Template:ASRS SUPPLIES LIST
All data is parsed from here, Updated as of July 06, 2024
<tabs> <tab name="Operations"> Operations is mostly equipment used by Command staff as well as some specialized equipment for repairs of operations equipment
</tab> <tab name="Weapons"> An assortment of weapons, ammo, and other means of destruction all from the convenience of the ASRS terminal, delivered right to your door!
Item: | Cost: | Description: |
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A crate with a ST-571 Base Defense sentry and one spare magazine. | ||
A spare magazine for a ST-571 Base Defense Sentry | ||
A crate with a ST-580 Portable sentry and one spare magazine. | ||
A spare magazine for a ST-580 Portable Sentry | ||
A crate with a SHT-573 Shotgun Sentry and one spare magazine. | ||
A spare magazine for a SHT-573 Shotgun Sentry | ||
A crate with a SST-574 Sniper Sentry and one spare magazine. | ||
A spare magazine for a SST-574 Sniper Sentry | ||
A Build-A-Sentry Attachment, for making custom sentry turrets. Can attach to almost any weapon. | ||
A crate with a HSG-102 Mounted Heavy Smartgun and one spare magazine. | ||
A spare magazine for a HSG-102 Mounted Heavy Smartgun | ||
A Mountable Automatic Minigun | ||
A spare magazine for A Mountable Automatic Minigun | ||
A Mounted Autocannon | ||
A magazine of High-Velocity rounds for an ATR-22 Mounted Flak Cannon | ||
A magazine of Smart Programed Explosive rounds for an ATR-22 Mounted Flak Cannon | ||
A Mounted Automatic Grenade Launcher | ||
A magazine of High Explosive grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to M40 HEDP Grenades | ||
A magazine of Fragmentation grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to M15 Grenades | ||
A magazine of White Phosphorous Incendiary grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to WP Grenades | ||
A magazine of Flare grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to Flares | ||
A magazine of Cloaking Smoke grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to Advanced Smoke Grenades | ||
A magazine of Plasma Draining (Tanglefoot) Smoke grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to Tanglefoot Smoke Grenades | ||
An AT-36 High Caliber Anti-Tank Gun | ||
A Trio of Armor Peircing High Explosive shells for the AT-36 Anti-Tank Gun | ||
A Trio of Armor Peircing Composite Rigid shells for the AT-36 Anti-Tank Gun | ||
A Trio of High Explosive shells for the AT-36 Anti-Tank Gun | ||
A Trio of Beehive shells for the AT-36 Anti-Tank Gun, Effectively Canister Shot | ||
A Trio of Incendiary Napalm shells for the AT-36 Anti-Tank Gun | ||
A Large Caliber Anti-Aircraft gun repurposed for Anti-Tank Duty | ||
A High Explosive shell for the FK-88 Flak Gun | ||
An Armor Piercing Finned Discarding Sabot shell for the FK-88 Flak Gun | ||
A Mounted Heavy Laser Emplacement | ||
A Battery of charge for use with the Mounted Heavy Laser weapon | ||
A Tesla Shock Energy Rifle | ||
A Trio of Plasma containment cells for use with Plasma Weapons (Weapon Vendors currently can vend infinite of these!) | ||
A Rapid fire Plasma Sub Machine Gun, Uses WML Plasma Energy Cells | ||
A Plasma Rifle with 3 modes, uses WML Plasma Energy Cells | ||
A large caliber Plasma Cannon, Watch where you point it! uses WML Plasma Energy Cells | ||
A Semi automatic Magazine fed Grenade Launcher. Use GL-54 Magazines | ||
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Airburst Grenades | ||
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Incendiary Grenades | ||
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Tactical Smoke Grenades | ||
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Tactical (Cloaking) Smoke Grenades | ||
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Dense (Standard) Smoke Grenades | ||
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Plasma Draining (Tanglefoot) Smoke Grenades | ||
A prototype version of the GL-54 Airburst Grenade Launcher with non removable Under barrel Rifle. | ||
The RL-160 is a recoilless delivery device for heavy 67mm ordinance, generally giving whatever is hit by it a very bad day. The RL-160's performance is entirely dependent on the loaded shell, and shells should be used wisely due to their limited supply and the need to reload after every shot. Comes in a rocket bag that is full of spare rounds which also serves as one of the only ways to store shells. Roundstart vendors have a limited stock of these available typically. Only avalible in HvX modes | ||
A single round of High Explosive for the RL-160 Recoilless Rifle. Only Avalible in HvX modes. This ammo can be produced by Factory | ||
A single round of Light Explosive for the RL-160 Recoilless Rifle. Only Avalible in HvX modes. This ammo can be produced by Factory | ||
A single round of High Explosive Anti-Tank for the RL-160 Recoilless Rifle. Only Avalible in HvX modes. This ammo can be produced by Factory | ||
A single round of Dense (Standard) Smoke for the RL-160 Recoilless Rifle. Only Avalible in HvX modes. This ammo can be produced by Factory | ||
A single round of Tactical (Cloaking) Smoke for the RL-160 Recoilless Rifle. Only Avalible in HvX modes. This ammo can be produced by Factory | ||
A single round of Plasma Draining (Tanglefoot) Smoke for the RL-160 Recoilless Rifle. Only Avalible in HvX modes. This ammo can be produced by Factory | ||
A PB-12 Pepperball gun. This weapon is currently present in limited quantities in vendors | ||
It's a Brick | ||
The SR-220 is a specialized heavy duty railgun made to shred through hard armor to allow for follow up attacks. Uses specialized canisters to reload | ||
An Armor Piercing Discarding Sabot round for the SR-220 Railgun | ||
An High Velocity Armor Piercing round for the SR-220 Railgun, Greater Velocity over APDS | ||
An SMART Armor Piercing round for the SR-220 Railgun, Has IFF properties and wont hit friendlies, but it has a lower velocity | ||
The BR-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, Only available in HvX modes | ||
A Spare magazine for the BR-8 scout rifle, Only available in HvX modes | ||
A box of ammunition for the BR-8 scout rifle, Only available in HvX modes | ||
A Spare magazine for the BR-8 scout rifle, This one is loaded with Impact rounds. Only available in HvX modes | ||
A Spare magazine for the BR-8 scout rifle, This one is loaded with Incendiary rounds. Only available in HvX modes | ||
