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

Marine Structures

Name Command Chair
Cost 20 resource points
Hitpoints 10000
Prerequisites none
Use The structure from which the commander works. Press use (default e key) to get in. All structures and items are built or dropped via the CC. Only one commander at a time.
AKA CC, The Chair, Comm Chair

Name Infantry Portal
Cost 20 resource points
Other Stats Spawns 1 marine every 10 seconds.
Hitpoints 2500
Prerequisites Must be built within range of Command Chair. Will continue to function if CC is destroyed .
Use Spawns marine players with a light machine gun, pistol, and knife.
AKA IP, Spawn Point

Name Resource Tower /Electrified Resource Tower
Cost 15/30 resource points
Other Stats
ELECTRIFIED - Upgrade Cost : 30; Upgrade Time : 30 seconds; Damage: 20
Hitpoints 6000/
Prerequisites none/Turret Factory
Use

Dropped to harvest resource points from resource nozzles located the map. Harvests 1 resource point every 4 seconds (also referred to as a 'tick'). Resource points are used to buy equipment, upgrades, supplies (ammo and med packs), and structures.

When electrified, the RT will glow blue and defend itself by shocking any alien that comes within range.

AKA Node, RT

Name Armory
Cost 10 resource points
Hitpoints 2400
Prerequisites none
Use

Dispenses free ammo and health, hold use (e by default) on it. Shotguns, welders, and mines can be dropped within range of it. You can also research hand grenades for your marines here.

AKA Ammo Dump, Ammo Box, Ammo Dispenser
Name Advanced Armory
Cost 30 resource points
Other Stats Upgrade Time : 3 minutes
Hitpoints 4000
Prerequisites Armory
Use Upgraded from the Armory, allows advanced weapons to be dropped: grenade launchers and heavy machine guns.
AKA AA, adv armory

Name Arms Lab
Cost 25 resource points
Other Stats

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 second


Hitpoints 2200
Prerequisites Armory
Use Upgrade passive upgrades (weapon and armor upgrades) for your marines. Your marines spawn for free with these upgrades as long as your Arms Lab is up. Can also upgrade the ability to drop Catalyst Packs .
AKA AL, arms,

Name

Turret Factory

Cost 10 resource points
Other Stats

Build Distance : 400 units (sentry or siege turrets canot be built outside this distance)

ADVANCED- Upgrade Cost : 15 Upgrade Time : 15 seconds

ELECTRIFIED - Upgrade Cost : 30; Upgrade Time : 30 seconds; Damage: 20

Hitpoints 3000
Prerequisites none
Use Powers turrets and siege turrets which must be built within its radius. If the turret factory is destroyed all turrets become non-functional until another Turret Factory is built.
AKA tfac, TF

Name Sentry Turret
Cost 10 resource points
Other Stats Damage: 10
Rate of Fire: 1.43/sec
Range: 800 units
Hitpoints 1300
Prerequisites Turret Factory
Use Used to shoot uncloaked aliens, primarily. Does 1/2 damage to onos.

Must be built in range of the turret factory, ceases to function if no built turret factory is within 400 units.
AKA turret, t's

Name Siege Turret
Cost 15 resource points
Other Stats Damage: 330
Rate of Fire: .25/sec
Range: 1100 units
Hitpoints 2000
Prerequisites Advanced Turret Factory
Use Targets only alien structures. Can shoot through walls as well, but must be spotted either by the commander scanning the area with an observatory or a marine spotting.

Must be built in range of the turret factory, with the siege upgrade (also called an advanced turret factory). Ceases to function if no built turret factory with siege upgrade is within 400 units.
AKA siege

Name Observatory
Cost 20 resource points
Other Stats Total Scan Energy: 100
Energy/Scan: 25 energy points
Scan Duration: 10 sec
Scan Radius: 800 units
Observatory Passive Detection Radius: 900 units
PHASE GATE TECHNOLOGY - Cost : 15; Research Time : 45 seconds
MOTION TRACKING UPGRADE - Allows marines to see moving aliens through the wall, as well as on the minimap. Allows commanders to see all alien movement on the comm minimap as well.
Hitpoints 1700
Prerequisites Armory
Use

You can research the ability to drop Phase Gates, give your marines Motion Tracking, spend resources (15) to Distress Beacon your marines back to base, or scan an area.

Scanning can be used to allow Siege Turrets to fire on their target or uncloak cloaked aliens and their structures. Scanning takes energy, which the observatory slowly regenerates. It also auto detects anything within a 900 unit radius from where it's built.

Distress beacon brings all marines, dead or alive, back to marine start. However, it will not bring back those marines within 600 units of marine start.

AKA obs

Name Phase Gate
Cost 15 resource points
Other Stats Upgrade Cost (at Observatory) : 15
Hitpoints 3000
Prerequisites Observatory, Phase Gate Technology Researched
Use Used to instantly transport a marine who uses it to the next phase gate in sequence (according to when it was built).
AKA PG, gate, phase

Name Prototype Lab
Cost 40 resource points
Other Stats

Upgrade Heavy Armor : 40

Upgrade Jetpacks : 35

Hitpoints 4000
Prerequisites Advanced Armory, Arms Lab
Use Needed to be able to buy heavy armor and jetpacks for your marines. Both pieces of equipment must be dropped within range of this structure
AKA proto

Name

Resource Nozzle

Cost Combat:N/A
Classic: N/A
Other Stats

When capped, gives 1 resource point/4 seconds.

Hitpoints Indestructible
Prerequisites N/A
Use When capped with a resource tower, gives the marines resource points. Can be capped by either side.
AKA RN, resource node