Chapter 1 - IntroductionEdit
This Engineering Guide was created in an attempt to offer players who have joined the MCE and are in need of assistance or wish to know a general basis of the skills and traits of a MCE unit. This guide also offers a general knowledge of equipment presented to Engineers so that they may be familiarized in a general category instead of being all over the place. However, if presented you don't have to follow the flow of the guide and may go on your own path however there are certain things you should try to keep canon on.
For basically all of these by knowledge not many of us may not know how to actually repair electrical equipment or how to weld and such and that may be completely fine. It is good enough to merely RP your actions to the best of your ability as it is always best to have fun rather than to be super serious about it and be frustrated.
If you don't know how to do some things, simply attempt to do them anyway, get creative or go by what you know or what you've seen in real life. If you'd like to add to this Engineering Guide please, feel free to do so however the original version of this guide in PDF format cannot be edited unless given consent by me, Madface. Please feel free to contact me through steam or on the forum this was created for, Epsilon Community.
Chapter 2 - MCE Tasks | ExplanationsEdit
Building Temporary FacilitiesEdit
'Building Temporary Facilities' is the ability to construct temporary facilities on the battlefield such as Command Tents or Medical Tents.
> IC SectionEdit
Command Tent/Structure/Point (Recommended to build)
The Command Tent is a small facility that can be constructed with supplies given by a construction drop or what is around the MCE. The Command Tent can be placed in strategic positions of value overlooking the entire battlefield or used as centers to plan and coordinate defenses and attacks against the enemy. Command Tents can range from full buildings with walls, floors and furniture included or the basic tent with sandbags, a table, a Multi-Purpose System Computer(MSC), Mobile Comms Unit(MCU) as well as other various equipment or the bare boned command area, just a MSC, MCU and other various needed equipment in the designated area.
The Mess Area is a small facility that can be constructed with supplies given by a construction drop or with what is around the MCE. A Mess Area is a structure that is placed in an outpost or zone and is used as an area where Troopers can cook and eat their meals. Not everyone likes their cold rations. Mess areas can range from full buildings to basic tents, boxes and sandbags with a Mobile Mess Unit (MMA) and a Mobile Generator Unit(MGU) as well as other equipment. Or just the bare boned MMA in a designated area using your MRE cooking utilites such as burnable cubes or fluid as well as other equipment.
The Barracks is a small structure that can be constructed with supplies given in a construction package or with what is used around the MCE as well as sleeping packs on Troopers during long term deployments. A Barracks is a structure that is placed in an outpost or zone and used as an area where the Troopers can sleep and relax if there are no other alternatives. The Barracks can range from full buildings or basic tents with boxes and sleeping bags. A MGU may be placed along with a heater in order to keep troopers warm if they need it or a small Air Conditioning Unit in a closed enviornment to keep troopers cool. There is also the bare boned version in designated areas with just sleeping equipment.
Ammo Cache (Recommended to build)
The Ammo Cache is a small structure that is constructed with supplies given in a construction package as well as a munitions packages or with what is around the MCE as well as spare munitions on Troopers. Ammo Caches are structures or designated zones where Troopers may store and retrieve ammo. Ammo Caches range from full structures or small tents with nets and sandbags or bare bone piles of ammo. Keep it organized.
Medical Tent (Recommended to build)
The Medical Tent is a structure constructed by supplies given by a construction package as well as supplies from medical personnel as well as what is around the MCE. Medical Tents are structures or designated zones where Troopers may receive medical attention if needed as well as keeping the wounded there. Medical Tents may range from full buildings to small tents with nets, tables and flooring or bare bone designated areas with medical supplies.
> OOC SectionEdit
Command Tents are usually needed and are useful for NCO's and CO's to coordinate and plan attacks and operations. These are asspulled yes if Fleet is too lazy to provide a construction package or by using the materials around the Engineer.