The RL-57 is posssibly the most awful man portable weapon. It is a 4-barreled missile launcher capable of burst-firing 4 thermobaric missiles with nearly no force to the rocket. Enough said. Using this may constitute a Warcrime. Only available in HvX modes | ||
A four shot rocket pack of White Phosphorous rounds for the RL-57. Using this may constitute a Warcrime. Only available in HvX modes | ||
Currently 800 |
The RL-152 (AKA Sadar) is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the RL-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses actual rockets rather than the T-160's recoilless shells, making it more powerful. Only available in HvX modes | |
A High Explosive rocket for the RL-152 SADAR. Only available in HvX modes | ||
An Unguided High Explosive rocket for the RL-152 SADAR, this round will only detonate when it hits a wall or a mob like a Xeno or a Marine. Only available in HvX modes | ||
An Armor Piercing rocket for the RL-152 SADAR. Only available in HvX modes | ||
A White Phosphorous rocket for the RL-152 SADAR. Using this may constitute a Warcrime. Only available in HvX modes | ||
An Unguided White Phosphorous rocket for the RL-152 SADAR, this round will only detonate when it hits a wall or a mob like a Xeno or a Marine. Using this may constitute a Warcrime. Only available in HvX modes | ||
A Twin Barreled burst fire capable pump action shotgun. This configuration allows the use of a Burst firemode to fire both barrels simultaneously for massive burst damage. | ||
A box of 12 Gauge tracking slugs, which imbed in the target and mark them on the minimap for some time after. Only available in HvX modes | ||
A box of 12 Gauge Incendiary slugs, Using these may constitute a Warcrime. Only available in HvX modes | ||
The SR-81 is the TerraGov Marine Corps's automatic sniper rifle. It is rather well-known for it's night vision scope and IFF ammo, it however lacks a burst fire mode. It is mostly used by people who keep shooting their buddies in the back with a full power rifle round. Only available in HvX modes | ||
A Spare magazine for the SR-81 IFF Auto Sniper. Only available in HvX modes | ||
A box of spare rounds for the SR-81 IFF Auto Sniper. Only available in HvX modes | ||
The SR-26 is an IFF capable sniper rifle which is mostly used by long range marksmen. It excels in long-range combat situations and support sniping. It has a laser designator installed, and the scope itself has IFF integrated into it. Uses specialized 10x28 caseless rounds made to work with the guns odd IFF-scope system. It has an integrated Target Marker and a Laser Targeting system. Only available in HvX modes | ||
A spare magazine for the SR-26 Anti-Material Rifle. Only available in HvX modes | ||
A spare magazine for the SR-26 Anti-Material Rifle, This one is loaded with Incendiary Rounds. Only available in HvX modes | ||
A spare magazine for the SR-26 Anti-Material Rifle, This one is loaded with Explosive Flak Rounds. Only available in HvX modes | ||
Currently 1200 |
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. Must go through a short "spin up" period before firing. Requires the use of a dedicated powerpack on your back that functions as your magazine | |
A powerpack backpack containing 500 rounds of ammo for the MG-100 Vindicator Minigun. Must be worn on your back and attached to the MG-100 | ||
The MG-27 is a deployable machine gun with an integrated tripod that is designed to provide suppressing fire, or defend a static position. Thanks to how quickly the MG-27 can be deployed and undeployed, it is practical to carry around in a mobile setting. Can be used without the tripod, but with extremely poor accuracy that makes using the MG-27 in this manner impractical. Roundstart vendors have a limited quantity of these available | ||
The HMG-08 is a deployable high-capacity machine gun that excels at defending a position thanks to the HMGs incredible damage output and armor shredding capabilities. This immense power comes at the cost of mobility, as the gun takes a very long time to deploy and undeploy, making it only practical as a static point defense tool. Roundstart vendors have a limited quantity of these available | ||
A 500 round extended "magazine" for the HMG-08 Heavy Machine Gun | ||
A 250 round standard "magazine" for the HMG-08 Heavy Machine Gun | ||
The SG-29 is the second of TGMC's current standard IFF-capable weapon, replacing the M56B smart 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, advance pushes with lead, or provide fire support. Requires special training and it cannot turn off IFF. It uses a special variant of 10x26mm ammunition | ||
A spare magazine for an SG-29 Smart Machine Gun. You can produce this ammo with the Factory | ||
A true monster of providing supportive suppresing fire, the SG-85 is the TGMC's newest IFF-capable weapon. Boasting a higher firerate than any other handheld weapon. It is chambered in 10x26 caseless. Requires special training and it cannot turn off IFF. Requires a dedicated powerpack worn on your back that is sold Separately | ||
A box of 500 rounds for the SG-85 powerpack. You can produce this ammo with the Factory | ||
A powerpack for use with the SG-85, which functions as its magazine | ||
The Kauser-KT SG-62 is a IFF-capable rifle used by the TerraGov Marine Corps, coupled with a spotting rifle that is also IFF capable of applying various bullets with specialized ordnance, this is a gun with many answers to many situations... if you have the right ammo loaded. Requires special training and it cannot turn off IFF. It uses high velocity 10x27mm for the rifle and 12x66mm ammunition for the underslung rifle | ||
A Spare magazine for the SG-62 Smart Target Rifle | ||
A Bin of 10x27mm ammo for the SG-62 Magazines. You can produce this ammo with the Factory | ||
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62 | ||
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Impact Ammo | ||
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Heavy Rubber Bullets | ||
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Plasma Drain (Tanglefoot) Rounds | ||
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Knockback Rounds | ||
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Explosive Flak Rounds | ||
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Incendiary Rounds | ||
