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	<updated>2026-05-25T09:05:54Z</updated>
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	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=HaloStation_Wiki&amp;diff=2685</id>
		<title>HaloStation Wiki</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=HaloStation_Wiki&amp;diff=2685"/>
		<updated>2026-03-21T19:52:34Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:50px; text-align: center;&amp;quot;&amp;gt;[[File:Title.png|link=https://projectunsc.org/forum/index.php]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=2 mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Unsclogo.png|link=UNSC|UNSC&lt;br /&gt;
File:URF.png|link=URF|URF&lt;br /&gt;
File:Covenantlogo.png|link=Covenant|Covenant&lt;br /&gt;
File:Guides.png|link=Guides|Guides&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== About The Server ===&lt;br /&gt;
''' Halo Station 13''' takes place in it's own custom line of events set up by the staff. There is a three way war brewing between the United Nations Space Command, United Rebel Front and the vast Covenant Empire. One will reign supreme above all the rest. Will your contributions make a difference on the story?&lt;br /&gt;
&amp;lt;br&amp;gt;''New to the server? Check out our '''[[Quick Start Guide]]'''.''&lt;br /&gt;
&lt;br /&gt;
=== Halostation13 Community ===&lt;br /&gt;
Main website for the HaloStation13 community: [https://projectunsc.org https://projectunsc.org]/&amp;lt;br&amp;gt;&lt;br /&gt;
You can also join the Discord, over at [https://discord.com/invite/f8jpDfSdfr https://discord.com/invite/f8jpDfSdfr]&amp;lt;br&amp;gt;&lt;br /&gt;
You can view the rules here: [[Rules]]&lt;br /&gt;
&lt;br /&gt;
=== Game Modes ===&lt;br /&gt;
Learn how to play the various game modes on Halo Station 13!&lt;br /&gt;
* [[Reclamation]]&lt;br /&gt;
* [[Outer Colonies]]&lt;br /&gt;
* [[Capture and Hold]]&lt;br /&gt;
* [[Base Assault]]&lt;br /&gt;
* [[Firefight]]&lt;br /&gt;
* [[Crusade]]&lt;br /&gt;
* [[Stranded]]&lt;br /&gt;
* [[Slayer]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
Here you can find some of the maps currently in use on the server:&lt;br /&gt;
* [[Geminus City]]&lt;br /&gt;
* [[Small Geminus]]&lt;br /&gt;
* [[New Pompeii]]&lt;br /&gt;
* [[KS7]]&lt;br /&gt;
* [[Desert Outpost]]&lt;br /&gt;
* [[Octanus Landing]]&lt;br /&gt;
* [[Death Asteroid]]&lt;br /&gt;
* [[Taurus City]]&lt;br /&gt;
&lt;br /&gt;
=== Ships and Satellites ===&lt;br /&gt;
Ships and Satellites often used across multiple different game modes:&lt;br /&gt;
* [[CRS Unyielding Transgression]]&lt;br /&gt;
* [[ODP Cassius]]&lt;br /&gt;
* [[Cassius Moon/UNSC Outpost]]&lt;br /&gt;
* [[UNSC Difference of Opinion]]&lt;br /&gt;
* [[Missionary Ship #CMS-3092]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:SS13]]&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=Capture_and_Hold&amp;diff=2684</id>
		<title>Capture and Hold</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=Capture_and_Hold&amp;diff=2684"/>
		<updated>2026-03-21T12:35:47Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Capture and Hold''' is a PVP-focused King-of-the-Hill style gamemode, where two teams compete for dominance on a single map. Ship-to-ship combat is disabled; instead, combat is focused entirely on the ground, where each team - consisting of the '''[[UNSC]]''' and the '''[[Covenant]]''' - must locate and capture computer terminals known as '''Capture Points.''' A captured Point will generate capture progress over time for the team that captured it; more captured Points equals more progress generated over time. In the Taurus map, owing to the larger size, upon capturing a Point NPC simplemobs belonging to the faction that captured the Point will spawn. These can either be left behind to defend the Capture Point, or ordered to follow a allied player to aid them in combat. The speed of a capture can be hastened by having a multiple members of a faction capturing the point.&lt;br /&gt;
&lt;br /&gt;
The round is won by one team accumulating more progress than the other team, at a total of 100% progress. However, if neither teams reach the victory threshold in the time limit (one hour), '''the game is ended in a tie between both teams.'''&lt;br /&gt;
&lt;br /&gt;
=== Other Capture and Hold Maps ===&lt;br /&gt;
&lt;br /&gt;
'''[[Taurus City]]'''&lt;br /&gt;
&lt;br /&gt;
=== The below information is outdated as of 1/30/2023. This page is a work-in-progress. ===&lt;br /&gt;
The current game mode is Base assault (capture and hold)!&lt;br /&gt;
Assault and hold a neutral city from the enemy forces.&lt;br /&gt;
&lt;br /&gt;
== A quick introduction to Capture and Hold ==&lt;br /&gt;
&lt;br /&gt;
This mode takes place in small Geminus (Name not official), where the Covenant and the UNSC fight for the control of it.&lt;br /&gt;
&lt;br /&gt;
The map is divided in two segments, north and south, each with its own hotspots and easy captures:&lt;br /&gt;
&lt;br /&gt;
(IMAGE)&lt;br /&gt;
&lt;br /&gt;
'''Starting off, the southern side of the city, the covenant zone. On this side the covenant has three options to drop into:&lt;br /&gt;
'''&lt;br /&gt;
* South West: On this edge we can find the most famous but, not easiest to defend, we have the church. With glass on both sides and the entrace, the church is easy to get picked on by snipers and long range fighers, however also making it a great spot to set up a sniper camp. It also has a back door heading to the alleways, where you can get flanked by if not carefull. If the enemy is inside, they can hide inside the oration chamber, when you can also ambush, and get ambushed while trying to capture it.&lt;br /&gt;
&lt;br /&gt;
* South: Close to the church, and the police station, this side is picked when the covenant wants to make a roadblock and controle traffic arround police station, church, AI and city hall, for the most experienced snipers, salon too. This drop location can be very risky, as it can be destroyed by snipers early on, but could be a strong strategical position if the fortification is built alright.&lt;br /&gt;
&lt;br /&gt;
* South East: We have the AI core on this side, one of the least used and most hated locations for not being able to move the spirit, here you will have a hard time making fortifications, defending yourself, and can be picked on easily by the outside with long range weapons, not reccomended if you are unable to tear down walls. However, it is good if your strategy is to leave a detachment of troops on it and move into another position to defend or attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Now, the UNSC also has three positions where they can land on, all with different strategies:'''&lt;br /&gt;
&lt;br /&gt;
* North West: This position will leave you on a small grass park, to the south you will found the salon, a famous and a great chokepoint great for quick in and out fights.With glass inside to stare into your rival soul, you have a lot of tight spaces good for hiding and shotgun tactics. However, due to the intensity of the firefights there, the walls tend to break very often, renderibg these positions rather useless unless repaired.&lt;br /&gt;
&lt;br /&gt;
* North: In the middle of the street, just north of the city hall, this position is used almost never, being an equivalent to the south location of the covenant, they have a good time at defending at close quarters combat.&lt;br /&gt;
&lt;br /&gt;
* North East: Just in front of the morgue door, we have a newbie friendly position, that allows you to capture as fast as you can say ''Covenant!''. However, due to being exposed, it is a weak position if you plan on keeping your dropship alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Along with that there are multiple locations where you can drop pod to, for a quick scout or assault:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
On Covenant side:&lt;br /&gt;
&lt;br /&gt;
* Restaurant&lt;br /&gt;
* South Botany&lt;br /&gt;