Mess / Sitting Area
Mess Areas aren't always needed, it seems Troopers prefer to eat their MREs rather than to sit down and have some coffee and eat hot stuff, but a set of table and chairs never goes amiss - Especially for groups who are put on guard duty for a long time and who start rotating rounds between themselves, as they'll want a common place to gather and talk rather than stand about.
Barracks aren't always needed either, no one apparently sleeps so you don't really need this that much, only for the eye candy and E-RP. A few beds in the corner that are sheltered from the elements tend to do the trick.
Same thing, Ammo Caches aren't entirely needed but it's a good idea to get one on the field. Troopers always cry about running out of bullets. Due to some players being greedy though and lacking fore-thought, its advised you take caution when filling these up with actual ammo... For now they can be parade squares and shelves where admins can spawn it in, or locked cupboards which NCO's can manage.
Medical Tent / Triage
Medical areas are usually needed so that combat medics have a place to perform operations on troopers and store supplies, but again, its not always needed since they are also trained to operate there and then in the field. The wounded however still need a place to sleep, so if a medic needs one and they don't have Tool-Trust they'll usually call for an Engineer to help. Its always a good idea to listen to how the medic wants it laid out while you improvise materials. If you make some hated, whacky design you'll be out of a job next time.
'Erecting Barricades' is the ability to construct barricades or obstructions at the given destination to slow or deny enemy access to an area.
Erecting Barricades means to create obstacles as well as defenses that obstruct a passage to an area such as welding doors shut.
This will be touched upon later but as it says, creating defenses and obstacles to prevent passage to an area. Barricades are a good means to keep things in or out of a certain area so don't be shy to just topple over some wardrobes or perhaps weld a couple plates on a door to keep them buggers out.
'Building Bridges' is the ability to effectively construct both temporary and permanent bridges in order to cross rivers as well as areas of denied access.
Building bridges can be a complicated task to a fairly easy one, temporary or permanent Bridges may be constructed handmade or with assistance from a mechanized unit. Use of materials vary with construction package or available resources.
This is a rather touchy subject considering we don't always build bridges, from plain ones to difficult ones it's best to use props to cover the gap so we can get across. We won't exactly go into detail on actually constructing bridges based off of a RL blueprint. Just improvise.
'Fabrication' or 'Welding' is the ability to properly weld material together in order to build defenses or repair designated targets.
Mk.9-E4 'Nukova' Welding Tool
The Mark 9-E4 'Nukova' Welding Tool ('Nukova' Welding Tool) is a simplistic welding tool which houses a canister apparatus for holding welding fuel tanks as well as a filler canister apparatus for filler liquid metal. Standard Filler Canisters for the Nukova are marked 'MK-9-E4-FM' on small magazine like canisters.
Cutting with the Mk.9-E4 'Nukova'
Cutting with this tool may be achieved easily by disabling the filler flow and bringing the welding flame to a neutral flame which may identified by the cones meeting with the flames. This setting however can be set automatically by the weapon if the user chooses to do so.
Thermite Easy Weld Gel Canister (Needs ignition of some sort)
The Thermite Easy Welding Gel (TEWG | EWG) is a gel like composite made of welding material and is used to easily weld plates together and can be applied to both sides of the mending area. Merely spray it to the applied areas and light it up. However the technique may be shunned upon by artisan welders because it takes the technique out of welding though used by a majority of companies because of it's efficiency as well as ease of use.
Mk.9-E4 'Nukova' Welding Tool
Welding with this tool is fairly simple and if you want to do more indepth RP you can but for simplicity reasons just do "/me welds the plates together." or something.
Thermite Easy Welding Gel Canister
This is probably the most used and recommended way to weld because it's cheap and efficient despite it being lolzy as ever.
'Placing Breaches' is the ability to effectively use explosives in order to breach into areas of denied access, whether it's blowing a hole into a wall or blowing down a door.
