Introduction[]
The Marines as depicted in the game are the force mounted by the TSF agency. The Trans-System Federation (TSF) is an independent body funded by 37 trans-gov powers (governments or super-corporations that own and operate Phase Gates between solar systems) and given jurisdiction over trans-system affairs: as defined by a document called The Charter. The Charter is a comprehensive document, covering disarmament, fair trade agreements (most importantly, sharing phase gates), and certain basic civil rights that had become blurred (or tossed aside) during the dark times of the Expansion.
To enforce The Charter, the Trans-Govs chose Admiral Rathine Studaber, former head of the revived British Secret Service, and gave her a budget for a small military force – which proved hard pressed to stop those same greedy and quarrelsome powers from violating almost every agreement they had made: often concerning their own citizens (termed "population abuse"). It was not very long before the TSF had to resort to military police actions. Its surprising success against the vastly more powerful and far better equipped Trans-Govs earned it the secret hatred of the same powers that created it. They have long been angling to curtail the TSF's powers, slash its funding, or even dissolve it entirely and replace it with something they can control. So far, their distrust of each other, and intense media scrutiny has kept the TSF alive. The TSF sees itself as the only sane player in trans-system politics and has become an unappreciated (and often vilified) champion of human rights.
With the failure of corporate and government forces to contain the spread of the Kharaa, the opinion (among those in power) was humanity should just quarantine the entire Ariadne Arm (the string of solar systems where the Kharaa were encountered). The TSF found this intolerable, both for the people trapped in the Arm and for the future of human expansion (the economic blow of losing all those ships and bases could threaten the tenuous peace of the Charter). The TSF volunteered to mount a response to the Kharaa – effectively creating a new army, with a new mandate. The resolution passed, and the new force was called the Frontiersmen: "standing on the edge of the unknown, between all of humanity and whatever would threaten it." The Frontiersmen have clearance to travel anywhere and board any craft. They have rapid-response outposts scattered throughout the Ariadne Arm, with teams of marines ready to deploy. The Frontiersmen initiative is a huge opportunity for the TSF. It's also a risk: if the Frontiersmen fail, on such a public and historic stage, the Ariadne Arm will be signed off as a loss and the trans-govs may have the excuse they've been looking for to "re-organize" TSF leadership – replacing the Admiral and her staff with corporate lackeys. If that happens, dark days are sure to follow.
Frontiersmen must pass rigorous physical and psychological exams before they can even enter training. The training process, though in many respects similar to militaries all over the galaxies and all throughout history, is unique in its emphasis on small squads, tactical flexibility, and the unprecedented nature of the enemy Frontiersmen train to confront. Frontiersmen are trained to enter a new environment in squads of 5 to 15 individuals, with very little equipment or support, and achieve definitive victory against a virulent and hostile xenoform foe.
Marines[]
Marine | |
"My shrink says, I need an outlet for my aggression." | |
Basic TSF foot soldier | |
Frontiersmen | |
Health 100 |
Armor 30 (50/70/90) |
Spawns From: | Infantry Portal |
Base Field of View: | 90° |
Move Speed: | 5.20 with Rifle out, 5.40 with Rifle put away, 5.86 without primary weapon |
Run Speed: | 5.99 with Rifle out, 6.21 with Rifle put away, 6.73 without primary weapon |
Crouch Speed: | 2.60 with Rifle out 2.70 with Rifle put away, 2.93 without primary weapon |
Abilities & Upgrades | |
Abilities: Build Blueprints E
|
|
Upgrades: Armor and Weapon Upgrades |
|
Tech Requirements: Powered Infantry Portal |
The Marines are rigorously trained, versatile soldiers that can perform many vital functions, such as using the Build Tool to assemble unbuilt structures, repairing damaged or broken Power Nodes, and becoming Marine Commander at an unoccupied Command Station. Marines can be given Waypoints by the Commander to coordinate squad movement and actions.