The FL-84 flamethrower is a powerful area denial and resin clearing tool that can inflict damage over time on anyone who walks over it. Comes pre-equipped with a hydro cannon for putting out allies and clearing paths through the flames. The FL-84 can be equipped with various nozzles to change its function and fuel consumption. The default standard nozzle shoots flames in a straight line, the extended nozzle shoots a single ball of flame over a long distance, and the spray nozzle shoots a cone of flames in front of the user. Can be fueled by individual tanks or by a large backpack tank for more dedicated use. Roundstart vendors have a limited supply of these | ||
A 75 "Shot" magazine of Standard fuel for the FL-84 Flamer. Roundstart vendors have a limited supply of these | ||
A 75 "Shot" magazine of X-fuel for the FL-84 Flamer, which burns bright blue | ||
A 500 "Shot" backtank of Standard fuel for the FL-84 Flamer. Roundstart vendors have a limited supply of these | ||
A 500 "Shot" backtank of X-fuel for the FL-84 Flamer, which burns bright blue | ||
A movable large tank filled with X-Fuel. For refilling existing X Fuel tanks. Does not come in a crate | ||
A single shot disposable RPG that can fit in a bag. Only available in HvX modes | ||
A Holster that contains the R-24 Mateba Autorevolver and 6 spare speedloaders. The second largest hand cannon you can buy. Only available in HvX modes | ||
A spare speedloader for the R-24 Mateba. Comes loaded with 6 shots. Only available in HvX modes | ||
A packet of .454 Casull heavy pistol rounds for use with the R-24 Mateba. Only available in HvX modes | ||
The R-76 magnum is an absolute beast of a handgun used by the TGMC, hits extremely hard and will send your targets flying. It has a lengthy trigger pull however, and should probably be used with its stock attached. Chambered in 12.7mm magnum cartridges. Ammo can be found in Weapon Vendors. Only available in HvX modes | ||
A crate containing 22 ammo boxes of a wide variety which come prefilled. You lazy bum. | ||
A magazine for the SR-127 Bolt action rifle loaded with Explosive Flak rounds. Only available in HvX modes | ||
An Experimental Recharger type battery for Terra Gov Energy Weapons, this one has reduced capacity to a standard battery but is capable of self recharging in the field, albeit somewhat slowly. | ||
A Terra Experimental X-Ray laser rifle, abbreviated as the TE-X. It has an integrated charge selector for normal and high settings. Uses standard Terra Experimental (abbreviated as TE) batteries (Accepts Recharger Variant). As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts | ||
Someone thought it was a good idea to attach a rocket motor onto a sledgehammer. Whomever they where; they where a genius | ||
The SP-13 is a latest solution for personal officer defence produced by Terran Armories. Unique design feature high-capacity mag on top of the barrel, with integrated sight. As with all smartgun systems, requires special training. Smartgunners get one for free with their vendors. Why would you ever buy this? | ||
A spare magazine for the TX13 Smartpistol seriously why are you buying this | ||
A High Explosive tank shell for the LTB main weapon of the Tank | ||
An Armor Piercing Finned Discarding Sabot tank shell for the LTB main weapon of the Tank | ||
An Canister tank shell for the LTB main weapon of the Tank, Basically the worlds biggest shotgun | ||
A 150 "round magazine" of flamer fuel for the OMR Mk.3 secondary flamer of the Tank | ||
A 150 round magazine for the LTA-AP Main weapon of the Tank | ||
A 75 round magazine for the Cupola Minigun secondary weapon of the tank and the primary weapon of the APC |
</tab> <tab name="Explosives"> Anything that goes boom is probably in here
Item: | Cost: | Description: |
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5 M20 Claymore Mines. You can make Claymore mines in the Factory | ||
A deployable mine dispenser that can throw out any M20 Claymore mines loaded into its interface before you place it down | ||
A box of 25 Razor burn grenades. You can make Razor burn grenades in the Factory | ||
A box of 25 M40 Adhesive Charge grenades | ||
A box of 25 M40 Heavy (Standard) Smoke grenades | ||
A box of 25 M40 HEDP Grenades | ||
A box of 25 M45 Cloaking (Improved) Smoke Grenades | ||
A box of 25 M40-AG Anti-Gas Smoke Grenades | ||
A box of 25 M40-2 Cloaking (Improved) Smoke Grenades why do we have two of these? | ||
A box of 25 M80 Lasburster Grenades | ||
A box of 25 M40 Incendiary Grenades | ||
A box of 25 M15 Fragmentation Grenades | ||
A box of 25 M45 Trailblazer Grenades | ||
A box of 15 M40 White Phosphorous Grenades. Using these may constitute a Warcrime | ||
A box of 25 M25 High Explosive Fragmentation Grenades | ||
A single brick of C4 Plastic Explosives, for when you need to remove a wall without too much other damage | ||
A single brick of EX-62, an Incendiary demo charge that can be toggled for use as an improvised mine. Only available in HvX modes | ||
A single brick of Detpack, a configurable demo charge that can be toggled for use as an improvised mine | ||
A crate containing a deployable T-50S mortar | ||
2 Rounds of 80mm High Explosive Shells, for use with T-50 Mortar Systems | ||
2 Rounds of 80mm Incendiary Shells, for use with T-50 Mortar Systems | ||
2 Rounds of 80mm Flare Shells, for use with a T-50 Mortar or the MG-100Y Howitzer | ||
2 Rounds of 80mm Smoke Shells, for use with T-50 Mortar Systems | ||
2 Rounds of 80mm Plasma Drain (Tanglefoot) Shells, for use with T-50 Mortar Systems. Only available in HvX modes | ||
A Crate containing the TA-40L Multiple Launch Rocket System. For when you really want to say "Dear Grid Co-ordinates" | ||
A replacement magazine of 16 High Explosive rockets for the TA-40L MLRS | ||
A replacement magazine of 16 X-50 Gas rockets for the TA-40L MLRS | ||
A replacement magazine of 16 Cloak (Improved) smoke rockets for the TA-40L MLRS | ||
A replacement magazine of 16 Incendiary rockets for the TA-40L MLRS | ||
A large caliber Howitzer, the MG-100Y is a reminder that artillery is king | ||
A single High Explosive shell for the MG-100Y Howitzer | ||
A single Incendiary shell for the MG-100Y Howitzer | ||
A single White Phosphorous shell for the MG-100Y Howitzer. Using this may constitute a Warcrime | ||
A single Plasma Drain (Tanglefoot) shell for the MG-100Y Howitzer | ||
An upgrade module for the Mortar, MLRS, or the Howitzer to allow the AI to target a grid ref for you. Only available in HvX modes |
</tab> <tab name="Armor"> Not everything is about hurting others, sometimes you want to protect yourself as well!