* South Bar&lt;br /&gt;
* South East Ruins&lt;br /&gt;
* Court&lt;br /&gt;
* West Botany&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On UNSC side:&lt;br /&gt;
&lt;br /&gt;
*Abandonated sotre&lt;br /&gt;
* Club&lt;br /&gt;
* Backalley weapon store&lt;br /&gt;
* West Bar&lt;br /&gt;
&lt;br /&gt;
Keep in mind that just because a location is on enemy side, you can't drop pod to it.&lt;br /&gt;
But doing so may get you cornered  if you don't have a plan or either it can be a great ambush tactic.&lt;br /&gt;
&lt;br /&gt;
'''In order to deploy''', if you have: Lost both dropships, and, used all drop pods. The only alternative is to use an umbilical.&lt;br /&gt;
And with this option, we have cons and pros, just like any other deployement option.&lt;br /&gt;
&lt;br /&gt;
Along with the advantages of using umbilicals you can have a...&lt;br /&gt;
&lt;br /&gt;
* Fast&lt;br /&gt;
* Reliable&lt;br /&gt;
* Moveing a lot of soldiers in a row&lt;br /&gt;
* Able to connect to the enemy side, great for ambushes&lt;br /&gt;
* Quick Resupply and Evacuation options&lt;br /&gt;
&lt;br /&gt;
...way of movement&lt;br /&gt;
&lt;br /&gt;
'''Capture Points'''&lt;br /&gt;
&lt;br /&gt;
Here is a list with images of the places you need to capture.&lt;br /&gt;
&lt;br /&gt;
* Church (SW) :&lt;br /&gt;
&lt;br /&gt;
[[File:Church.png|800px|Church]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* AI (SE) :&lt;br /&gt;
&lt;br /&gt;
[[File:AI Core.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* City Hall (N) :&lt;br /&gt;
&lt;br /&gt;
[[File:City Hall.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Morgue (NE) :&lt;br /&gt;
&lt;br /&gt;
[[File:Morgue.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Police Station (S) :&lt;br /&gt;
&lt;br /&gt;
[[File:Police Station.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Salon (NW) :&lt;br /&gt;
&lt;br /&gt;
[[File:Salon.png|800px]]&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=Capture_and_Hold&amp;diff=2683</id>
		<title>Capture and Hold</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=Capture_and_Hold&amp;diff=2683"/>
		<updated>2026-03-21T12:32:26Z</updated>

		<summary type="html">&lt;p&gt;Favi: /* Capture and Hold Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Capture and Hold''' is a PVP-focused King-of-the-Hill style gamemode, where two teams compete for dominance on a single map. Ship-to-ship combat is disabled; instead, combat is focused entirely on the ground, where each team - consisting of the '''[[UNSC]]''' and the '''[[Covenant]]''' - must locate and capture computer terminals known as '''Capture Points.''' A captured Point will generate capture progress over time for the team that captured it; more captured Points equals more progress generated over time. Upon capturing a Point, NPC simplemobs belonging to the faction that captured the Point will spawn. These can either be left behind to defend the Capture Point, or ordered to follow a allied player to aid them in combat.&lt;br /&gt;
&lt;br /&gt;
The round is won by one team accumulating more progress than the other team, at a total of 100% progress. However, if neither teams reach the victory threshold in the time limit (one hour), '''the game is ended in a tie between both teams.'''&lt;br /&gt;
&lt;br /&gt;
=== Other Capture and Hold Maps ===&lt;br /&gt;
&lt;br /&gt;
'''[[Taurus City]]'''&lt;br /&gt;
&lt;br /&gt;
=== The below information is outdated as of 1/30/2023. This page is a work-in-progress. ===&lt;br /&gt;
The current game mode is Base assault (capture and hold)!&lt;br /&gt;
Assault and hold a neutral city from the enemy forces.&lt;br /&gt;
&lt;br /&gt;
== A quick introduction to Capture and Hold ==&lt;br /&gt;
&lt;br /&gt;
This mode takes place in small Geminus (Name not official), where the Covenant and the UNSC fight for the control of it.&lt;br /&gt;
&lt;br /&gt;
The map is divided in two segments, north and south, each with its own hotspots and easy captures:&lt;br /&gt;
&lt;br /&gt;
(IMAGE)&lt;br /&gt;
&lt;br /&gt;
'''Starting off, the southern side of the city, the covenant zone. On this side the covenant has three options to drop into:&lt;br /&gt;
'''&lt;br /&gt;
* South West: On this edge we can find the most famous but, not easiest to defend, we have the church. With glass on both sides and the entrace, the church is easy to get picked on by snipers and long range fighers, however also making it a great spot to set up a sniper camp. It also has a back door heading to the alleways, where you can get flanked by if not carefull. If the enemy is inside, they can hide inside the oration chamber, when you can also ambush, and get ambushed while trying to capture it.&lt;br /&gt;
&lt;br /&gt;
* South: Close to the church, and the police station, this side is picked when the covenant wants to make a roadblock and controle traffic arround police station, church, AI and city hall, for the most experienced snipers, salon too. This drop location can be very risky, as it can be destroyed by snipers early on, but could be a strong strategical position if the fortification is built alright.&lt;br /&gt;
&lt;br /&gt;
* South East: We have the AI core on this side, one of the least used and most hated locations for not being able to move the spirit, here you will have a hard time making fortifications, defending yourself, and can be picked on easily by the outside with long range weapons, not reccomended if you are unable to tear down walls. However, it is good if your strategy is to leave a detachment of troops on it and move into another position to defend or attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Now, the UNSC also has three positions where they can land on, all with different strategies:'''&lt;br /&gt;
&lt;br /&gt;
* North West: This position will leave you on a small grass park, to the south you will found the salon, a famous and a great chokepoint great for quick in and out fights.With glass inside to stare into your rival soul, you have a lot of tight spaces good for hiding and shotgun tactics. However, due to the intensity of the firefights there, the walls tend to break very often, renderibg these positions rather useless unless repaired.&lt;br /&gt;
&lt;br /&gt;
* North: In the middle of the street, just north of the city hall, this position is used almost never, being an equivalent to the south location of the covenant, they have a good time at defending at close quarters combat.&lt;br /&gt;
&lt;br /&gt;
* North East: Just in front of the morgue door, we have a newbie friendly position, that allows you to capture as fast as you can say ''Covenant!''. However, due to being exposed, it is a weak position if you plan on keeping your dropship alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Along with that there are multiple locations where you can drop pod to, for a quick scout or assault:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
On Covenant side:&lt;br /&gt;
&lt;br /&gt;
* Restaurant&lt;br /&gt;
* South Botany&lt;br /&gt;
* South Bar&lt;br /&gt;
* South East Ruins&lt;br /&gt;
* Court&lt;br /&gt;
* West Botany&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On UNSC side:&lt;br /&gt;
&lt;br /&gt;
*Abandonated sotre&lt;br /&gt;
* Club&lt;br /&gt;
* Backalley weapon store&lt;br /&gt;
* West Bar&lt;br /&gt;
&lt;br /&gt;
Keep in mind that just because a location is on enemy side, you can't drop pod to it.&lt;br /&gt;
But doing so may get you cornered  if you don't have a plan or either it can be a great ambush tactic.&lt;br /&gt;
&lt;br /&gt;
'''In order to deploy''', if you have: Lost both dropships, and, used all drop pods. The only alternative is to use an umbilical.&lt;br /&gt;
And with this option, we have cons and pros, just like any other deployement option.&lt;br /&gt;
&lt;br /&gt;
Along with the advantages of using umbilicals you can have a...&lt;br /&gt;
&lt;br /&gt;
* Fast&lt;br /&gt;
* Reliable&lt;br /&gt;
* Moveing a lot of soldiers in a row&lt;br /&gt;
