Marines
The Frontiersmen. Guns, armor upgrades, structures and a commander who drops supplies from above.
Marines fight with ranged weapons and rely on their commander to build bases, research upgrades and drop supplies. Every marine spawns with a Rifle , Pistol and Axe ; better gear is bought from an Armory or Prototype Lab with personal resources , once the commander has researched it.
New to marines?
Stick with at least one other marine, reload behind cover, and listen for the commander. Read the Marine guide next.
Players#
Weapons#
Exosuits use their own arms: Minigun and Railgun .
Structures#
All marine pages#
Marine The standard Frontiersmen soldier. 100 health, light armor, a rifle and a commander. Jetpack A back-mounted thruster that lets a marine fly. Bought at the Prototype Lab. Exosuit A walking tank with two arms: dual Miniguns or dual Railguns. All armor, no health to speak of. Rifle The marine's default assault rifle. 50-round magazine, accurate at mid range, butt-stroke on alt-fire. Pistol Semi-automatic sidearm. Hits hard and is very accurate; your backup while the rifle reloads. Switch Axe The marine melee weapon. Weak against players, double damage against structures. Welder Repairs marine armor, structures, exos and power nodes. Cheap, and every team needs a few. Shotgun 17 pellets per shell. Deletes skulks and hurts fades and lerks up close. Heavy Machine Gun High rate of fire and a 100-round belt. Extra damage against players. Grenade Launcher Bouncing explosive grenades. The marine siege weapon against hives and chambers. Flamethrower Short-range fire that sets aliens alight, burns cysts and webs, and slows alien healing. Mines Proximity mines that explode when an alien walks close. Good for guarding phase gates and power nodes. Hand grenades Cluster, Nerve Gas and Pulse grenades. One per purchase, thrown from slot 5. Minigun Exosuit arm. Spins up and pours heavy-damage bullets until it overheats. Railgun Exosuit arm. Charge and release a piercing shot, with damage falloff past mid range and less damage on each target it pierces. Command Station The marine commander's chair and the heart of every marine base. Built on tech points. Extractor Marine resource tower. Built on a resource node, it feeds team and personal resources. Infantry Portal Respawns dead marines, one at a time, every few seconds. Needs power. Armory Where marines buy weapons, heal and refill ammo. Upgrades to an Advanced Armory for HMG, GL and Flamethrower. Arms Lab Researches marine Weapons 1-3 and Armor 1-3 upgrades. Observatory Detects cloaked aliens, enables Scanner Sweep and Distress Beacon, and researches Phase Tech. Phase Gate Teleporter network. Walk into one gate and come out of the next. Requires Phase Tech. Robotics Factory Builds MACs, and ARCs after the ARC Robotics Factory upgrade. Unlocks sentries. Prototype Lab Late-game marine tech. Researches and sells Jetpacks and Exosuits. Sentry Automatic gun turret. Needs a Sentry Battery nearby. Up to three per battery. Power Node Each room has one. Marine structures in a room only work while its power node is up. MAC Mobile Advanced Constructor. A small flying robot that builds structures and welds marines. ARC Advanced Robotic Cannon. Slow siege unit that shells alien structures from long range. Marine commander abilities Med packs, ammo packs, catalyst packs, nano shield, power surge, scans and beacons.