A Line That HoldsThe player's field guideThe Meridian Reach
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Field techniques

Supply tickets, equipment and requirements for Field Engineering.

29 entries · Page 1 of 1

Braced drill

A prepared gun-crew drill. One hit, up to 90 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 4 Bracing supply ticket, 1 Repeating cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Braced expert shot

A prepared gun-crew drill. One hit, up to 210 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 10 Bracing supply ticket, 1 Match cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Braced heavy shot

A prepared gun-crew drill. One hit, up to 130 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 6 Bracing supply ticket, 1 Heavy cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Braced long-range shot

A prepared gun-crew drill. One hit, up to 170 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 10 Bracing supply ticket, 1 Long-range cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Braced shot

A prepared gun-crew drill. One hit, up to 20 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 2 Bracing supply ticket, 1 Field cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Crank-gun crew drill

A prepared gun-crew drill. 14 hits at 63 base damage each before resistance, with 0.15s between hits. The attack cannot miss at 20,000 engineering accuracy or above; otherwise normal accuracy applies. A crew-operated crank gun supplies the rapid sequence; this is not fourteen lever-rifle reloads. Landed hits cause lingering damage. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 30 Service supply ticket, 10 Match cartridge ticket, 10 Crew cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. Disruption routines cannot accompany this drill.

Deliberate drill

A prepared gun-crew drill. One hit, up to 120 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 2 Bracing supply ticket, 1 Repeating cartridge ticket, 3 Packing supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Deliberate expert shot

A prepared gun-crew drill. One hit, up to 240 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 7 Bracing supply ticket, 1 Match cartridge ticket, 10 Packing supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Deliberate heavy shot

A prepared gun-crew drill. One hit, up to 160 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 3 Bracing supply ticket, 1 Heavy cartridge ticket, 4 Packing supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Deliberate long-range shot

A prepared gun-crew drill. One hit, up to 200 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 5 Bracing supply ticket, 1 Long-range cartridge ticket, 7 Packing supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Deliberate shot

A prepared gun-crew drill. One hit, up to 70 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 1 Bracing supply ticket, 1 Field cartridge ticket, 1 Packing supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Five-shot crew drill

A prepared gun-crew drill. 5 hits at 170 base damage each before resistance, with 0.2s between hits. Normal accuracy applies. Landed hits slow the opponent’s attack interval by 20% for four turns. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 20 Sighting supply ticket, 5 Match cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. Disruption routines cannot accompany this drill.

Four-shot crew drill

A prepared gun-crew drill. 4 hits at 200 base damage each before resistance, with 0.5s between hits. The attack cannot miss at 20,000 engineering accuracy or above; otherwise normal accuracy applies. Each landed hit has a 10% chance to stagger the opponent for one turn. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 25 Bracing supply ticket, 5 Match cartridge ticket, 5 Crew cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. Disruption routines cannot accompany this drill.

Heavy crew engagement

A prepared gun-crew drill. 1 hit at 680 base damage each before resistance. Normal accuracy applies. A landed hit has a 10% chance to cause lingering damage. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 20 Service supply ticket, 5 Match cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. Disruption routines cannot accompany this drill.

Heavy crew shot

A prepared gun-crew drill. One hit at the calculated maximum: 320 base damage before kit bonuses and resistance. Normal accuracy applies. On a landed hit, a 25% roll chooses equally between one-turn stagger, lingering damage, three-turn exhaustion (10% slower attacks and 3% current Grit lost per turn), or one-turn loss of footing. Stagger prevents attack/evasion with 30% extra incoming damage; loss of footing prevents attack/evasion with 20% extra incoming damage. Requires the Heavy survey crew firing kit. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 4 Bracing supply ticket, 4 Sighting supply ticket, 4 Packing supply ticket, 4 Service supply ticket, 4 Workshop order ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Measured crew shot

A prepared gun-crew drill. One hit at the calculated maximum: 210 base damage before kit bonuses and resistance. Normal accuracy applies. On a landed hit, a 15% roll chooses either a one-turn stagger or 15% slower attacks for three turns. Requires the Survey crew firing kit. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 2 Bracing supply ticket, 2 Sighting supply ticket, 2 Packing supply ticket, 2 Service supply ticket, 2 Workshop order ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Service-ready drill

A prepared gun-crew drill. One hit, up to 135 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 3 Bracing supply ticket, 1 Repeating cartridge ticket, 4 Service supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Service-ready expert shot

A prepared gun-crew drill. One hit, up to 255 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 7 Bracing supply ticket, 1 Match cartridge ticket, 10 Service supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Service-ready heavy shot

A prepared gun-crew drill. One hit, up to 175 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 4 Bracing supply ticket, 1 Heavy cartridge ticket, 5 Service supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Service-ready long-range shot

A prepared gun-crew drill. One hit, up to 215 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 5 Bracing supply ticket, 1 Long-range cartridge ticket, 7 Service supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Service-ready shot

A prepared gun-crew drill. One hit, up to 95 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 1 Bracing supply ticket, 1 Field cartridge ticket, 1 Service supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Sighted drill

A prepared gun-crew drill. One hit, up to 105 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 2 Bracing supply ticket, 1 Repeating cartridge ticket, 2 Sighting supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Sighted expert shot

A prepared gun-crew drill. One hit, up to 225 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 7 Bracing supply ticket, 1 Match cartridge ticket, 10 Sighting supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Sighted heavy shot

A prepared gun-crew drill. One hit, up to 145 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 3 Bracing supply ticket, 1 Heavy cartridge ticket, 4 Sighting supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Sighted long-range shot

A prepared gun-crew drill. One hit, up to 185 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 5 Bracing supply ticket, 1 Long-range cartridge ticket, 7 Sighting supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Sighted shot

A prepared gun-crew drill. One hit, up to 45 base damage before kit bonuses and resistance. Normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 1 Bracing supply ticket, 1 Field cartridge ticket, 1 Sighting supply ticket per attack sequence, including a miss; follow-up hits do not pay again. An enabled disruption can consume its own supplies.

Staggering crew shot

A prepared gun-crew drill. 1 hit at 750 base damage each before resistance. Normal accuracy applies. A landed hit has a 30% chance to stagger the opponent for two turns. During stagger it cannot attack or evade and takes 30% more damage. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 25 Sighting supply ticket, 6 Match cartridge ticket, 6 Crew cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. Disruption routines cannot accompany this drill.

Three-shot crew drill

A prepared gun-crew drill. 3 hits at 175 base damage each before resistance, with 0.3s between hits. The attack cannot miss at 20,000 engineering accuracy or above; otherwise normal accuracy applies. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 20 Bracing supply ticket, 5 Match cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. Disruption routines cannot accompany this drill.

Two-shot heavy drill

A prepared gun-crew drill. 2 hits at 540 base damage each before resistance, with 0.4s between hits. Normal accuracy applies. Landed hits slow the opponent’s attack interval by 50% for two turns. The equipped kit sets the attack interval; it includes preparation and reload. All hits target the current opponent only. Redeems 25 Packing supply ticket, 7 Match cartridge ticket, 7 Crew cartridge ticket per attack sequence, including a miss; follow-up hits do not pay again. Disruption routines cannot accompany this drill.