In some situations where door entry is denied MCE are called in in order to get past the door of denied access. The most basic and most used breaching charge is the Charge 10 Select Lightweight Attack Munition. In certain forms, be it X shaped, or linear down the middle, it'll always depend on the door you'll need to get past. While most standard doors can be rid of by just placing a C10 charge on the handle, heavy duty doors need to be blown up with more explosives in an X formation or Linear Charge on the hinges or perhaps a shaped charge on the lock.
Placing Breaches can be slightly difficult if not annoying to do because of admins. It's best to RP it out instead of using physical materials like an actual C10 Charge. While C10 munitions may be offered to the player when they are trained to use such explosives it is highly unadvisable to use them considering they may go straight through walls. On another side note, abuse of such munitions on other characters may get your engineer removed as well as temporarily having your explosive privileges removed. You will be asked to not use the C10 munitions as well as other explosives and may be asked to remove it from your dupe files. If you decide to not adhere by such rules you may have your TT removed literally as well as being Permanently banned from the MCE.
'Communication Maintenance' is the ability to effectively maintain communication equipment as well as a standard connection to Fleet or Command.
Multi-Purpose System Computer (MSC)
The Mark Five Multi-Purpose System Computer(MSC) is a multi-purpose system computer/laptop/pad usually carried by standard by a majority of MCE forces within the Federation. It is a simplistic computer used for all digital coordination and organization required for logistic support as well as other uses such as hacking or intel gathering from data hubs. Though there are a majority of equipment that are substituted for its use but the MSC is acknowledged by the Federation.
Mobile Comms Unit (MCU)
Mobile Comms are portable communcation units used for raising long range assets as well as Fleet. Set up is easy as the MCU comes with it's own power cell that will last a week as well as more if a Mobile Generator Unit(MGU) is hooked up to it. When setting up a MCU remember the phrase "The higher the better and under open skies." If you didn't interpret that, it means a MCU should always be on high ground where it will send and receive signals better as well as being under an open sky where there is nothing blocking it's signal or decreasing it's effective range. MCU's may be linked by frequency for radio contact as well as a data hub to receive information from Fleet. There are a vast majority of MCU's out there and there isn't a common one either, it's merely by preferance.
Mobile Comms Unit Addon (MCUA)
The Mobile Comms Unit Addon(MCUA) is a portable antenna or dish used to boost the MCU signal strength as well as an attempt to get past bad conditions and jamming signals.
T2 Engineer Long Range Radio
The T2 Engineer Long Range Radio or ELRR is a upgraded radio backpack used by MCE outfits. It's sports a better send and receive range as well as the ability to effectively work even under the worse conditions such as bad weather due to it's communication boosters. However using the boosters can be fatal as they will drain the backpacks battery quicker than normal and should only be used under extreme situations.
The MSC is optional to use honestly and is a substitute that is actually 'acknowledged' for use. It's just for organization and control of devices as well as intel coming in from Command.
The MCU is useful and should be set up right away in an outpost or zone. It's always useful to get in contact of Command when they decided to bail on you.
This is just an addon, what else do you want it to do?
While some may not know what to do, just leg it I suppose. Most of the times you'll be needing a MCU up or perhaps even a MSC so it's a good idea to atleast get an idea in your head about what these items should be or represent.
T2 Engineer Long Range Radio
The ELRR is usually used by standard by all MCE radio certified operators where when once done will receive the command radio flag or 'Officer' flag in order to effectively communicate with command. This option is optional however.
M5V3 Mobile Power Cell (M5V3-MPC | M53-MPC | MPC)
The M5V3 Mobile Power Cell (M53-MPC) is a portable power cell that can last about a week if not months when connected to other power cell units. The M53's Power Cell comes standard with a week lifetime. Other cells may be added such as a M54 or V5 power cell which dramatically increase the amount of power given as well as lifetime however the combine lifetime may different when different cells are used and can be shortened. Solar panels may be also added to this cell in order to increase efficiency. Power cells may be retrieved by unlocking the cell from it's case though the cells may have varying housings. You may also maintain the cell as well as the housing once it's removed. Maintaining and M53 MPC is pretty simple and cleaning on a regular basis can help prepare the MPC for future situations. Power Cells are usually marked with a Yellow paint job.