Item: | Cost: | Description: |
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A special gas mask that seals tightly to your face, prevents up-to 1 face hugger attempt | ||
A Suit and helmet of Military Police Heavy Riot gear. Will provide good protection but really slow you down heavily. Only available in HvX modes | ||
A deployable barricade that fits in your bag. Can be easily deployed and removed in the field as needed | ||
Currently 1200 |
The ultimate in protection, comes with the suit, helmet, and gloves for some serious heavy duty protection. Will slow you down alot | |
Currently 800 |
An inferior to the B18 armor but still better than most heavy armor configurations available, the B17 offers excellent protection without as much slowdown as its bigger and badder B18 cousin | |
A back mounted active camo cloak that hides your heat signature and visibility to others. Useful for when your trying to sneak around and not get spotted. Prevents you from firing a weapon without deactivating the cloak | ||
A variant of the Scout cloak that sacrifices mobility for the ability to fire your weapons while active | ||
An extended capacity grenade belt for carrying more Grenades! Only available in HvX modes | ||
A box full of all the different Mark 2 modules for Jager or compatible armor systems. Discounted price for a variety pack! | ||
A Valkyrie autodoc armor module for Jager or compatible armor systems. This module will automatically provide the user with a quick access health scan system as well as automatically provide stabilization splints to bone fractures. It can also inject you with chemicals at automatic intervals if configured for such | ||
The Surt Fireproof module set is a two piece module set (Both Armor and Helmet must be added for the full effect) and can grant near full immunity to fire damage caused by, well fires. It wont prevent burn damage caused from the heating up of your body though and it is still quite painful to be in a fire but you can mostly shrug off "Friendly fires". Prevents you from bursting into flames on standard fire tiles | ||
The Tyr Mark 2 armor module is a replacement for the Tyr Mark 1 Armored chest piece, with a much greater improvement in ballistic and melee damage resistances over the standard Mark 1 model. It is recommended to still use the default Tyr Helmet module to receive the full benefit of the Tyr Mark 2, which the helmet module can be acquired from surplus armor vendors | ||
The Mimir Mark 2 module set includes the Mark 2 Armor module and Helmet Module for the complete Environmental hazard protection system, this module will greatly improve your Acid damage resistance with both modules equipped. It can also greatly reduce the effect of aerosolized chemicals in the air from entering your body; although not fully | ||
The Hlin Explosive armor module will greatly reduce the amount of explosive damage you take; although it cannot protect you from Devastation class explosives it can greatly reduce the amount taken from Heavy and Light Explosion types | ||
The Freyr Mark 2 Helmet module is an improved version of the Freyr Mark 1 Helmet binoculars, with a much greater range than the standard model letting you see further away |
</tab> <tab name="Clothing"> Fashion never looked so good
Item: | Cost: | Description: |
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The Combat Backpack is a large storage container for your back with the same size as a standard Backpack but without the draw time caused by wearing a backpack; like a hybrid between a Satchel and a Backpack without any downsides! | ||
The Dispenser is a massive storage container that can fit on your back, but you cannot access any items inside a Dispenser while it is equipped; Instead you must deploy the Dispenser (Alt+Click a tile while holding in hand) in order to access its storage. This also includes a weak healing beam function for Combat Robots while deployed. WHILE DEPLOYED IT IS POSSIBLE FOR A DISPENSER TO BE DESTROYED, WHICH INCLUDES EVERYTHING INSIDE OF IT! | ||
A satchel with a built in welding tank with 260 units of fuel, smaller than a dedicated fuel tank but still provides the same storage as a regular satchel | ||
The Radio operator pack is functionally identical to a regular backpack in terms of size and delay with opening, but its real secrets is when you hold it in your hands; You can access an ASRS request terminal on it to place orders remotely with Requisitions, and it functions as a supply beacon for the teleporter pad in Req if you activate it while holding it! Never worry about if the RO heard you order; just place it yourself and tell him to approve it. Can also be used to check what the RO has ordered or how many points are in the bank currently | ||
A backpack designed for Engineers to carry Sentry guns and HSG-102 Emplacements | ||
A collection of 5 Officer uniforms! Includes an RO, Two Staff Officer, a Corporate Liason, and a Chief Engineer uniform | ||
A set of Marine uniform, belt, bag, and shoes! This is mostly just legacy as Surplus vendors can provide the same items in infinite quantities | ||
A attachable webbing vest to your uniform, holds 3 small items like Magazines. This is mostly just legacy as Surplus vendors can provide the same item in infinite quantities | ||
A attachable brown vest to your uniform, holds 5 tiny items like pill bottles. This is mostly just legacy as Surplus vendors can provide the same item in infinite quantities | ||
A backpack slot Jetpack! Fly forward several tiles with the click of a button! Has a cooldown between uses | ||
An Eyewear set of Night vision goggles, Batteries NOT included | ||
An Helmet Module of Night vision goggles, Batteries NOT included | ||
A 2 pack battery set for use with Either the BE-47 or BE-35 Night Vision devices, do not taste with your tongue! |
</tab> <tab name="Medical"> Most these items can be found in a MarineMed Vendor, if not; its found here.