* Able to connect to the enemy side, great for ambushes&lt;br /&gt;
&lt;br /&gt;
...way of movement&lt;br /&gt;
&lt;br /&gt;
'''Capture Points'''&lt;br /&gt;
&lt;br /&gt;
Here is a list with images of the places you need to capture.&lt;br /&gt;
&lt;br /&gt;
* Church (SW) :&lt;br /&gt;
&lt;br /&gt;
[[File:Church.png|800px|Church]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* AI (SE) :&lt;br /&gt;
&lt;br /&gt;
[[File:AI Core.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* City Hall (N) :&lt;br /&gt;
&lt;br /&gt;
[[File:City Hall.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Morgue (NE) :&lt;br /&gt;
&lt;br /&gt;
[[File:Morgue.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Police Station (S) :&lt;br /&gt;
&lt;br /&gt;
[[File:Police Station.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Salon (NW) :&lt;br /&gt;
&lt;br /&gt;
[[File:Salon.png|800px]]&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=Capture_and_Hold&amp;diff=2682</id>
		<title>Capture and Hold</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=Capture_and_Hold&amp;diff=2682"/>
		<updated>2026-03-21T12:32:10Z</updated>

		<summary type="html">&lt;p&gt;Favi: /* Capture and Hold Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Capture and Hold''' is a PVP-focused King-of-the-Hill style gamemode, where two teams compete for dominance on a single map. Ship-to-ship combat is disabled; instead, combat is focused entirely on the ground, where each team - consisting of the '''[[UNSC]]''' and the '''[[Covenant]]''' - must locate and capture computer terminals known as '''Capture Points.''' A captured Point will generate capture progress over time for the team that captured it; more captured Points equals more progress generated over time. Upon capturing a Point, NPC simplemobs belonging to the faction that captured the Point will spawn. These can either be left behind to defend the Capture Point, or ordered to follow a allied player to aid them in combat.&lt;br /&gt;
&lt;br /&gt;
The round is won by one team accumulating more progress than the other team, at a total of 100% progress. However, if neither teams reach the victory threshold in the time limit (one hour), '''the game is ended in a tie between both teams.'''&lt;br /&gt;
&lt;br /&gt;
=== Capture and Hold Maps ===&lt;br /&gt;
&lt;br /&gt;
'''[[Taurus City]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Capture and Hold]]'''&lt;br /&gt;
&lt;br /&gt;
=== The below information is outdated as of 1/30/2023. This page is a work-in-progress. ===&lt;br /&gt;
The current game mode is Base assault (capture and hold)!&lt;br /&gt;
Assault and hold a neutral city from the enemy forces.&lt;br /&gt;
&lt;br /&gt;
== A quick introduction to Capture and Hold ==&lt;br /&gt;
&lt;br /&gt;
This mode takes place in small Geminus (Name not official), where the Covenant and the UNSC fight for the control of it.&lt;br /&gt;
&lt;br /&gt;
The map is divided in two segments, north and south, each with its own hotspots and easy captures:&lt;br /&gt;
&lt;br /&gt;
(IMAGE)&lt;br /&gt;
&lt;br /&gt;
'''Starting off, the southern side of the city, the covenant zone. On this side the covenant has three options to drop into:&lt;br /&gt;
'''&lt;br /&gt;
* South West: On this edge we can find the most famous but, not easiest to defend, we have the church. With glass on both sides and the entrace, the church is easy to get picked on by snipers and long range fighers, however also making it a great spot to set up a sniper camp. It also has a back door heading to the alleways, where you can get flanked by if not carefull. If the enemy is inside, they can hide inside the oration chamber, when you can also ambush, and get ambushed while trying to capture it.&lt;br /&gt;
&lt;br /&gt;
* South: Close to the church, and the police station, this side is picked when the covenant wants to make a roadblock and controle traffic arround police station, church, AI and city hall, for the most experienced snipers, salon too. This drop location can be very risky, as it can be destroyed by snipers early on, but could be a strong strategical position if the fortification is built alright.&lt;br /&gt;
&lt;br /&gt;
* South East: We have the AI core on this side, one of the least used and most hated locations for not being able to move the spirit, here you will have a hard time making fortifications, defending yourself, and can be picked on easily by the outside with long range weapons, not reccomended if you are unable to tear down walls. However, it is good if your strategy is to leave a detachment of troops on it and move into another position to defend or attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Now, the UNSC also has three positions where they can land on, all with different strategies:'''&lt;br /&gt;
&lt;br /&gt;
* North West: This position will leave you on a small grass park, to the south you will found the salon, a famous and a great chokepoint great for quick in and out fights.With glass inside to stare into your rival soul, you have a lot of tight spaces good for hiding and shotgun tactics. However, due to the intensity of the firefights there, the walls tend to break very often, renderibg these positions rather useless unless repaired.&lt;br /&gt;
&lt;br /&gt;
* North: In the middle of the street, just north of the city hall, this position is used almost never, being an equivalent to the south location of the covenant, they have a good time at defending at close quarters combat.&lt;br /&gt;
&lt;br /&gt;
* North East: Just in front of the morgue door, we have a newbie friendly position, that allows you to capture as fast as you can say ''Covenant!''. However, due to being exposed, it is a weak position if you plan on keeping your dropship alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Along with that there are multiple locations where you can drop pod to, for a quick scout or assault:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
On Covenant side:&lt;br /&gt;
&lt;br /&gt;
* Restaurant&lt;br /&gt;
* South Botany&lt;br /&gt;
* South Bar&lt;br /&gt;
* South East Ruins&lt;br /&gt;
* Court&lt;br /&gt;
* West Botany&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On UNSC side:&lt;br /&gt;
&lt;br /&gt;
*Abandonated sotre&lt;br /&gt;
* Club&lt;br /&gt;
* Backalley weapon store&lt;br /&gt;
* West Bar&lt;br /&gt;
&lt;br /&gt;
Keep in mind that just because a location is on enemy side, you can't drop pod to it.&lt;br /&gt;
But doing so may get you cornered  if you don't have a plan or either it can be a great ambush tactic.&lt;br /&gt;
&lt;br /&gt;
'''In order to deploy''', if you have: Lost both dropships, and, used all drop pods. The only alternative is to use an umbilical.&lt;br /&gt;
And with this option, we have cons and pros, just like any other deployement option.&lt;br /&gt;
&lt;br /&gt;
Along with the advantages of using umbilicals you can have a...&lt;br /&gt;
&lt;br /&gt;
* Fast&lt;br /&gt;
* Reliable&lt;br /&gt;
* Moveing a lot of soldiers in a row&lt;br /&gt;
* Able to connect to the enemy side, great for ambushes&lt;br /&gt;
&lt;br /&gt;
...way of movement&lt;br /&gt;
&lt;br /&gt;
'''Capture Points'''&lt;br /&gt;
&lt;br /&gt;
Here is a list with images of the places you need to capture.&lt;br /&gt;
&lt;br /&gt;
* Church (SW) :&lt;br /&gt;
&lt;br /&gt;
[[File:Church.png|800px|Church]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* AI (SE) :&lt;br /&gt;
&lt;br /&gt;
[[File:AI Core.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* City Hall (N) :&lt;br /&gt;
&lt;br /&gt;
[[File:City Hall.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Morgue (NE) :&lt;br /&gt;
&lt;br /&gt;
[[File:Morgue.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Police Station (S) :&lt;br /&gt;
&lt;br /&gt;
[[File:Police Station.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Salon (NW) :&lt;br /&gt;
&lt;br /&gt;
[[File:Salon.png|800px]]&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=Rules&amp;diff=2681</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=Rules&amp;diff=2681"/>