Controls[]
- Main article: Bindings
Marine Player Controls | |||||||
---|---|---|---|---|---|---|---|
Movement | Abilities | Inventory | Contextual | ||||
W
|
Forward | Mouse 1
|
Attack | 1
|
E
|
| |
A
|
Left | Mouse 2
|
Bash (with Rifle equipped) | 2
|
|||
S
|
Backward | R
|
Reload Weapon | 3
|
|||
D
|
Right | G
|
Drop or Pick Up Weapon | 4
|
|||
Space
|
|
V
|
Last Weapon | 5
|
|||
Shift
|
Sprint | C
|
Map | ||||
Ctrl
|
Crouch |
Movement[]
- Main article: Movement Techniques
Marine Movement | |
---|---|
Vent Jump | |
|
Video Clip 2 |
Platform Jump | |
|
|
Slope Jump | Video |
|
Weapons and Equipment[]
The Frontiersmen arsenal contains a wide array of weapons, purchasable using Personal Resources in the buy menu of different structures. Provided by Alterra Corporation, Frontiersmen weaponry were initially designed for human warfare. Since encounters with the hostile aliens have persisted over the past decade, the Frontiersmen have added adaptations of their own to combat the Kharaa threat.
All Marines are armed with the standard Assault Rifle, Pistol and Switch-Axe. Additional weapon types require research by the Marine Commander at their respective structures. Some weapons weight heavier than others, decreasing Marine move speed when equipped.
Default Weapons | ||||
---|---|---|---|---|
Owner | Weapon | Description | Shared Attributes | Additional Information |
Marine |
Assault Rifle |
Long-range, rapid-fire weapon with high accuracy. |
|
|
Pistol |
Long-range, rapid-fire weapon with pinpoint accuracy. |
| ||
Switch-Axe |
Anti-structure melee weapon. |
|
Purchased Weapons | |||||
---|---|---|---|---|---|
Buy From | Weapon | Description | Shared Attributes | Additional Information | |
Armory |
Mine |
Proximity explosive that detonates when Kharaa lifeforms are nearby. |
|
| |
Shotgun |
Close-range weapon that excels at dealing burst damage. |
| |||
Welder |
Advanced Repair and construction utility. |
| |||
Cluster Grenade |
Hand grenade that fragments into smaller explosives. |
|
| ||
Nerve Gas Grenade |
Hand grenade that emits an Armor-melting gas cloud. |
| |||
Pulse Grenade |
Hand grenade that reduces lifeform attack speed. |
| |||
Advanced Armory |
Grenade Launcher |
Long-range, anti-structure weapon that launches explosive grenades. |
|
| |
Flamethrower |
Medium-range, multipurpose support weapon that sets Kharaa units, structures, and surfaces alight. |
| |||
Machine Gun |
Long-range, big magazine, rapid-fire weapon that deal extra damadge to players. |
|
Purchased Equipment | ||||
---|---|---|---|---|
Buy From | Equipment | Description | Shared Attributes | Additional Information |
Prototype Lab |
Jetpack |
Equipment that grants short sustainable flight. |
| |
Exosuit |
Mechanical suit equipped with an anti-armor Minigun and anti-structure Power Claw. |
|
| |
Railgun Exosuit |
Mechanical suit equipped with an anti-structure Railgun and Power Claw. |
|
Commander[]
The Marine Commander is a leader that directs Frontiersmen strategics and operations. The Commander coordinates Marine squads via Waypoints, establishes forward bases by creating structure templates (which Marines or MACs must assemble); researches new weapons and technologies, upgrades weapons damage and Armor, and provides immediate assistance to Marines using Commander abilities. Any Marine can log in at an unoccupied Command Station to become the Marine Commander. Only one Commander can be active at a time, and he may log out to resume his role as a foot soldier.
The Commander has a user interface that includes a Mini-map, commander menu, and resource counter, allowing him to build structures and perform upgrades for the Frontiersmen. He can also assist his Marines using various abilities at his disposal; commander abilities cost Team Resources, with some abilities usable anywhere and others require specific structures to trigger.