Item: | Cost: | Description: |
---|---|---|
A large emergency crate filled with various injectors of emergency meds, which includes: 4 medical injector pouches; Each loaded with 3 Advanced Combat Injectors, a Dexalin Plus Injector, Two Quick Clot Plus Injectors, and 2 Peridaxon Plus Injectors; Two extra Peridaxon Plus Injectors, A Neuraline Injector, A pack of Nanopaste | ||
A Beaker filled with 60u of Biomass, for use creating Clones in a Clone vat, 40 Biomass is required per clone | ||
A set of HealthMate HUD eyewear glasses, for showing the medical state of fellow marines at a quick glance | ||
A crate packed full of the following; A box of Empty autoinjectors, A Box of Empty Syringes, A Bottle of 60u of Inaprovaline, A Bottle of 60u of Dylovene, A Bottle of 60u of Bicaridine, A Bottle of 60u of Dexalin, A Bottle of 60u of Spaceacillin, A Bottle of 60u of Kelotane, A Bottle of 60u of Tramadol, A pill bottle of 16 Inaprovaline pills (15u Per pill), A pill bottle of 16 Dylovene pills (15u Per pill), A pill bottle of 16 Bicaridine pills (15u Per pill), A pill bottle of 16 Dexalin pills (15u Per pill), A pill bottle of 16 Spaceacillin pills (10u Per pill), A pill bottle of 16 Kelotane pills (15u Per pill), A pill bottle of 16 Tramadol pills (15u Per pill), A pill bottle of 16 Quick-Clot pills (10u Per pill), A box of Empty pill bottles Note that most these chemicals can be vended for free from a MarineMed Vendor | ||
An advanced first aid kit, which contains: A Health Analyzer, A pack of Advanced Bruise Kits, A pack of Advanced Burn Kits, A pill bottle of 16 Bicaridine pills (15u Per pill), A pill bottle of 16 Kelotane pills (15u Per pill), A pill bottle of 16 Tramadol pills (15u Per pill), A pack of Splints Note that most of these items can be vended for free from MarineMed Vendors | ||
A box of 7 Body Bags | ||
A single Stasis bag, for holding a marine in stasis while awaiting medical treatment MarineMed Vendors have a limited stock of these available | ||
A Crate containing various surgery tools, Specifically; A Surgical Tray with all the tools needed for surgery, plus a bottle of Nanopaste. A medical Breath Mask. A Tank of Anesthetic gas. 2 Injectors of Sleep toxin, for field surgery sleepy time. This crate requires Medbay access to open | ||
A 60u Empty Hypospray injector, allows for custom inject amounts and multiple reagent injects per use. This crate requires Medbay access to open | ||
A 120u Empty Large Hypospray injector, allows for custom inject amounts and multiple reagent injects per use. This crate requires Medbay access to open | ||
A Medevac Beacon and Medevac Roller bed set. Simply deploy the beacon in Medbay and link the Roller bed to the beacon to allow for medevac back to Medbay in the field. You can also lock the beacon with your ID, to prevent someone from removing your beacon and breaking the link. This crate requires Medbay access to open | ||
Contains 1 bottle of lemoline with 30 units | ||
Contains 5 advanced packs of each type (Brute and Burn) and 5 splints. You have ALMOST infinite ones in medbay; if you need this crate you fucked up. This crate requires Medbay access to open | ||
Contains a pair of comically large tweezers, for removal of Shrapnel in the field. This crate requires Medbay access to open |
</tab> <tab name="Engineering"> Your gonna be spending alot of time here ordering metal and plasteel, but theres a few other toys you might find being asked for occasionally
Item: | Cost: | Description: |
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A extra RPL-Y Powerloader, for moving crates and large cargo items around. Does not come in a crate. Most maps have one of these for free in Req | ||
A stack of 50 empty sandbags, Sandbags can be filled with a shovel full of dirt/sand/snow to create filled sandbags, 5 filled sandbags can be used to create a sandbag wall, a moderately strong defensive barricade (Makes 10 Sandbag walls) | ||
A stack of 50 Metal sheets, metal sheets are used in many barricade and defensive structures like barbed wire and razor wire. Expect to be ordering lots of metal frequently for defensive positions like miners or disks | ||
A stack of 50 Plasteel sheets, Plasteel can be used to create foldable Plasteel barricades, which function like doorways for your defensive position. Has the highest health pool of all barricades as well but only functions as a barricade while in the UP position | ||
A stack of 50 Glass sheets, Glass is very brittle and makes for terrible defensive structure material. It used to be used in the Autolathe to produce various items but the Autolathe has since been removed | ||
A stack of 50 Wood planks, Wood makes weak barricades and serve as more an improvised defensive barricade than a proper defensive line. If your having to order this for defense you're not going to survive. Can also be used to make various wood items like chairs or coffins, which you are probably going to need | ||
One of the most useful tools at the engineer's disposal with great utility, has extreme potential for turning the tides for marines by being extremely effective at clearing xenomorph mazes. The plasma cutter is able to cut through almost everything from xenomorph weeds, walls, human walls, reinforced walls and even including most cave walls. Has a limited charge of 7500 power that recharges by itself slowly. Can also be recharged by cutting xenomorphs with it. If you hit a structure multiple times without letting the progress bar fill to completion, it will allow you to break the structure for free. | ||