		<updated>2026-03-21T12:25:54Z</updated>

		<summary type="html">&lt;p&gt;Favi: Updates the Rules page to be up to date on the current rules on the discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
== Server Rules ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 1.1) If you are not certain about something, ahelp an admin about it. We are here to assist you.&lt;br /&gt;
&lt;br /&gt;
 1.2) If there are no admins or moderators online, and you have an issue, adminhelp anyway as it will make a log and ping admins. If you have complaints about a player for actions that occurred while no staff were available, file a complaint in the Player Complaints section on the forum.&lt;br /&gt;
&lt;br /&gt;
 1.3) If there are no staff online and a player is being excessively aggressive (i.e attacking people), you are allowed to protect yourself and others from them via lethal means. This is not an excuse to murder someone you find annoying. Make sure you establish an adminhelp even if no admins are currently online, wait 5 minutes and then feel free to execute the troublemaker and you will likely never have to expect a ping.&lt;br /&gt;
&lt;br /&gt;
 1.4) Admins have the full power to decide the harshness of a punishment, dictated by past records and their own judgement. If you feel you have been unfairly punished, file a complaint in the Office of Investigations section on the forum.&lt;br /&gt;
&lt;br /&gt;
 1.5) Admins and other staff members are not exempt from the rules whatsoever. If you feel a staff member has been breaking rules, file a complaint in the Office of Investigations section on the forum.&lt;br /&gt;
&lt;br /&gt;
 1.6) Excessive disrespect and rudeness towards staff will likely result in a ban.&lt;br /&gt;
&lt;br /&gt;
 1.7) If an admin tells you to stop a specific behavior or series of actions, you must listen and obey for that time being.&lt;br /&gt;
&lt;br /&gt;
 1.8) Ban evasion via the usage of TOR or other programs with the same end goal, or by using alt-CKEYs, will be met with a permanent ban.&lt;br /&gt;
&lt;br /&gt;
 1.9) Using another user’s account to access whitelisted features that you normally do not have access to is forbidden, and will be met with severe punishment.&lt;br /&gt;
&lt;br /&gt;
 1.10) You are allowed to handle SSD without permission. Taking ID's and other important items are often helpful and at times mandatory.&lt;br /&gt;
&lt;br /&gt;
Admins are also fully expected to follow the rules. Violations are to be posted on the [https://projectunsc.org/forum/forumdisplay.php?fid=9 admin complaint forum] . Keep in mind just because something is posted there, it is not grounds for dismissal, but merely grounds for behavior correction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Gameplay Rules ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 2.1) For all factions, rushing to intentionally remove, disable, destroy, or block off another faction’s spawn point within the first 10 - 20 minutes of a round is forbidden.&lt;br /&gt;
&lt;br /&gt;
 2.2) All NPCs should be treated as though they were fellow players. In other words, don’t murder them for no reason.&lt;br /&gt;
&lt;br /&gt;
 2.3) Do not respawn as the same character after death: you must either switch to a different character, or at the very least, change the name of your character for that round until they die again. (This rule does not need to be followed on game modes such as Slayer and Capture and Hold.)&lt;br /&gt;
&lt;br /&gt;
 2.4) Using information gained from any sources other than IC means is forbidden. No IC in OOC, or OOC in IC. No showing screenshots of a current round in the Discord unless a reasonable amount of time (10+ minutes) have passed, or if no sensitive information can be gleaned from the screenshot (i.e a screencap of a funny conversation).&lt;br /&gt;
&lt;br /&gt;
 2.5) You are allowed to handle SSD players, but you may not kill them, intentionally leave them in situations where they may die, or otherwise leave them in situations where they will not be able to play the game any further (i.e kidnapping them and locking them in brig for the rest of the round). You are allowed to take IDs and other important items off SSD players when necessary, unless it is forbidden by faction leaders for whatever reason ICly.&lt;br /&gt;
&lt;br /&gt;
 2.6) No end-of-round grief/EoRG.&lt;br /&gt;
&lt;br /&gt;
 2.7) When defending a point, area, or base, you must ensure that it is accessible via walking on harm intent. You may not wall off sections, doors, or other openings. Stacking barbed wire is forbidden. Tank traps require a 1x1 minimum gap between them. You cannot hide artifacts, nukes, or other important and/or mission-critical items in walls, or place them in areas that are inaccessible to certain factions.&lt;br /&gt;
&lt;br /&gt;
 2.8) All factions may use the weapons, vehicles, and technology of other factions. Note that the Covenant is usually semi-restricted by rules regarding heresy, which is handled almost exclusively IC.&lt;br /&gt;
&lt;br /&gt;
 2.9) In game modes such as Reclamation and Outer Colonies, as the Covenant, you may not use a Slipspace Core received from a Slipspace Tender ship without first attempting to use and detonate the Antimatter Bomb on the ODP/Asteroid Base. When using the Slipspace Core, you may not intentionally place it in areas that may be hard to reach or otherwise find by the UNSC; it must be inside an accessible area on the ODP.&lt;br /&gt;
&lt;br /&gt;
 2.10) Do not build solid walls, place barbed wire, or otherwise place any sort of potential obstacle that is NOT a bomb on top of bomb points on the ODP/Moon Base. Building walls and similar barricades around these sites is fine, provided that they are still accessible by foot. Any violations WILL be completely cleared by admin deletion so that there are no defenses at all for the offending bomb point.&lt;br /&gt;
&lt;br /&gt;
 2.11) Do not place gamemode-critical items, such as the Antimatter Bomb/Slipspace Cores or the Artifact, on z-levels inaccessible to one or more factions. This includes not making the Z-level in which the gamemode-critical item is in inaccessiable.&lt;br /&gt;
&lt;br /&gt;
 2.12) When defending a certain position in space, such as an ODP or another ship, you may not call in other ships and cover the position in stacks of ships to act as a bodyshield. Ships that are summoned should be called in with the intent of using them as a means to attack other ships, to retrieve certain resources, or otherwise as a means of transport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Roleplay Rules ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 3.1) Erotic roleplay is forbidden. This also includes stalking, sexual harassment, or generally just making people feel sexually uncomfortable.&lt;br /&gt;
&lt;br /&gt;
 3.2) Self-antagging is generally forbidden. You value your job, your co-workers/comrades, and your life. However, instances of being a self-antag may be permitted if you have both admin permission and have a proper, roleplayed out work-up to it.&lt;br /&gt;
&lt;br /&gt;
 3.3) The name of your character cannot be the same as a canon character’s (i.e John-117, Thel ‘Vadam), cannot be the same as a notable real-life person’s (i.e Michael Jackson, Barack Obama, Adolf Hitler), cannot be a meme/immature name (i.e Chad Thundercock, Chungus), and must be appropriate for the species of that character.&lt;br /&gt;
&lt;br /&gt;
 3.4) Your character should speak in a matter that is realistic and consistent with their race/lore (to the best of your knowledge). Basically, don’t use “leet”-speak or internet slang.&lt;br /&gt;
&lt;br /&gt;
 3.5) You must roleplay according to the level of knowledge that your role and/or species would have in the setting of the universe. For example, a simple marine would not be aware that the Spartan-IIs consist of child soldiers kidnapped, conscripted, and trained from 6 years of age, while that information might be more readily known by an ONI researcher.&lt;br /&gt;