M6V2 Mobile Generator Unit (M6V2-MGU | M62-MGU | MGU)
The M6V2 Mobile Generator Unit (M62-MGU) is a large portable generator unit in comparison to the M53 Power Cell. Either dropped by dropship, towed in by vehicles or foot mobile with a two man crew the M62 uses a fuel system as well as a 4 pod power cell unit located on the right side of the MGU. The M62 MGU cna recharge M53, 54, 55 and V5 power cell units with it's current system. The M62 is more cosidered an outpost type MGU and may last months when maintained properly and rarely breaks down. Designed to be energy efficient as well as highly durable the M62 MGU uses the same applicable fuel used in Federal Vehicles or with certain upgrades and adapters may run off of ship fuel if required. Like the M53 the M62 can also be upgraded to use Solar Panels. Maintaining the M62 can prepare it for future situations. The M62 can be maintained by removing the covers and panels giving access to switches, dials as well as the generators interior components. The Power Cell housing is located on the rear left side. In order to turn on the M62 open the front right shield cover and press on the button labeled 'ON' until it lights up and the engine is running or the power cell indicator light is on notifying you that is recharging if it is green however if it is yellow the M62 is running of the power cells. and if red the cells may be running low or may be damaged and require disposal or repair.
M4V2 Generator Unit (M4V2-GU | M42-GU | GU)
The M4V2 Generator Unit (M42-GU) is the biggest of all the (M)GUs used in the Federation by MCE at outpost and small facilities. The M42 Generator is similar to its M62 Portable Counterpart only bigger in size. The M42 uses 2 8 pod power cell inserts on either side of the generator and is also fuel operated. These Generators can last for months or even years with thorough maintenance. The M42 like the M62 can use fuel from Federal Vehicles and can be adapted to run ship fuel. The M42 is considered to be a generator for permanent outpost or temporary long term outposts. The M42 will run on its fuel components before switching to its 16 power cells when it runs out of fuel, depending on the facilities it needs to power and the devices, the M62 will automatical select, save and use power cells in a manner in which allows it to be up and running for longer times when fuel isn't present. Solar Panel addons may be incorporated as well with this system allowing it to last longer than intended. The M42 cna be maintained easily with its cylinder like design. All the panels may be unlatched and accessed in order to repair the interiors or to be cleaned. From the front the M42 will have a datapad display of information about the generators status as well as to operate it. The M42 is upgradable to suit anyones needs however due to it's ease of access it is quite vulnerable. Keep these type of generators clear of arachnid forces or enemy fire. Consider placing it in well covered areas or concealed from enemy fire.
M5V3 Mobile Power Cell (M5V3-MPC | M53-MPC | MPC)
The M53 is a portable power cell that can be carried by a team of Engineers or other MI. You'll always need these for those long term ops or if you need lights up or something. It's fairly useful to bring around and can be mounted on a HDT stand or placed anyway in any terrain.
M6V2 Mobile Generator Unit (M6V2-MGU | M62-MGU | MGU)
The M62 is a portable fuel and power cell variant which is usually flown in by dropship, towed by vehicle or on foot with two 2 troopers legging it away on its wheels. The M62 is a Generator more used for temporary short term outposts and is reguarly preferred for outpost usage in comparison to its more permanent counterpart the M42.
M4V2 Generator Unit (M4V2-GU | M42-GU | GU)
The M42 is a non-portable fuel and power cell generator that is flown in by dropship and towed by vehicle or pushed by an MI squad just to get it where it needs to be. Bulky, heavier and vulnerable due to it's open structure the M42 is more considered for permanent outposts and tucked away safetly out of harms way.