A single premanufactured metal barricade that can be quickly deployed thanks to Nanotrasen's Patented "QuikDeploy System", which allows for rapid assembly of the this metal barricade without much hassle | ||
A powerful Phoron powered generator that can restore power to connected power grids, simply wrench onto an exposed power line and turn on! Requires Phoron sheets to function. Does not come in a crate. Most ship maps come with one of these for free | ||
A stack of 30 Phoron Sheets, used in the P.A.C.M.A.N. portable generator or for chemistry. Most ship maps come with an assortment of Phoron available for free | ||
A crate filled with various electrical supplies. Includes: A yellow electrical toolbox full of cable coils, wire cutters, a screwdriver, and a T-Ray scanner A pair of Insulated Gloves A regular Power Cell A High Capacity Power Cell note that ToolVend and EngiVend vendors are able to vend most of these items for free | ||
A crate filled with various tools and supplies. Includes: 3 fully stocked toolbelts A trio of Colored Hazard vests in orange, lime, or blue 2 Welding Helmets A hardhat note that ToolVend and EngiVend vendors are able to vend most of these items for free | ||
A large tank full of welding fuel, also used as fuel for the Condor. Can be used to refill Flamers or Welding tools. Does not come in a crate | ||
A large tank full of water. Can be used to refill Fire Extinguishers or Under barrel Hydrocannons (Found on FL-84 Flamer). Does not come in a crate | ||
Contains 3 inflatable doors and 4 inflatable walls. Use this to create your own inflatable room. Air sold separately | ||
A box of Light Tubes and bulbs. Contains 14 tubes, 7 bulbs | ||
A single MetalFoam grenade; for use in sealing up | ||
A single Deployable Floodlight, has a built in power cell or can draw power from connected power grids. You can manufacture these in the Factory | ||
An A.D.V.P.A.C.M.A.N.-type portable generator, Similar to the P.A.C.M.A.N. but does NOT connect to a power grid to start charging electrical items, instead it charges anything within a 10 tile radius of the generator. | ||
Two ASRS bluespace teleporters for moving personnel and equipment across small distances, comes pre-linked together for easy use. |
</tab> <tab name="Supplies"> Mostly just miscellaneous items that don't really fit elsewhere
Item: | Cost: | Description: |
---|---|---|
A box filled with PFC Jim brand Crayons, A part of a healthy marine breakfast! | ||
A crate filled with various Janitorial supplies, Includes: 3 Buckets A Mop 3 Wet Floor Signs A trash Bag A spary bottle filled with Space Cleaner A rag 3 Cleaner Foam Grenades A large Movable Mop Bucket Janitorial instruction paper | ||
A cute space carp Plushie! Adorable! | ||
A cute lizard Plushie! Adorable! | ||
A cute slime Plushie! Adorable! | ||
A cute moth Plushie! Adorable! | ||
A cute rouny Plushie! Adorable! | ||
A crafted filled with assorted games to pass the time on the ship while the marines are Planet-side A Basketball A Bikehorn (honk!) A spin toy A D20 Two D6 Two Toy Swords Two Toy Crossbows A deck of playing cards A deck of Kotahi playing cards | ||
A crafted filled with an asortment of therapy dolls, point on the doll where the captain touched you. Includes: A red doll An orange doll A yellow doll A green doll A blue doll A purple doll | ||
A ten dollar stack of space cash, this is worthless! (Although if you need a crate it is just one req point) | ||
A twenty dollar stack of space cash, this is worthless! | ||
A fifty dollar stack of space cash, this is worthless! | ||
A hundred dollar stack of space cash, this is worthless! | ||
A two hundred dollar stack of space cash, this is worthless! | ||
A five hundred dollar stack of space cash, this is worthless! |
</tab> <tab name="Imports"> A selection of items imported from elsewhere in the galaxy. Note that some Import items maybe currently in the daily season of the round start vendors
Item: | Cost: | Description: |
---|---|---|
Lets go Gambling! Contains a random, but curated set of items. Some items can only be acquired from these. Spend responsibly. Here are the possible drops: Legendary Items: (1/10 Odds) Operator Pack (An M412 Elite [Same as used by the ERT team], 4 spare magazines, and night vision goggles [Batteries sold seperately]), Heavy Pack (2 MG-100 Miniguns, 2 Powerpacks, and 2 Tyr Mark 2 Modules), B18 Classic Pack (A full suit of B-18 with Gloves, an MG-100 Minigun and 2 Powerpacks), SADAR Classic Pack (A SADAR, Scout Cloak, and a single AP rocket for the SADAR) Rare Items: (2/10 Odds) HSG-102 (2 HSG-102 Boxes with a spare magazine each), Mortar Pack (5 Full T-50S Mortar Kits!), Howitzer Pack (2 Full MG-100Y Howitzers and 12 WHITE PHOSPHOROUS SHELLS), Sentry Gun Pack (Contains 3 ST-571 Base sentries and 1 ST-580 Point defense sentry), Automatic Grenade Launcher Pack (An AGLS-37 Emplacement gun with 4 Regular and 4 Fragmentation magazines) Uncommon Items: (3/10 Odds) Materials Pack (100 Plasteel, 400 Metal, 400 Empty Sandbags, 4 Entrenchment tools), Railgun Pack (3 SR-220 Railguns, 4 SMART magazines, 4 HVAP magazines, 4 regular magazines), Scout Rifle Pack (3 BR-8 Scout Rifles, 4 boxes of ammo, 6 spare magazines), Recoilles Rifle Pack (3 Rocket Backpacks loaded with a RR launcher, 6 spare HEAT Shells) Common Items: (4/10 Odds) Auto-Sniper pack (3 SR-81 Autosnipers and 10 spare mags), Thermobaric Launcher pack (3 T-57 Thermobaric Launchers and 10 spare reloads), Tesla Pack (3 Tesla Rifles), GL-54 Pack (3 GL-54s, 6 Spare Airburst Mags, 6 Spare High Explosive Mags) How it works; When purchased and delivered, it rolls on a table of 100, that determines which category of items the box will draw from, which pack you get will be randomized between one of the available choices from that list. | ||