&lt;br /&gt;
 3.6) Your character may not act psychotic (i.e randomly murdering people, frying up the body parts of your enemies regardless of their species and eating them) without both admin permission and a proper, roleplayed out work-up to said psychotic actions. Ahelp about your plans if you genuinely want to do this.&lt;br /&gt;
&lt;br /&gt;
 3.7) Faction leaders and commanders are allowed to punish those that disobey orders as they see fit, which may include execution.&lt;br /&gt;
&lt;br /&gt;
=== UNSC Facing Rules ===&lt;br /&gt;
&lt;br /&gt;
 3.8) For the UNSC, they must not randomly kill civilians (including NPCs) unless they have a valid IC reason to do so; they work to protect the UEG, as well as its citizens. These reasons could be that the civilians refuse to comply with orders in an active warzone, are openly armed on a colony with an active Insurrectionist presence, or otherwise hinder the UNSC’s objectives on a colony or elsewhere. When in doubt, ahelp it!&lt;br /&gt;
&lt;br /&gt;
 3.9) For the UNSC, the UNSC strongly values the law; commanding staff must follow The Law, and enforce it as necessary on ships under their command, such as arresting marines should they break the law (provided that they broke said law under unreasonable circumstances - for example, a marine breaking down a door is acceptable when the Covenant is actively invading the colony.)&lt;br /&gt;
&lt;br /&gt;
 3.10) For the UNSC, marines are to never wear uniforms sanctioned outside normal UNSC regulations, to avoid friendly fire instances and to show the enemy that the UNSC is a professional standing army. This includes civilian gear, Insurrectionist gear, and Covenant gear. Failure to adhere to this will result in a dressing-down and potential demotion. Obviously, exceptions may be granted for espionage missions or for donor gear.&lt;br /&gt;
&lt;br /&gt;
=== Insurrectionist/URF Facing Rules ===&lt;br /&gt;
&lt;br /&gt;
 3.11) For the Insurrection/URF, the Insurrection is here on the colony to free the citizens of the outer colonies from the tyrannical grip of the UNSC by any means necessary. They should not be murdering citizens (NPC or player) without a sufficient reason, such as self-defense, or for more diabolical schemes (assuming that they are approved by an admin beforehand) such as dressing up as a marine, killing innocents, and then pinning the blame on the UNSC.&lt;br /&gt;
&lt;br /&gt;
 3.12) For the Insurrection/URF, Insurrectionists are allowed to freely disguise themselves as marines or similar roles.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Facing Rules ===&lt;br /&gt;
&lt;br /&gt;
 3.13) For civilians, they are freely allowed to align themselves with the UNSC, the URF, or even the Covenant (should they somehow let you join). Once they devote themselves to a faction, they will lose their status as a “civilian”, and as such may be treated as a hostile enemy by other factions!&lt;br /&gt;
&lt;br /&gt;
=== Covenant Facing Rules ===&lt;br /&gt;
&lt;br /&gt;
 3.14) For the Covenant, the Covenant is an extremely religious group, whose hierarchs have declared humanity to be a heretical race that must be exterminated. As such, they should not seek to cooperate, team up, or otherwise be friendly to humans unless it is beneficial to the Covenant in some way (i.e stopping an infestation, tricking them to receive valuable intel/items/prisoners, etc). However, individuals may choose to be friendly to humans regardless, but they risk the consequences of being punished for heresy!&lt;br /&gt;
&lt;br /&gt;
 3.15) For the Covenant, it is the job of authority figures (Sangheili of any rank, San’shyuum, Unggoy Deacons) to enforce the rules against heresy. What exactly constitutes as “heresy” is semi-ambiguous, but generally, anything involving the handling of most human technology, positively associating with humans, or painting the Covenant and its religion in a bad light is seen as heretical. Covenant players are allowed to use human weapons and technology, but Covenant authority figures are also allowed to punish their subordinates for the usage of human tech. This should depend on the context of the situation, however; for example, a Elite picking up a human shotgun for shits and giggles would certainly count as heretical, while one that only resorted to the use of human weapons after his own weapons were lost and/or lost ammo would be spared of punishment. It should also be clarified that having human prisoners is not inherently heretical.&lt;br /&gt;
&lt;br /&gt;
 3.16) For Huragok specifically, despite spawning in as a Covenant role, they are ultimately a neutral role that can join any faction. However, they cannot join of their own free will, and must be coerced into joining this faction, such as being separated from their teammates and surrounded by the enemy.&lt;br /&gt;
&lt;br /&gt;
 3.17) For Huragok specifically, they are incredibly pacifistic and will avoid fighting back at all unless it is in an emergency (i.e being actively shot at). Otherwise, they should not act hostile or otherwise assist in directly antagonistic actions (like overdosing people), unless it is “passive” (i.e breaking down the walls of a ship’s hull).&lt;br /&gt;
&lt;br /&gt;
 3.18) For Huragok specifically, when speaking in sign language, they may only use one-word responses, and cannot chain multiple responses into something coherent unless they are asked relevant questions (i.e being asked if they’re lost and responded “HELP”, “ME”, “STRANDED”). You are allowed to be more expressive/communicative with vocalizations like chirps, whistles, and croons, or outright gesturing.&lt;br /&gt;
&lt;br /&gt;
 3.19) For the Covenant, authority figures should avoid using the Glassing Beam on the planet (in Reclamation/Outer Colonies) until the artifact has been retrieved. If the situation is deemed unwinnable, they may choose to glass the planet in order to destroy the artifact and deny the enemy access to it.&lt;br /&gt;
&lt;br /&gt;
 3.20) For the Covenant, most of the covenant live in extreme fear of their superiors at all times, whose zeal often is the cause of many beatings, if not deaths, of those who disobey. Mutiny for the covenant species is disallowed without admin permission and a sufficient IC reason (i.e their leader ordering to glass the colony despite the artifact not being retrieved). Brutes, due to their nature, are given more freedom with the reasoning but still need to ahelp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UEG COLONY LAWS (2550) ===&lt;br /&gt;
'''(Non-Governed Colonies are allowed to create their own guidelines)'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Illegal Firearm - 15 Minutes, Confiscation of Firearm&lt;br /&gt;
*Illegal Drugs - 10 Minutes, Confiscation and Destruction of Drugs.&lt;br /&gt;
*Trespass - 5 Minutes, Questioning&lt;br /&gt;
*Breaking and Entering - 5 Minutes, Questioning&lt;br /&gt;
*Assault (Non-Lethal Punches, Disarming/Pushing) - 5 Minutes&lt;br /&gt;
*Aggravated Assault (Lethal Punches, Neck Grabs, any/all wrestling 'attacks') - 15 Minutes, Questioning&lt;br /&gt;
*Aggravated Assault With A Deadly Weapon (Attacking someone with a knife/gun butt/spear/gun) - 30 Minutes, Questioning, Confiscation of Weapon&lt;br /&gt;
*Attempted Murder (Shooting someone, repeated attacks with deadly weapons. Typically paired with Aggravated Assault With A Deadly Weapon. This does not apply to marines... *typically. If the marine has broken the ROE, yes. If not, no.) - Permanent Confinement, Questioning, Confiscation of Weapon&lt;br /&gt;
*Murder - Permanent Confinement, Questioning, Execution&lt;br /&gt;
*Assault on an Officer (or Marine) - 25 Minutes, Questioning&lt;br /&gt;
*Insurrectionist Activity - Extradition to the UNSC&lt;br /&gt;
*Attempted Murder of an Officer (or Marine) - Summary Execution&lt;br /&gt;
