Understand Field Engineering
Prepared gun-crew work uses drills and redeemable supplies.
Choose a kit and a drill
A kit supplies the equipment timing and bonuses. The selected drill supplies its damage behavior, requirements and ticket basket. You need both. Read the drill description for hit count, accuracy rules, delays and whether a disruption can accompany it.
All hits target the current opponent. These are abstract game sequences; the game does not simulate spatial cover, autonomous crew members or a cone of splash damage.
Tickets are supplies, not equipped bullets
Bracing, Sighting, Packing, Service and the other tickets represent prepared goods or workshop service. Engineering redeems them from the Stockpile. Do not put them in a firearm’s ammunition slot.
One supply basket pays for an entire attack sequence, including a miss. Follow-up hits do not charge the same basket again. A kit discount can reduce named ticket costs but still leaves at least one of each required ticket due. Support routines or disruptions can have additional costs.
Buying and preparing supplies
Ordnance work exchanges its specified inputs for tickets and equipment. Regional outfitters also sell books of tickets. Compare the actual basket, book quantity and live price; buying everything can make continuous Engineering expensive.
Counter services are explicit workshop or assay exchanges. They do not claim that raw minerals physically turn into clothing or that salvage transforms into gemstones. Every service still spends the stated inputs.
Effects and preparation
A stagger can interrupt an attack or reduce the ability to evade. Exhaustion and other effects alter the stated combat values. Resolve routines and Engineering support are separate systems with their own supplies or points.
Read the current quote and the opponent’s abilities before a long route. Before leaving combat unattended, make sure your present outfit can survive the largest relevant hit and that automatic provisions can restore enough Grit between attacks.
Support routines
| Routine | Engineering level | Base supply basket | Effect |
|---|---|---|---|
| Ready equipment I | 15 | 3 × Bracing supply ticket; 1 × Signal supply ticket | +5% Marksmanship evasion. -0.1s attack interval. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Firm footing I | 25 | 3 × Sighting supply ticket; 1 × Signal supply ticket | +5% Field Engineering evasion. +25 maximum hit. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Steady breathing I | 35 | 3 × Packing supply ticket; 1 × Signal supply ticket | +5% Close defense evasion. +5% Recovery on hit. Recovery restores Grit as regained composure after a hit; it does not take health from the opponent. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Ready equipment II | 40 | 4 × Bracing supply ticket; 2 × Signal supply ticket | +10% Marksmanship evasion. -0.2s attack interval. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Firm gun rest I | 45 | 2 × Repeating cartridge ticket; 2 × Heavy cartridge ticket; 1 × Signal supply ticket | +10 minimum hit. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Firm footing II | 50 | 4 × Sighting supply ticket; 2 × Signal supply ticket | +10% Field Engineering evasion. +50 maximum hit. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Steady breathing II | 60 | 4 × Packing supply ticket; 2 × Signal supply ticket | +10% Close defense evasion. +10% Recovery on hit. Recovery restores Grit as regained composure after a hit; it does not take health from the opponent. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Ready equipment III | 65 | 5 × Bracing supply ticket; 3 × Signal supply ticket | +15% Marksmanship evasion. -0.3s attack interval. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Firm gun rest II | 70 | 3 × Repeating cartridge ticket; 3 × Heavy cartridge ticket; 2 × Signal supply ticket | +20 minimum hit. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Firm footing III | 75 | 5 × Sighting supply ticket; 3 × Signal supply ticket | +15% Field Engineering evasion. +75 maximum hit. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Steady breathing III | 85 | 5 × Packing supply ticket; 3 × Signal supply ticket | +15% Close defense evasion. +15% Recovery on hit. Recovery restores Grit as regained composure after a hit; it does not take health from the opponent. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
| Firm gun rest III | 95 | 4 × Repeating cartridge ticket; 4 × Heavy cartridge ticket; 3 × Signal supply ticket | +40 minimum hit. Uses the listed supply tickets while supporting your attacks. Kit discounts apply; one of each listed supply is always required. This is a statistical support routine, not spatial cover. |
Disruptions
| Disruption | Engineering level | Base supply basket | Effect |
|---|---|---|---|
| Dust screen I | 10 | 2 × Field cartridge ticket; 1 × Field dressing ticket | -5% enemy accuracy. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Guard disruption I | 15 | 1 × Field cartridge ticket; 1 × Field dressing ticket; 1 × Repeating cartridge ticket | -5% enemy Field Engineering evasion. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Pressure tactic I | 20 | 3 × Field cartridge ticket; 1 × Field dressing ticket | -5% enemy maximum hit. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Suppression I | 30 | 2 × Field dressing ticket; 1 × Heavy cartridge ticket | +5% damage taken by the enemy. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Dust screen II | 30 | 3 × Field cartridge ticket; 1 × Field dressing ticket | -10% enemy accuracy. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Guard disruption II | 35 | 2 × Field cartridge ticket; 2 × Field dressing ticket; 1 × Repeating cartridge ticket | -10% enemy Field Engineering evasion. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Pressure tactic II | 40 | 3 × Field cartridge ticket; 1 × Field dressing ticket | -10% enemy maximum hit. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| False movement | 45 | 3 × Field cartridge ticket; 2 × Field dressing ticket; 1 × Repeating cartridge ticket | +2% enemy current health lost on its first landed hit each turn. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. The health loss represents overexertion under pressure when the opponent lands a hit. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Suppression II | 50 | 3 × Field dressing ticket; 2 × Heavy cartridge ticket | +10% damage taken by the enemy. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Dust screen III | 50 | 4 × Field cartridge ticket; 2 × Field dressing ticket; 2 × Crew cartridge ticket | -15% enemy accuracy. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Guard disruption III | 55 | 3 × Field cartridge ticket; 3 × Field dressing ticket; 2 × Repeating cartridge ticket; 1 × Crew cartridge ticket | -15% enemy Field Engineering evasion. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Pressure tactic III | 60 | 3 × Field cartridge ticket; 1 × Field dressing ticket; 2 × Crew cartridge ticket | -15% enemy maximum hit. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Suppression III | 70 | 4 × Field dressing ticket; 3 × Heavy cartridge ticket; 2 × Crew cartridge ticket | +15% damage taken by the enemy. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |
| Attrition | 80 | 2 × Crew cartridge ticket; 1 × Heavy cartridge ticket; 3 × Long-range cartridge ticket | +2.5% enemy current health lost on its first landed hit each turn; -10% all enemy evasion. Lasts three enemy turns. Only one Disruption can affect the enemy at a time. The health loss represents overexertion under pressure when the opponent lands a hit. Supplies pay for a prepared distraction; this changes the displayed combat statistics only, not enemy position or awareness. |