A strange failed electronically fired rifle, a rather unknown weapon of its time. It caused a surge in the use of electronic firing in the modern era though. Uses 10x24mm caseless ammunition. Has a irremovable grenade launcher. | ||
A Spare PR-11 Pulse Rifle Magazine | ||
The PR-412 rifle is a Pulse Industries rifle, billed as a pulse rifle due to its use of electronic firing for faster velocity. A rather common sight in most systems. Uses 10x24mm caseless ammunition. | ||
A Spare PR-412 Pulse Rifle Magazine | ||
A large weapon capable of laying down suppressing fire, based on the PR-412 pulse rifle platform. Effective in burst fire. Uses 10x24mm caseless ammunition. | ||
A Spare magazine for the PR-412L1 Heavy Pulse rifle | ||
The primary rifle of the USL pirates, the Type 71 is a reliable rifle chambered in 7.62x39mm, firing in three round bursts to conserve ammunition. A newer model for suppression roles to comply with overmatch doctrines is in progress and only issued to a limited number of privates in the USL. | ||
A Spare Magazine for a Type 71 Pulse Rifle | ||
An archaic design going back hundreds of years, the SMG-27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms, though it somehow got into the hands of colonial rebels. | ||
A Spare Magazine for an SMG-27 Sub Machine Gun | ||
The RivArms SMG-25 submachinegun, an update to a classic design. A light firearm capable of effective one-handed use that is ideal for close to medium range engagements. Uses 10x20mm rounds in a high capacity magazine. | ||
A Spare Magazine for an SMG-25 Sub Machine Gun | ||
The Kauser ALF-51B is an unoffical modification of a ALF-51, or better known as the AR-18 carbine, modified to SMG length of barrel, rechambered for a stronger round, and belt based. Truly the peak of CQC. Useless past that. Aiming is impossible. Uses 10x25mm caseless ammunition. | ||
A spare magazine for an ALF-51B Machine Carbine | ||
A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine. | ||
A Spare Magazine for a CZ-81 Skorpion SMG | ||
A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Put the fire selector to full auto for maximum firepower. Use two if you really want to go ham. | ||
A Spare Magazine for an SMG-2 Uzi SMG | ||
The PPSh-17b or "Papasha" is replica of a 20th century USSR model submachinegun that many terrorist organizations had copied all over the years. Despite its small-hitting firepower, its reliability, extreme longevity and high firepower rate proves useful for the hands of the user. | ||
A Spare Drum Magazine for a PPSh-17b | ||
A double barreled shotgun whose barrel has been artificially shortened to reduce range for further CQC potiential. Only available in HvX modes | ||
A .44 magnum lever action rifle with side loading port. It has a low fire rate, but it packs quite a punch in hunting. Only available in HvX modes | ||
A .410 bore lever action shotgun that fires nearly as fast as you can operate the lever. Renowed due to its devastating and extremely reliable design. Only available in HvX modes | ||
A packet of .410 caliber Buckshot shells for an MBX-900 Lever gun. Only available in HvX modes | ||
A semi-automatic sniper rifle, famed for it's marksmanship, and is built from the ground up for it. Fires 7.62x54mmR rounds. Only available in HvX modes | ||
A spare magazine for an SVD Dragunov. Only available in HvX modes | ||
A cheap and robust rifle, sometimes better known as an 'AK'. Chambers 7.62x39mm. Despite lacking attachment points beyond its underbarrel, remains a popular product on the black market with its cheap cost and higher than usual caliber rounds. | ||
A Spare magazine for an MPi-KM Assault Rifle | ||
A box of 7.62x39mm WARSAW ammo | ||
A certified classic, this reproduction design was hailed as the first successful assault rifle concept, generally termed a 'storm rifle'. Has a higher than usual fire rate for its class, but suffers in capacity. This version of it chambers 7.62x39mm. | ||
A spare magazine for an MKH-98 Assault Rifle | ||
The Carlford-1 is a remastered classic made by Carlford Armories, made to fit in the modern day. Most of the noticeable differences are minor rail modifications. Other than that, it is a faithful recreation with the trademark ping sound and all. Uses .30-06 enbloc clips. | ||
A loaded .30-06 enbloc clip for a CAU C1 Rifle | ||
An incredibly uncommon revolver utilizing a oversized chamber to be able to both fire .45 Long or .410 gauge shotgun shells at the cost of firing speed. Normal rounds have no falloff, and next to no scatter. Due to the short barrel, buckshot out of it has high spread. | ||
A bunch of .45 Long Colt ammo for a Judge Revolver | ||
A bunch of .410 gauge Buckshot ammo for a Judge Revolver | ||
A light, versatile assault rifle with a 30 round magazine, chambered to fire the 5.56x45mm NATO cartridge. The 4th generation in the M16 platform, this FN variant has added automatic fire selection and retains relevance among mercenaries and militias thanks to its high customizability. It is incredibly good at rapid burst fire, but must be paced correctly. | ||
A Spare magazine for an FN M16A4 Assault Rifle | ||