As an aside, if a marine is acting 'rogue', give them a chance to come in, and question them thoroughly. If they refuse, subdue and question them thoroughly. Ensure you listen to both sides.&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=Spartan&amp;diff=2313</id>
		<title>Spartan</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=Spartan&amp;diff=2313"/>
		<updated>2025-12-30T05:08:58Z</updated>

		<summary type="html">&lt;p&gt;Favi: Created page with &amp;quot;{{JobPageBox |colour = 008000 |hcolour = white | image = SpartanNPCpx75.png |jobtype = UNSC Navy |jobtitle = Spartan-II |difficulty = Hard |duties =  |faction = United Nations...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageBox&lt;br /&gt;
|colour = 008000&lt;br /&gt;
|hcolour = white&lt;br /&gt;
| image = SpartanNPCpx75.png&lt;br /&gt;
|jobtype = UNSC Navy&lt;br /&gt;
|jobtitle = Spartan-II&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|duties = &lt;br /&gt;
|faction = United Nations Space Command&lt;br /&gt;
|guides = [[Combat 101]], [[placeholder]]&lt;br /&gt;
|purpose = Combat Operations, Overall Support, Leadership&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You build an elite line of infantry comprised of only a few, you are supposed to engage ground targets with all the assets the UNSC to support you.&lt;br /&gt;
&lt;br /&gt;
As a Spartan you have access to any and all weaponry the UNSC has in their armory, along with the Mjolnir MK4 armor with a Impressive Shielding that almost rival an Elite Major and an armor thickness of 24 to boot, coupled with this they possess the XM98 Carbine that is a burst fire MA5B with terrifying damage potential and laser accuracy. Your character is built to withstand the brunt of a covenant assault or defence and still stand, you are Significantly more resiliant than a human and cost 3 times the popcost than a normal Marine.&amp;lt;br&amp;gt;&lt;br /&gt;
* You take 80% less damage than a baseline human&lt;br /&gt;
*75% Less pain which means that you get less Slowdown as it is as of now (29.12.2025) the only dyanmic source of slowdown (Not through gear or Equipment)&lt;br /&gt;
*Less Slowdown from gear&lt;br /&gt;
*Able to Pry open '''broken''' doors&lt;br /&gt;
*Has a longer natural night vision (4 tiles)&lt;br /&gt;
*Faster Metabolism meaning chemicals get processed i.e Heal faster&lt;br /&gt;
You are also expected to lead Troops at the front along with the Marine Sergeant and ODST officer. To help with this you get access to the same Supply calldown mechanic via your HUD to be able to provide on the field resupply. &lt;br /&gt;
Covenant forces are more likely to focus you due to all the aforementioned effects along with the lore reason of Spartan's being viewed as demons and killing you being able to earn them great honor. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{roles}}&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=File:SpartanNPCpx75.png&amp;diff=2310</id>
		<title>File:SpartanNPCpx75.png</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=File:SpartanNPCpx75.png&amp;diff=2310"/>
		<updated>2025-12-29T17:58:19Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spartan NPC that was upscaled to 75px&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=Guide_to_Research_and_Development&amp;diff=2309</id>
		<title>Guide to Research and Development</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=Guide_to_Research_and_Development&amp;diff=2309"/>
		<updated>2025-12-29T17:43:22Z</updated>

		<summary type="html">&lt;p&gt;Favi: /* Research Computer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Learning how to Research =&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Being part of ONIs research efforts, you are expected to have a at least decent understanding of the systems ONI uses to create new technology to kill our enemies. This guide will provide info on Research Databases, Techprints, and more.&lt;br /&gt;
&lt;br /&gt;
=== Research Computer ===&lt;br /&gt;
[[File:research console.png|thumb|right|Research Console's main menu]]&lt;br /&gt;
[[File:Techprints.png|thumb|right|Techprint Menu]]&lt;br /&gt;
Somewhere in the Research Department, there will be a purple computer for you to access. This will be what you will spend most of your time using. To get started, it's quite simple.&lt;br /&gt;
&lt;br /&gt;
# You will want to hit the 'Autoload database from file' button to load 'techprints.RDB', this will allow you to begin researching. You also can create an new database with it's respective button.&lt;br /&gt;
# Move to the 'Available Techprints' tab, this will allow you to see all of the available to research techprints, and techprints you can research in the future.&lt;br /&gt;
# Click 'Locate Destructive Analyzer' in the top right so you can begin inputting resources to your techprint research [[File:Destructive Analyzer.png]].&lt;br /&gt;
# Choose a techprint to research in the available section, a good starter is 'Matter Compression I' as this will allow you to start the tech tree for armor upgrades.&lt;br /&gt;
# When selected, it Will show you the designs the techprint unlocks, the requirements to start researching it, and how long it takes to research it.&lt;br /&gt;
# Now that you know what it costs to make the techprint, keep it in mind and begin gathering the resources for the upgrade. There are chemistry station(s) and resource shelves available to ONI for this exact purpose (Most resources I.e Steel, Plasteel, Diamonds etc. are by the main ONI room. Crystals and Borosilicate have to be mined). '''(Note : Silicate cannot be in a beaker with another chemical or it will not work)'''                                                                                                       &amp;lt;p&amp;gt;Tip: You can Unwrench the chemistry dispenser by the ONI room and wheel it into the research room to more effectively research.&lt;br /&gt;
# Once you have the materials and chemicals, place the beaker or materials inside of the Destructive Analyzer. You can only put one thing in at a time.                               &amp;lt;p&amp;gt;Tip: The destructive analyzer will consume all the sheets you have of a resource, it's better to get the exact amount of resources you want by first inputting the material into the protolathe and then withdrawing the exact amount you need to save resources&lt;br /&gt;
# With the item inside the destructive analyzer, go back to the console and click 'Analyze Item' at the top right. This will destroy the chemical or item, and eject a beaker or storage objective the chemical was in. Now your techprint should have the required item gone from the menu, showing it was added, the percentage bar at the top will also go up.&lt;br /&gt;
# Once everything has been analyzed, you can hit 'Research' and it will begin to process the techprint. While it is researching, you can begin to add resources to other techprints, make sure to do this so you can maximize research time.&lt;br /&gt;
# Congratulations, once the techprint is fully researched, you can make the designs in the protolathe [[File:Protolathe.png]] using the required materials.&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=File:Protolathe.png&amp;diff=2308</id>
		<title>File:Protolathe.png</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=File:Protolathe.png&amp;diff=2308"/>
		<updated>2025-12-29T17:42:41Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Protolathe to print stuff&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=File:Destructive_Analyzer.png&amp;diff=2307</id>
		<title>File:Destructive Analyzer.png</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=File:Destructive_Analyzer.png&amp;diff=2307"/>
		<updated>2025-12-29T17:25:08Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Destructive Analyzer for Research&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=UNSC_Weapons&amp;diff=2097</id>
		<title>UNSC Weapons</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=UNSC_Weapons&amp;diff=2097"/>