Marine Commander Abilities | |||||
---|---|---|---|---|---|
Assist | Structure Dependent | ||||
Ammo Pack | Med Pack | Nano Shield | Scan | Distress Beacon | Recycle |
Power Surge | Catalyst Pack | Drop Weapons | |||
|
|
Power Grid[]
Most Frontiersmen structures require power to operate, therefore the Marine Commander must reroute power from a Power Socket by installing a Power Node. Power Sockets are located in most rooms and corridors on a map, and Marines or MACs must assemble the unbuilt Power Node to activate the room's Power Grid.
The Power Node cannot be removed once installed; however, take caution as the Kharaa can severely damage a Power Node, causing a power outage and depowering most Frontiersmen structures within the area. An inactive Power Node can be fully repaired by Marine or MAC to reboot the Power Grid.
Blueprints[]
The Marine Commander can spend Team Resources to create structure blueprints anywhere on the map. The blueprint contains the necessary materials for the specific structure, but the construction process requires the Marine's Build Tool or Welder to complete. The Marine Commander can also assign a MAC to construct structures.
Blueprints can be cancelled by the Marine Commander to refund 75% the Team Resources spent. If any Kharaa lifeform touches a blueprint, it will dissipate and refund 100% of the Team Resources spent to the Frontiersmen.
Tech Tree[]
Frontiersmen Tech Tree | ||
---|---|---|
Tech Tree | Rows | Content |
1 | Extractor, Command Station, Infantry Portal | |
2 | ARC Factory, ARC | |
3 | Research Hand Grenades, Research Mine, Research Shotgun, Welder | Robotics Factory, MAC | |
4 | Armory | Sentry Battery, Sentry | |
5 | Advanced Assistance | |
6 | Observatory | |
7 | Research Advanced Weaponry, Advanced Armory | Research Phase Tech | |
8 | Prototype Lab | Phase Gate | Arms Lab, Weapons 1/2/3 | |
9 | Research Exosuit, Research Jetpack | Armor 1/2/3 |
Units and Structures[]
Base TSF Buildings[]
Base buildings are primary buildings that offer base technology advantages. Usually, they require minimal amounts of Team Resources to build and are required to unlock advanced structures.
Basic Structures | ||||
---|---|---|---|---|
Structure | Description | Shared Attributes | Additional Information | |
Command Station |
Frontiersmen command structure that houses the Marine Commander. |
|
| |
Extractor |
Extracts Team and Personal Resources for the Frontiersmen to build and upgrade. |
| ||
Infantry Portal |
Respawn structure for Marines. |
| ||
Armory |
Marine resupply point and weapons arsenal. |
| ||
Robotics Factory |
ARC |
Robotics Factory - Robot manufacturing structure. ARC - Deployable mobile siege cannon. MAC - Worker unit that performs repair and construction. |
| |
MAC | ||||
Arms Lab |
Weapons and Armor upgrade structure. |
|
Advanced TSF Buildings[]
Advanced buildings are secondary or mid-game buildings that offer specific technology advantages. Usually, they require a higher amount of Team Resources to build along with base building prerequisites.
Advanced Structures | ||||
---|---|---|---|---|
Structure | Description | Shared Attributes | Additional Information | |
Sentry |
Sentry Battery |
Sentry - Static defense that shoots Kharaa lifeforms on sight. Sentry Battery - Provides power for Sentry turrets. |
|
|
Observatory |
Detection structure that highlights Kharaa units and structures. |
| ||
Phase Gate |
Teleportation system for Marines. |
| ||
Prototype Lab |
Marine equipment arsenal. |
Concept Weapons / Designs[]
- Equipment
- Light Armor
- Exosuit Claws (Single weapon versions)
- Structures
- Weapons
- Taser
- Knife - Replaced in role of melee weapon by Switch-Axe.
Player - Marine (Assault Rifle • Pistol • Switch-Axe)
Mechanics - Marine Commander • Power Nodes • Resource Model
Build - Command Station • Extractor • Infantry Portal • Armory • Robotics Factory (ARC • MAC) • Arms Lab
Game Information - Options • Maps • Console Commands • Patches
In Game - Damage Types • Status Icons • Ranking System • Badges