

Mechanical Maintenance Supplies

Contains various mechanical equipment items for maintenance or repair.

Cost: 10

Fuel Tank

A high capacity welding fuel tank. Used to refuel welders, motorcycles, or the Condor.

Cost: 10

Water Tank

A high capacity water tank.

Cost: 10

Inflatable Barriers

Contains 3 doors and 4 walls.

Cost: 5

Replacement Lights

Contains 14 tubes and 7 bulbs.

Cost: 5

Foam Grenade

Used for emergency sealing of air breaches, or security breaches.

Cost: 3

Combat Grade Floodlight

A powerful portable light to provide better visibility.

Cost: 5

Wireless Power Generator

An advanced mobile power generator.

Cost: 20

Combat Droid with Weapon Equipped

A remote unmanned combat drone. Comes with a weapon equipped.

Cost: 40

Scout Droid

A remote unmanned scout drone. Comes with an advanced cloaking module, but cannot equip a weapon.

Cost: 30

Droid weapon

A high-power laser rifle, only usable by combat drones.

Cost: 20

Light Unmanned Vehicle

A light unmanned vehicle chassis.

Cost: 30

Medium Unmanned Vehicle

A medium unmanned vehicle chassis.

Cost: 50

Heavy Unmanned Vehicle

A heavy unmanned vehicle chassis.

Cost: 70

Light UV Weapon

A light weapon for unmanned vehicles. Comes fully loaded.

Cost: 20

Heavy UV Weapon

A heavy weapon for unmanned vehicles. Comes fully loaded.

Cost: 20

Light UV Ammo

Ammo for the light unmanned vehicle weapon.

Cost: 10

Heavy UV Ammo

Ammo for the heavy unmanned vehicle weapon.

Cost: 10

Vehicle Remote

Used by human operators to remotely control unmanned vehicles and drones.

Cost: 10

</tab>

<tab name="Supplies">

Item: Description:

TGMC MRE Crate

Contains one MRE.

Cost: 1

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: 4

Assorted Janitorial Supplies

Various utilities for sanitation and organization.

Cost: 5

</tab>

<tab name="Imports">

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]

</tab>

<tab name="Vehicles">

Item: Description:

All-Terrain Motorbike

A motorbike used for high speed transportation and reconnaissance.

Cost: 40

</tab>

<tab name="Factory">

Item: Description:

Starter Pack

Contains all the machinery needed for a starter factor, as well as the instructional pamphlet. Does not contain conveyors. Does not contain resupply packs.

Cost: 40

Industrial Cutter

An industrial cutter used for the factory system.

Cost: 10

Industrial Heater

An industrial heater used for the factory system.

Cost: 10

Industrial Flattener

An industrial flattener used for the factory system. The label on the crate says flatter. This is wrong.

Cost: 10

Industrial Former

An industrial former used for the factory system.

Cost: 10

Industrial Reconstructor

An industrial reconstructor used for the factory system.

Cost: 10

Industrial Unboxer

An industrial unboxer used for the factory system.

Cost: 10

Phosphorus-resistant Plates Refill

A resupply kit needed for the production of M40 HSDP WP grenades.

Cost: 30

Rounded M15 Plates Refill

A resupply kit needed for the production of M15 fragmentation grenades.

Cost: 10

SADAR HE Missile Assembly Refill

A resupply kit needed for the production of SADAR HE missiles.

Cost: 40

SADAR AP Missile Assembly Refill

A resupply kit needed for the production of SADAR AP missiles.

Cost: 40

SADAR WP Missile Assembly Refill

A resupply kit needed for the production of SADAR WP missiles.

Cost: 40

Recoilless Standard Missile Assembly Refill

A resupply kit needed for the production of HE recoilless rifle missiles.

Cost: 20

Recoilless Light Missile Assembly Refill

A resupply kit needed for the production of LE recoilless rifle missiles.

Cost: 20

Nanotrasen "Eat healthy!" Margerita Pizza Kit Refill

A resupply kit needed for the production of margerita pizzas. Can be resold to ASRS for one point each, for a net profit of one point.

Cost: 29

Smart Rifle Bullet Parts Refill

A resupply kit needed for the production of T-25 ammo boxes.

Cost: 20

Claymore Parts Refill

A resupply kit needed for the production of claymore mines.

Cost: 10

</tab> </tabs>