While you may not use these generators in particular or are presented with different types of generators don't be alarmed or panic or have that though "I wasn't trained with these types." Simply go on about your busy using what you already used.
The MSC can be opened up by unscrewing the screws underneath the laptop revealing the interior guts of the system. There you may repair the system. It's always good to open this device up before deployments to see if it's fully functional. You may also do internal diagnostics on the laptop.
The MCU can be opened and maintained by well opening the various panels on it, eventually you'll find the one that reveals the interior circuitry and such. Do what you need to do and then be on your way to be doing what you need to do.
The MCUA is basically just a dish or attenna that can be maintained by opening the the tubing and such and checking on it. Or replace it, depends.
M5V3 Mobile Power Cell (M5V3-MPC | M53-MPC | MPC)
The M53 MPC electronics may be maintained by removing the cell from it's housing and then repairing, replacing or removing the interior components of its housing.
M6V2 Mobile Generator Unit (M6V2-MGU | M62-MGU | MGU)
The M43 GU electronics may be maintained by opening the panels and then unscrewing the face plate and revealing the interior which may then be serviced.
M4V2 Generator Unit (M4V2-GU | M42-GU | GU)
The M43 Generator Unit electronics may be serviced by removing the various panels along it's cylinder body. Once done you may repair damaged components and such.
T2-Engineer Long Range Communications Backpack (T2-ELRCB | Radio Backpack)
The T2 Engineer Long Range Comms Backpack electronics can be maintained by merely opening the front plates of the pack and then you may repair damaged components.
While many or maybe just me in general may not know the know how to actually operate and service electrical equipment it is always nice to attempt to RP anyway, it shows you put in the effort into actually attempting to RP instead of being the guy who just builds.
The Standard Jeep used by Federal forces is quite easy to use however completely vulnerable in comparison to its other armoured counterparts. Mechanized Infantry are usually seen using this in outfits concerning Force Recon or Shock Troopers considering it's high mobility and ease of use. Nimble enough to fit in dropships and quick enough to evade incoming fire the Jeep is always the best choice for transport between areas. It houses its engine block in the rear behind the driver and has a standard car chssis with wheels. However due to the lack of armour on such a vehicle the methods of using it are risky such as scouting or logistics such as quick transporation from planetside logistic lines to the front. To maintain it merely pop remove the engine cover and check all of it's components as well as pop the wheels off to check those as well. Be sure to clean the vehicle as well as lube parts to make sure it operates at maximum efficiency.
The Marauder Walker as it is called is a bi-pedal mechanized walker that can be armed with various armaments and can be desginated as frontline assault walkers, logistic walkers or long range artillery walkers. Usually seen in groups with Marauder Infantry or with other Walkers, the Walker is a formidable oppoent to anything in front of it. Housing a standard armament of two miniguns in the front with rockets on the top base it can hold the line in place of a few MI squadrons. The Walker has two seats, more added depending on it's variant as well as use, usually one for the main driver and forward gunner and secondary for top turret gunner and a logistic assist. Marauder Walkers are noted for single-handedly taking on Tankers and winning however after the battle they seem to be more like walking monstrosities with their melted or perhaps still burning armour. In order to service the Walker you have to remove it's armour plates along its frame giving you access to it's components and servos as such. Armaments can be easily replaced or removed.
While most people may know or perhaps may not know how to actually service motor vehicles it's at the very best to try and RP as well as you can to the best of your ability. It's better than nothing.
Server Maintenace in itself is touchy and I haven't really gone into the matter. Further information will be provided once I find out how to be reasonable on such subject. You may try this to your own accord and such.
In the server there is actually a lot of equipment to maintain and teaching you how to fix each and every weapon in the game would feel meaningless as well as pointless so I will provide and abrupt list of things to do.