A box of 5.56x45mm NATO ammo | ||
A light, versatile fast firing assault rifle with a 24 round magazine and short range scope, chambered to fire the 5.56x45mm NATO cartridge within a short amount of time. | ||
A Spare magazine for a FAMAS Assault Rifle | ||
An aged, reliable but outdated bullpup rifle used by ICCAF reserve personnel it is best used in close quarters when you need to quickly clear corners at rapid pace, has an integral foregrip and unmagnified scope to increase accuracy and reduce drag. Chambered in 5.56x45mm NATO. | ||
A spare magazine for an EM-88 Assault Carbine | ||
A lean .357 made by Falffearmeria. A timeless design, from antiquity to the future. This one is well known for it's strange ammo, which ricochets off walls constantly. Which went from being a defect to a feature. | ||
A speedloader of .357 bouncy ammo for use in a Rebota Revolver | ||
A uncommon revolver occasionally carried by civilian law enforcement that's very clearly based off a modernized Single Action Army. Has to be manully primed with each shot. Uses .44 Magnum rounds. | ||
A speedloader of .44 Magnum for use with the R-44 SAA Revolver | ||
A popular police firearm in the modern day. Chambered in 9x19mm. | ||
A Spare magazine for a P-22 Handgun | ||
A magnum chambered in .50AE that comes with a serious kick. This one is engraved, Peace through superior firepower. | ||
A Spare magazine for a Desert Eagle Handgun | ||
A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Nanotrasen members. | ||
A Spare magazine for a VP78 Handgun | ||
A powerful semi-automatic pistol chambered in the devastating .50 AE caliber rounds. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. | ||
A Spare magazine for a Highpower Automag | ||
A P-1911 chambered in .45 ACP. An archaic weapon, yet its popular and extremely reliable mechanism provided a template for many semi-automatic pistols to come. | ||
A Spare magazine for a P-1911 service pistol | ||
A hat lined with durathread on the outside, has the usual iconic look of a straw hat. A common hat across the bubble. | ||
Let's Go Gambling! Contains a random, but curated set of items. Some items can only be acquired from these. Spend responsibly. Here are the possible drops: Legendary Items: (1/10 Odds) Karambit Knife Karambit Fade Knife Karambit Case Hardened Knife Golden R-76 Revolver Briefcase Silver R-76 Revolver Briefcase Nickle R-76 Revolver Briefcase Rare Items: (2/10 Odds) Unmanned Vehicle Drone Anti Material Rifle BR-8 Scout Rifle T-100 Vindicator Minigun SADAR Rocket Launcher SR-220 Railgun SR-81 Auto Sniper ZX-76 Burst Fire Shotgun Champion Belt Uncommon Items: (3/10 Odds) Mateba Revolver Fancy Crayon Pack Sword Motorbike Single Use Disposable RPG PR-412L1 Heavy Pulse Rifle V-51 combat shotgun Ah Dangit! (Reroll!) Common Items: (4/10 Odds) Straw Hat Trash Bag Bike Horn Horrible Tie Spin Toy Katana Banhammer How it works; When purchased and delivered, it rolls on a table of 100, that determines which category of items the box will draw from, which pack you get will be randomized between one of the available choices from that list. |
</tab> <tab name="Vehicles"> If you can drive it, its here
Item: | Cost: | Description: |
---|---|---|
An all-terrain vehicle built for traversing rough terrain with ease. TGMC CAVALRY is stamped on the side of the engine. | ||
A detached sidecar for TGMC motorbikes, which can be attached to them, allowing a second passenger. Use a wrench to detach the sidecar. | ||
A can filled with fuel to light things on fire. It has Absolut Jerry stamped in the side. Holds 200 Units of Fuel | ||
A prototype combat droid, first deployed as a prototype to fight the xeno menace in the frontier systems. | ||
A prototype scout droid, rigged with top-of-the line cloaking technology to hide itself from view. | ||
A cargo droid, rigged with experimental technology to allow AI control. The claw is not standard and cannot grasp warheads. | ||
A droid laser weapon | ||
A small remote-controllable vehicle, usually owned by the TGMC and other major armies. | ||
A small remote-controllable vehicle, usually owned by the TGMC and other major armies. | ||
A small remote-controllable vehicle, usually owned by the TGMC and other major armies. | ||
The turret part of an unmanned vehicle. Uses 11x35mm ammo | ||
The turret part of an unmanned vehicle. Uses 12x40mm ammo | ||
A box of 150 11x35mm rounds for use with the Light UV Turret | ||
A box of 50 12x40mm rounds for use with the Heavy UV Turret | ||
Used to control an unmanned vehicle. Tap the vehicle you want to control with the controller to link it. | ||
A dropship equipable HSG-102 Smartgun Emplacement, Accepts both the standard 300 round and 500 round magazine | ||
A dropship equipable Mounted Minigun Emplacement | ||
A dropship equipable Heavy Laser Emplacement | ||
A 500 Round Magazine for the dropship equipable HSG-102 Smartgun Emplacement. THIS AMMO IS ONLY USABLE FOR THE HSG FOR DROPSHIP MODULE SLOTS, REGULAR HSG-102's CANNOT USE THIS MAGAZINE | ||
Ammo for the dropship equipable Mounted Minigun Emplacement, This is the same ammo as is for the Mounted Minigun Emplacement in the Weapons tab | ||
Ammo for the dropship equipable Heavy Laser Emplacement, Pack of Three. This is the same as the Mounted Heavy Laser Emplacement as found in the Weapons tab (Its more cost effective to buy there at 15 points per one cell!) |
</tab> <tab name="Factory"> The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow.
</tab> </tabs>