Every player on the marine team starts as a Marine with a Rifle, a Pistol and a Switch Axe. Marines cannot heal themselves: health comes back from med packs, an Armory, or by respawning. Armor can be repaired by another marine's Welder or a MAC.
Health and armor#
| Armor upgrade | Health | Armor | Effective HP vs normal damage |
|---|---|---|---|
| None | 100 | 30 | 160 |
| Armor 1 | 100 | 50 | 200 |
| Armor 2 | 100 | 70 | 240 |
| Armor 3 | 100 | 90 | 280 |
Each point of armor soaks two points of damage, but armor only takes 70% of each hit; the rest goes to health. See Armor for the full formula.
Movement#
- Walk 5 m/s, sprint (Shift) 5.75 m/s. You cannot shoot while sprinting, and weapons take a moment to come up after you stop.
- On alien Infestation your sprint speed drops to 5 m/s.
- Heavier weapons slow you down. Weight: Rifle 0.13, Shotgun 0.14, Flamethrower 0.14, Grenade Launcher 0.15, HMG 0.18.
- Being hit by Spit blurs your vision; webs slow you heavily for 5 s.
Loadout and buying#
Press E on a built, powered Armory (or Prototype Lab) to open the buy menu. Purchases cost personal resources (pres), which every marine earns from the team's extractors. Dropped weapons can be picked up with E; drop your own with G.
Holding E over a dropped weapon swaps once and then waits until you release the key, so two guns can't swap back and forth.
Tips#
- Reload early, behind a corner. A Skulk needs only 3 bites on an un-upgraded marine.
- Look up: skulks walk on walls and ceilings.
- Ask for med packs with Q and ammo with Z.
- Stick with a teammate. Two marines covering each other beat four marines spread across the map.