Equipment and
Supplies
Weapons Structures  
 
Combat HUD
Combat Tech Tree Marine HUD   Commander HUD
      Classic Tech Tree

Marine Equipment And Supplies

Name Resupply          
Cost Combat: 1
Classic: N/A
Prerequisites N/A
Use A Combat only upgrade. Gives med packs and ammo as needed.
AKA  

Name Med Pack
Cost Combat: see resupply
Classic: 2
Prerequisites N/A
Use Used to give the marine 50 health immediately. Can be dropped almost anywhere in the map.
AKA meds, health

Name Ammo Pack
Cost Combat: see resupply
Classic: 1
Prerequisites N/A
Use Supplies the marine with 1 clip of ammo of whatever weapon they have out. Can be dropped almost anywhere in the map.
AKA ammo

Name Catalyst Pack
Cost Combat: 1
Classic: Research Cost : 20; Item Cost : 3
Other Stats Upgrade Time: 40 sec
Prerequisites Armory, Arms Lab, Catalyst Packs researched
Strengths Increases movement speed, shot speed, and damage of marine by 25% for 8 seconds.
Weaknesses Does not speed up reload time or building. Very expensive.
Use

Combat: Given after every alien that the marine kills.

Classic: Can be used strategically to shotgun a hive down faster, or to speed up a group of marines trying to take down a higher lifeform before it can flee. Can be dropped almost anywhere in the map.

Does NOT speed up building.

AKA catpacks, cats

Name Weapon and Armor Upgrades
Cost / Other Stats Combat:
ARMOR 1 - Cost : 1
ARMOR 2 - Cost : 1
ARMOR 3 - Cost : 1

WEAPON 1 - Cost : 1
WEAPON 2 - Cost : 1
WEAPON 3 - Cost : 1

Classic:
ARMOR 1 - Cost : 20 ; Research Time : 60 seconds
ARMOR 2 - Cost : 30 ; Research Time : 90 seconds
ARMOR 3 - Cost : 40 ; Research Time : 120 seconds

WEAPON 1 - Cost : 20 ; Research Time : 60 seconds
WEAPON 2 - Cost : 30 ; Research Time : 90 seconds
WEAPON 3 - Cost : 40 ; Research Time : 120 seconds

Prerequisites Arms Lab
Strengths Costs once, causing marines to automatically have them.
Weaknesses  
Use In most competitive play, this is one of the most important technologies to research. It can increase your marines' survivability, lethality, and lead to better map control.
AKA ups, weapon ups, armor ups, w1 (weapon 1, etc), a1 (armor 1, etc)

Name Motion Tracking
Cost Combat: 1 point
Classic: Research Cost : 35
Other Stats Upgrade Time: 100 sec
Prerequisites Combat: N/A
Classic: Observatory, Motion Tracking Researched
Strengths Helps marines spot ambushes, allows commander to watch all alien movement (not under the cover of a sensory chamber) on minimap.
Weaknesses High cost, relatively, early in game.
Use Gives all marines the ability to detect alien movement through walls, as well as up on their minimap in Classic.

Allows commander to track all alien movement in the minimap.
AKA MT


Name Heavy Armor
Cost

Combat: 2 points
Classic: Research Cost : 40; Item Cost : 15

Other Stats Upgrade Time: 100 sec
ARMOR 1 : 230
ARMOR 2 : 260
ARMOR 3 : 290
Prerequisites Combat: Armor 1, Armor 2
Classic: Advanced Armory, Arms Lab, Proto Lab, Heavy Armor Researched
Strengths Absorbs 95% damage with 5% to health (light armor is 70% absorption). Takes 1/2 damage from Offense Chambers. Impervious to spore.
Weaknesses Moves at 95% the speed of a light armored marine. Cannot use the jetpack.
Use Gives 200 base armor and greater resilience to the marine. Almost always used in large groups of marines with welders, ideally with heavy weapons to assault a hive. Usually given with at least a welder, to repair armor and increase survivability.
AKA ha, heavy

Name Jetpack
Cost Combat: 2
Classic: Research Cost : 35; Item Cost : 15
Other Stats Upgrade Time: 50 sec
Prerequisites Combat: Armor 1, Armor 2
Classic: Advanced Armory, Arms Lab, Proto Lab, Jetpacks Researched
Strengths Highly maneuverable, immune to Stomp from the Onos, very fast. Does not take falling damage.
Weaknesses Uses more energy when carrying a heavy weapon (hmg, gl) Not able to use heavy armor.
Use Hold jump (default space) to start flying, uses up an energy supply that must be replenished. Replenishes when marine has stopped flying.
AKA jp, jps