Rules to follow
- Switch to safety
- Aim it in a safe direction
- Remove the magazine/munition from the weapon
- Eject any current rounds in the chamber
- Begin to dissemble and service the weapon
Firearms can be maintained by merely opening them up such as removing pins and then cleaning the internals or modifying them if need be. Mounting optics as well as other equipment is each as its the future though completely useless and only for the cosmetic or IC value.
Rockets in itself I can suspect haven't really changed much. On the server we still use dumbfire to this day and by now I'd expect laser guided or camera guided even. For now, like any other system, safety, remove and service.
Grenades on one hand are fairly easy to assemble and dissemble. The grenades we use currently don't differ from what is in present day. Merely make sure the safety pin or cover is in place, remove the fuse housing from the grenade housing.
While armour in the game seems to be just some plastic flak jacket that has nothing to do with protection and more to do with getting you killed it actually offers a small range of protection against firearms, bugs as well as other things despite being 10mm film of plastic that is utterly useless. You can fix these ICly or use a U-FIX-IT packet offered by QMs or perhaps in your business menu.
Anti-Personnel Mines (AP Mines)
To be considered the most dangerous to infantry alone, AP mines are not to be overlooked as petty explosives. Being abel to dispatch entire squads when used correctly AP mines tend to have more fragmentation in comparison to its counterpart the AV mine. Ment to either kill or maim infantry both enemy and friendly alike these mines should be deployed in key choke points or in groups of four along key front lines. Once set they can be left years or possible forever if left unnoticed. However let alone being dangerous to MI or SEP infantry, it has been found by both sides that a standard AP mine and its fragmentation can do very little damage against the heavier bug forces. It is a useful deterrant for enemy scouts as hoppers are most likely to be killed fairly easy in comparison to their heavier counterparts, the Royal and the Warrior variants.
Anti-Vehicle Mines (AV Mines)
AV mines like AP mines should not be overlooked as they carry a heavier high explosive charge and will kill infantry within its blast range. Considered to be the most dangerous to vehicles as well as Marauder Walkers and Marauder Infantry AV mines tend to be deployed along important routes of defense and even along logistic supply lines and the front. While being considerably bigger and bulkier AV mines tend to do more than what their intended purpose requires them. Being able to maim a tanker with one mine, AV mines that have a shaped charge can penetrated the Tankers thick armour and are deployed in fields in order to destroy enemy tankers or deter bug forces with its high volume of high explosive.
The most standard and probably the most used against enemy units, pressure plates are designed to fire off when an enemy target steps on the plate causing it to activate its firing pin and set of its fuse in a timed or instantanous manner.
Percussive Liner/Impact Liner
Like the pressure plate however Percussive/Impact mines will immediately detonate when an enemy target comes into contact with it. Known to be highly volatile Percussive liner mines are also digitally assisted mines that are dropped in bulk by Fleet or minelaying vehicles. Known to be easily sensitive a Percussive Mine has a volatile liner that when ignited will immediately fire off its explosive charge. These mines should be handled carefully as they can be also used as cluster bomblets which they usually are, dropped by bombers and then ejected on their case before exploding on the ground below or becoming a dud which in otherwords turns into a Percussive Mine.
Considered to be the most sensitive and lethal of its cousins Proximity Mines are no toying matter. With a multi-set of sensors and scanners as well as high frequency assurance waves that double check on the foe to declare its target. Being able to be set to detect bugs, humans or both within its parameters Proxy mines will fire off when the target has reached a designated set range near it or by default around 1-2 meters. The Proxy mine may also be linked wto a network of digital assisted mines and can be also linked to an MSC to be disabled or enable to let allied forces roll through.
Seismic Proximity Sensor
Seismic Proxy Sensor mines or Tunnel Buster mines are usually used by the MCE to deter bug forces from tunneling past the front. Dug and dropped into the ground a Seismic mine will act like a proximity sensor mine however only reading biological and seismic activity near it. Firing off when it detects a heavy change in seismic activity these mines are known to be very explosive and can cave in bug tunnels in mere seconds. These are to be the most effective at defending the front lines as well as ambushing enemies in their tunnels.