		<updated>2025-12-23T16:55:44Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Misriahlogo.png|150px]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Misriah Armory&amp;lt;/strong&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''The UNSC utilizes projectile weapons as it's primary form of combat, doing physical damage to the enemy through tubular ranged weapons designed to pneumatically discharge solid projectiles. Most of their weapons are made from the Misriah Armory Armaments Manufacter located on the planet Mars.'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
='''Standard UNSC Weapons'''=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 150px;background-color:#A9A9A9;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
! style=&amp;quot;width: 100%;background-color:#A9A9A9;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Information&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{{subheader|}}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:MA5B.png]] &amp;lt;br /&amp;gt; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''MA5B Assault Rifle'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': Standard-issue service rifle of the UNSC Marines. Takes 7.62mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (30) Average&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 60 round magazines&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': 5 round burst / 15 round burst&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:M6D New.png|Gods strongest 12.7 shooter]] &amp;lt;br /&amp;gt; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M6D Magnum'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': A common UNSC sidearm and one of the variants of Misriah Armory's M6 handgun series. Takes 12.7mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (50) High&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (30) Average &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shield Penetration''': (10) Low&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Ammo''': 12 round magazines&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Firemodes''': Semi automatic&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special features''': Small scope&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:M7smg.png]] &amp;lt;br /&amp;gt;  &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M7 Submachinegun'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': A fully automatic close quarters infantry and special operations weapon. Takes 5mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (20) Low&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (20) Low &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shield Penetration''': (5) Low &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 60 round magazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': 4 round burst / 12 round burst&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:M395.png| 50px]] &amp;lt;br /&amp;gt;  &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M395 Designated Marksman Rifle'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': An air-cooled, magazine-fed, gas-operated select-fire bullpup rifle that fires 7.62×mm ammunition from a fifteen round detachable box magazine. Includes a 1.25x scope. Takes 7.62mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (35) Average&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (40) High&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shield Penetration''': (15) Low &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 20 round magazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': Semi automatic&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special features''': Medium adjustable scope, Penetrates one layer of objects/walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:BR55.png|50px]] &amp;lt;br /&amp;gt;  &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''BR55 Battle Rifle'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': The BR55HB Service Rifle is a gas-operated, magazine-fed, semi-automatic rifle optimized for three-round burst firing. Includes a 1.15x scope. Takes 9.5mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (25) Low-Average&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (10) Low&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 36 round magazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': 3 round burst&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:Br85.png]] &amp;lt;br /&amp;gt;  &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''BR85 Battle Rifle'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': The Upgraded version of the BR55HB, although it is only used by a select few due to the limited deployment of the rifle due to it still being in the testing phase&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (25) Low-Average&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (10) Low&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire rate''': Average&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': 3 round burst&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:M90.png]] &amp;lt;br /&amp;gt;  &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M90 Tactical Shotgun'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': The UNSC's primary shotgun and one of the most effective close range infantry weapons used by front line forces. Takes 9 gauge shells.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': Slug: 50 / Beanbag: 10 / Shell: 22x8(176) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': Slug: 40 / Beanbag: 0 / Shell: 30&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shield Penetration''': Slug: 50 / Beanbag: 0 / Shell: 25x8(200) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 8 (9 if pumped and extra shell inserted) shells. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': Pump Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
='''Special Weapons'''=&lt;br /&gt;
&lt;br /&gt;
The UNSC also fields several weapons not readily available to the average marine. Special circumstances may change this.&lt;br /&gt;
{| style=&amp;quot;float:left&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 150px;background-color:#A9A9A9;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! style=&amp;quot;width: 100%;background-color:#A9A9A9;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Information&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{{subheader|}}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;[[File:SRS.png]] &amp;lt;br /&amp;gt; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''SRS99 Sniper Rifle'''&amp;lt;/font&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': Special Applications Rifle, system 99 Anti-Materiel. Includes a 2x scope. Takes 14.5mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (55) High&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (60) High&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shield Penetration''': (210) Very high &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 4 round magazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': Semi automatic. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special features''': Long adjustable scope&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;[[File:M41.png]] &amp;lt;br /&amp;gt; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M41 Rocket Launcher'''&amp;lt;/font&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': Medium Anti-Vehicle Assault Weapon, M41 Surface-to-Surface Rocket Launcher. Takes 102mm HEAT shaped charge rockets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (100) Extreme(to vehicles) (70) High(to ground troops)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (50) High&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''' Shield Damage''': (100) High&lt;br /&gt;
