A Line That HoldsThe player's field guideThe Meridian Reach
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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

RoutineEngineering levelBase supply basketEffect
Ready equipment I153 × 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 I253 × 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 I353 × 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 II404 × 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 I452 × 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 II504 × 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 II604 × 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 III655 × 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 II703 × 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 III755 × 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 III855 × 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 III954 × 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

DisruptionEngineering levelBase supply basketEffect
Dust screen I102 × 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 I151 × 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 I203 × 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 I302 × 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 II303 × 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 II352 × 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 II403 × 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 movement453 × 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 II503 × 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 III504 × 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 III553 × 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 III603 × 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 III704 × 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.
Attrition802 × 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.