Like tripwire however in a laser format that will go off if there is a change on its range parameters. Usually used with direction mines or explosive charges LAT or Laser Assisted Tripwer will fire off when theres a change in it's set range from centimeters or mere milimeters. Usually used with Infared lasers Federal Troops have used these mines with with a standard high beam red gloss coloured laser in order to deter infantry but also get rid of dumb bugs alike.
The most simple to set off, tripwire only concerns a use of line or tension line to achieve its objectives. Attached to a fuse that will fire off when the line is tripped or when its outward length differs.
While mine laying in itself is a touchy subject IMO this is fairly easy to do since most mines can be armed by removing a safety pin or pressing a button and setting it up.
Ordnance Disposal | Explosive Ordnance Disposal (EOD)Edit
EOD concerns the methods of disabling explosive devices as well as disposing through methods of disassembly or explosive disposal.
MCE EOD Toolkit
The MCE EOD Toolkit has all the necessary tools in order to defuse and render bombs safe in the field. It comprises of the various cutters and clamps and electronic equipment.
Mk.3 High Frequency Active Scanner (Mk3HFAS | Mk.3 Scanner)
The Mk.3 High Frequency Active Scanner (MK3HFAS | Mk.3 Scanner) is a tool used by MCE or EOD units in general. Sending a high frequency pulse in a cone of 90 degrees in front of the user with a distance of up to 10 meters the Mk.3 High Frequency Active Scanner is able to detect both biological and mechanical mines alike though it's uses also benefit the user very well. Being able to scan past walls and peer into the other side of a door or room or perhaps scan for active targets via any metallic equipment such as weaponry and gear. However due to it's cell power as well as cell capacity the Mk.3 High Frequency Active Scanner needs to be charged up before firing and a cooldown is initiated in order for the weapon to die down to it's original stable state. Overcharging the Mk.3 High Frequency Active Scanner may cause it to overload and if anything explode on the user sometimes. Overcharging has been used during situations of critical need however after overcharge use users have found that the device is completely useless afterwards.
Mk.3-09 Active Scanner (Mk.309-AS | Active Scanner)
Unlike it's previous version the Mk.3 Scanner the Mk.3-09 Active Scanner is a tool used by both MCE as well as industrial units. Considered to the epitome tool of MCE EOD and EOD outfits the Mk.3-09 Active Scanner tool is able to constantly scan equipment in a 90 degree cone in front of the user with a 1m limit and provides a clear picture of various systems and devices allowing quick and easy repair instead of forcing the Engineer to manually look over the equipment. Being able to scout out a bomb frame or IED set up the Mk.3-09 Active Scanner is able to provide an blueprint of a device giving the user an edge providing fuse location, correct wiring and other components such as anti-tamper components and such. However even the Mk.309 Active Scanner can be liable to false positive within the 5% range of error. The Mk.3-09 Active Scanner is usually paired with the Mk.3 High Frequency Active Scanner for a good combo.
NC-7 Spray Canister (N-7)
NC-7 Spray Canister (Nitrogen Composite Spray Canister) is an MCE's friend in a time of need. Being able to quickly dispatch explosives and render them useless for mere minutes NC-7 comes in small canisters the size of a welding torch canister. Mixed with (CLASSIFIED) the NC-7 can be stabally transported both on foot and in the heat of combat without it ever freezing over. However once out of the canister the the mixture will slow down the Nitrogens melting rate allowing MCE units a greater time length to approiately deal with explosive devices. It is also fairly good to use on eletronic equipment to render them useless or disable them all together. These canisters will usually be carried by default by all MCE personnel and are marked with a NC-7 or N-7 logo in bright blue on a yellow tint canister.