'''Ammo''': 2 rockets&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': Semi automatic.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; [[File:M739.png]] &amp;lt;br /&amp;gt;  &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M739 Light Machine Gun'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': Standard-issue squad automatic weapon, designed for use in heavy engagements. Takes 7.62mm caliber ordinary and box type magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (30) Average&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 150 round box magazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': 12 round burst / 32 round burst&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
='''ODST Weapons'''=&lt;br /&gt;
&lt;br /&gt;
On top of that, the UNSC also gives silenced variants of the main issued weapons to the ODST.&lt;br /&gt;
{| style=&amp;quot;float:left&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 150px;background-color:#A9A9A9;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! style=&amp;quot;width: 100%;background-color:#A9A9A9;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Information&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{{subheader|}}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;[[File:M7smgs.png]] &amp;lt;br /&amp;gt; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M7S Suppressed Submachinegun'''&amp;lt;/font&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': The M7S is a special operations variant of the M7 Submachinegun with inbuilt suppressor and host of other attachments. Takes 5mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (20) Low&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (20) Low &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shield Penetration''': (5) Low &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ammo''': 48 round magazine&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire modes''': 4 round burst / 12 round burst&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special features''': Silenced. small scope.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;[[File:M6S.png]] &amp;lt;br /&amp;gt; &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''M6S Suppressed Magnum'''&amp;lt;/font&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Description''': The M6C/SOCOM is a special operations variant of the popular M6C but with a whole host of inbuilt attachments. Takes 12.7mm caliber magazines.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage''': (50) High&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penetration''': (30) Average &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shield Penetration''': (10) Low&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Ammo''': 12 round magazines&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Firemodes''': Semi automatic&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special features''': Small scope. Silenced&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=File:M6D_New.png&amp;diff=2089</id>
		<title>File:M6D New.png</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=File:M6D_New.png&amp;diff=2089"/>
		<updated>2025-12-23T16:25:16Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new Sprite of the Beloved magnum&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=ODP_Cassius&amp;diff=2059</id>
		<title>ODP Cassius</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=ODP_Cassius&amp;diff=2059"/>
		<updated>2025-12-23T00:57:46Z</updated>

		<summary type="html">&lt;p&gt;Favi: Updates the gameplay part a bit, and also marks parts of the ODP (Image courtesy of Antonio72) which are described in the text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orbital Defense Platform &amp;quot;ODP&amp;quot; Cassius is the main orbital UNSC Installation in the 111 Tauri system.&lt;br /&gt;
&lt;br /&gt;
Built to replace the aging &amp;quot;Cassius Station&amp;quot;, a radical new design was implemented.&lt;br /&gt;
Stepping away from retrofitting &amp;quot;rest stop&amp;quot; anchorages with MAC guns, the new platform was instead built from the keel out as a dedicated orbital defense base and system command hub.&lt;br /&gt;
&lt;br /&gt;
With extensive combat control capabilities, and a new and improved &amp;quot;Super&amp;quot; MAC gun as its central component, this installation is ideal as a defensive hub.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Cassius Station is the main UNSC Installation in the 111 Tauri system, and is included in the [[Outer Colonies / Reclaimation / Revolution]] gamemodes.&lt;br /&gt;
&lt;br /&gt;
For the UNSC, defending Cassius station from the Covenant or Insurrection is of vital importance due to the station acting as their main spawnpoint for the for the first phase of any gamemode. If the ODP falls it allows for for the covenant to begin scanning the planet for artifacts for the second phase of Reclaimation, it also delays the UNSC Fleet arrival from 1 hour and 10 minutes into the round to 2 hours into the round. Once the ODP falls the UNSC gets access to a Spartan-II and the Covenant get access to a Mgalekgolo (Hunter), and the UNSC Spawns get relegated to the ONI base on the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Click on the maps and open them in another window for further magnification)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style = &amp;quot;overflow:hidden&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:ODP New Cassius Marked.png|800px|ODP New Cassius Marked]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Players spawn inside the &amp;lt;span style = &amp;quot;color:#00B6FF&amp;quot;&amp;gt;bunks&amp;lt;/span&amp;gt;, in the center of the Station.&amp;lt;br&amp;gt;&lt;br /&gt;
Next to the spawn, you'll find the  &amp;lt;span style = &amp;quot;color:#FF0010&amp;quot;&amp;gt;Anti Boarding Armoury&amp;lt;/span&amp;gt;. &amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
At the very top of the station, you'll find &amp;lt;span style = &amp;quot;color:#FA00FF&amp;quot;&amp;gt;the AI Core&amp;lt;/span&amp;gt; and &amp;lt;span style = &amp;quot;color:#FFDD00&amp;quot;&amp;gt; on the edges the Cargo Ship and the Hangar&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In the 4 corners of the station arms, you can find &amp;lt;span style = &amp;quot;color:#76FF00&amp;quot;&amp;gt;Four umbilicals&amp;lt;/span&amp;gt;, used for connection to nearby ships, planets and other such vessels.&lt;br /&gt;
Just below the AI core you can find the &amp;lt;span style = &amp;quot;color:#FF9300&amp;quot;&amp;gt;MAC Room&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style = &amp;quot;color:#FF0010&amp;quot;&amp;gt;Red Crosses&amp;lt;/span&amp;gt;. are the possible spots where the Antimatter Bomb can be placed, these are all random exept the one located in the MAC Room, which always spawns.&lt;br /&gt;
&lt;br /&gt;
=== Boarding ===&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style = &amp;quot;color:#00B6FF&amp;quot;&amp;gt;Blue Circles&amp;lt;/span&amp;gt; represent the possible spots where you can land with Boarding Pods&lt;br /&gt;
&lt;br /&gt;
The Covenant can also use a phantom to land on the middle of any arm (West, East) or north, directly on top of the AI Core.&lt;br /&gt;
&lt;br /&gt;
'''Its very important that the ship doesn't stay in sight of the ODP on the space map, as it can be shot down and the MAC projectiles can penetrate your shields on one hit'''&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
	<entry>
		<id>https://projectunsc.org/wiki/index.php?title=File:ODP_New_Cassius_Marked.png&amp;diff=2058</id>
		<title>File:ODP New Cassius Marked.png</title>
		<link rel="alternate" type="text/html" href="https://projectunsc.org/wiki/index.php?title=File:ODP_New_Cassius_Marked.png&amp;diff=2058"/>
		<updated>2025-12-23T00:52:00Z</updated>

		<summary type="html">&lt;p&gt;Favi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New ODP Cassius with marked points that are in the Wikipage for it&lt;/div&gt;</summary>
		<author><name>Favi</name></author>
	</entry>
</feed>