In-Game
Classes
Weapons
Equipment
Levels
Concept Art
Miscellaneous




Medkit
 

Description: The medkit is used to heal wounded marines during a fight. It contains the necessities for fixing wounds and easing the pain for those lucky enough to live through a Xenomorph encounter. No team lasts long without a medic and his kit.
Images:
Primary Use: Heal Secondary Use: N/A

Hacking Device
 

Description: Used for bypassing security doors, elevators etc. as well as repair most damaged items. A trained Engineer can get anything back up and running in a matter of moments with the Hacking Device.
Images:
Primary Use: Hack Secondary Use: N/A

Blowtorch
 

Description: The ability to weld a door shut or other means of sealing off a perimeter is key in moving your target where you want them to go. Also useful is the cutting mode for opening locked areas that are not mechanical and can't be opened with the hacking device.
Images:
Primary Fire: Torch (cut / weld) Secondary Fire: Switches Modes

Sentry Gun
 

Description: Useful for protecting an area you want secured. Sentry Gun parts are moderately heavy and are a big enough load that only enough parts for 1 can be carried at a time. Be careful not to rely on the sentry gun to be your savior forever because it does have a limited number of amo.
Images:
Primary Use: Support Fire Secondary Use: N/A

Motion Tracker
 

Description: The Tracker is used for reconicense missions, but has also been used for tactical purposes and is used in most drops today. It does not take a highly trained specialist to work a tracker, but there are only certain classes that carry this valuable piece of equipment. So if you don't carry one, stick close to the ones that do.
Images:
Primary Use: Detection Secondary Use: N/A

Helmet
 

Description: The ballistics helmet is primarily used to protect the wearer from small-arms fire and light shrapnel. Contained within the helmet are a microphone and transmitter, allowing the marine to keep in radio contact with the squad and team leaders. A minature camera is also mounted on the left side, feeding other members of the fireteam visual information on the marine's position and situation.
Images:
Primary Use: Communication Secondary Use: Camera Feed

Shoulder Lamp
 

Description: A standard-issue part of the marines armor, the shoulder lamp is an invaluable tool for navigation and illumination. The lamp casts a low-power yellow glow directly ahead of the user while keeping their hands free to tend to weapons or objectives. The lamp has a narrow radius and range, but will not need to be recharged during battle.
Images:
Primary Use: Light Secondary Use: N/A

Night Vision Goggles
 

Description: These goggles are available only to the recon class, and replace the shoulder lamp. They cast everything in a green hue, but allow for superior light amplification even in total darkness. Enemies are not highlighted, but their shapes and especially any motion they make will be easier to spot. The goggles amplify existing light, so they will wash out in blinding white in normal light, and the same effect can be caused by flares or the flash of weapons fire, including your own.
Images:
Primary Use: Illumination Secondary Use: N/A

SG Eyepiece
 

Description: An integral part of the smartgun's tracking features, the eyepiece recieves sensor information fed from the barrel of the weapon and displays it for the user. With the eyepiece on, the operator can see detected targets and the weapon's auto-tracking status. A hit is assured if the indicator is red and "locked" upon a target. The eyepiece does limit the user's vision, and can be removed and replaced at will. With the eyepiece off, the user can see normally, but the weapon will not auto-target enemies.
Images:
Primary Use: Tracking Secondary Use: Camera Feed

Advanced EM Goggles
 

Description: Built into the Anti-Xeno trooper's protective suit, these goggles filter specific frequencies in the electromagnetic spectrum that have recently been associated with the xenomorphs. They darkly tint normal vision, but do faintly illuminate xenos in view. The trooper will be less aware of the area around him, and may have a harder time navigating, but will be able to clearly spot hiding xenos regardless of their surroundings. The goggles can be turned on or off at the trooper's discretion.
Images:
Primary Use: Illumination Secondary Use: N/A



 
 
Best viewed with Microsoft Internet Explorer 4.0+ at 1024x768
Copyright © 1999 - 2003 The Kindred All Rights Reserved