M9 EOD Bot
The M9 EOD Bot is a small robot controlled manually by an MCE operator or can become independent in order to allow the MCE to operate independently as well. However rarely seen on the field M9 EOD Bots tend to be phased out, the traditional method of handling bombs by hand drilled solely into the minds of the 3rd Platoon in order to operate in all conditions, with or without it.
Mk.4-O1 EWJ (Explosive Water Jet)
The Mk.4-O1 EWJ is a explosive device that fires a jet of water directly at the target allowing for it to safetly render bombs useless. Concentrated C10-40 specifically made for this device the EWJ can be deployed in various areas and can be used to disable bombs as well as other devices. The Concentrated C10-40 will not blast past it's blast range and is quick to dissipate despite the amount of power it can give off.
C10 Select Light Weight Munition (C10 Charge | C10 SLAM | SLAM)
The C10 SLAM is an general explosive used by standard in the MCE. It's used for dispatching smaller mines or possibly for other uses such as door breaching and disabling enemy vehicles.
Sweeping is a method is which a MCE Operator wielding a Mk.3 Scanner will promptly continue to scan the area in front of him, giving distances up to 10m and a cooldown of 10-15 seconds depending on the upgrades on the device. Sweeping will provide MCE's a clear picture of what's infront of them, be it mines or other hidden devices under ground. Sweeping is also a method to search for allied mines in order to maintenance them such as Seismic Tunnel Buster Mines.
Clearing and Marking
Clearing and Marking is a method used to flag enemy mines and such and mark them for the EOD team to disable them after the MCE has pasted them. However if the mines are proxy and such they will need to be disabled immediately.
Check, Gather, Prepare
The Check, Gather, Prepare method is used to check what type of bomb it is, gather up the proper equipment and prepare to move in.
Defusing the bomb may concern the methods of getting close, clearing the area around the mine before safetly picking it up and defusing via safety ports. You may defuse conventional mines by opening the safety cover or port and removing the fuse from the mine. After that you can let the mind safetly go off allowing the firing pin to become dislodged from it's place and fall out of the mine. The mine is now safe and you may continue on to do other things.
Explosive disposal concerns disposing of bombs via explosive charge such as a C10 Slam. This method is used when you are unable to safely defuse the bomb manually and must get rid of it quickly. This method is usually used by Spearhead mine dispatching vehicles, firing coords of explosive in a direction before exploding it and clearing a path literally. However, in closed areas such as buildings or underground this method is extremely unadvisable.
EWJ Disposal concerns the disposing bombs via EWJ shaped water charge. By placing it in any position the C10-40 will fire off allowing the water to fire in a jet stream directly at the target. The charges vary is size but safetly dispatch any type of IED or Mines depending on the size.
N7 Freeze Over
N7 Canisters are used to dispatch mines that can't be directly defused by EWH, Explosive and Defusing in general. By spraying N7 onto the bomb it will begin to lockup before being disabled for around 5-10 minutes. During this time frame a MCE has to disable the bomb via EWJ, Explosive or Defusing.
Gather, Set, Clear
The Gather, Set, Clear method is used to safetly dispose of mines via stacking and explosive detonation or removal of explosive charges and sent to a disposal site in order for them to be safetly disposed of.
A majority of these equipments and methods are useful if you have no idea what you're doing. It's always good to have some sort of guideline so try to follow it.
Ordnance Maintenance concerns the servicing of heavy ordanance such as artillery rounds or things concerning what a Fleet would do concerning munitions aboard a ship. Ordnance Maintenance is similar to Personnel Maintenance.
Demolition concerns the methods used to demolish building as well as explosive specialization in order to disable or destroy targets.
C10 Select Light Weight Munition
The C10 Charge is an Explosive device used to for purposes of destroying targets or well if there is ever a need for explosive such as mine clearing or door breaching among other things.
There are various other ordnance used as well.
Demolition methods vary at hand are improvised during the current situation.
Please consult your MCE Alpha for tips or other MCEs.