174th Battle Group Handbook

174th Battle Group Handbook

This handbook is intended to provide a comprehensive overview of the 174th Battle Group, its structure, operations, and guidelines for members. It serves as a reference for both new recruits and seasoned members to ensure consistency and efficiency within the group.

Using This Handbook

This handbook is organized into sections that cover various aspects of the 174th Battle Group. Each section is designed to provide clear and concise information on specific topics.

Members are encouraged to familiarize themselves with the contents of this handbook and refer to it regularly to ensure they are adhering to the standards and expectations of the 174th Battle Group.

Departments

Departments govern specific gameplay loops and organisational activities across the group. Unlike divisions, which define a member's operational role, departments cut across divisional boundaries; a member belongs to both a division and a department. For example, an engineer holds a rank within the Auxiliary division but belongs to the Engineering department; a combat medic serves in the Marine division but belongs to the Medical department alongside dedicated medical officers in Auxiliary.

  • Command: Responsible for overall leadership, strategy, and decision-making.
  • Operations: Responsible for planning and executing missions.
  • Human Resources: Manages recruitment, training, and personnel welfare.
  • Medical: Responsible for the health and medical readiness of all personnel, including both field first aid and primary care.
  • Engineering: Responsible for the maintenance, repair, and construction of ships, equipment, and facilities.
  • Logistics: Manages supplies, equipment, and transportation.
  • Mining: Oversees resource extraction and management.

Divisions

The 174th Battle Group is organised into three distinct divisions: Naval, Marine, and Auxiliary. This structure reflects the fundamentally different operational environments and skill sets required to execute the full spectrum of the group's missions. Divisions define a member's operational role: how and where they do what they do. They are distinct from departments, which govern specific gameplay loops and functions that cut across all divisions.

Marine

The Marine division encompasses all personnel whose primary role involves ground combat, boarding actions, facility assault or defence, and close-quarters operations. Marines are the group's primary fighting force on foot, responsible for securing objectives that cannot be taken from orbit alone.

A separate marine structure is necessary because ground and boarding operations require a different tactical doctrine, equipment standard, and leadership model to ship-based roles. Marines must train and operate independently of the fleet while remaining able to integrate seamlessly with Naval assets, a relationship that works best when each division has its own coherent hierarchy and identity.

Auxiliary

The Auxiliary division encompasses all personnel whose primary role involves enabling the operational effectiveness of the Naval and Marine divisions. Auxiliary personnel ensure the group can sustain itself independently, maintain its assets, and generate the resources required for prolonged operations.

A dedicated auxiliary structure is necessary because enablement roles require their own doctrine, career progression, and leadership chain. Embedding auxiliary personnel into operational divisions risks subordinating their work to short-term tactical priorities; a separate division ensures that logistics, medical readiness, and resource generation receive sustained command attention and are treated as strategic priorities in their own right.

Roles

Roles define the specific position a member fills within their division. A member holds one role at a time, which governs their primary responsibilities during operations.

Role assignments are preferential and cannot be guaranteed. Command will always make every effort to place members in their desired role, but operational requirements may mean that a member is asked to fill a different position. Members are encouraged to express their preferences and will be accommodated wherever possible.

Marine

Tactical Marine

The mainstay of the Marine division, making up the bulk of its combat forces. Frontline soldiers trained for a variety of combat scenarios from planetary assaults to boarding enemy vessels.

Heavy Marine

Heavily armed and armored soldiers, specializing in frontline assaults and breaching fortified positions with heavy weaponry and explosives. Tough to take down but less mobile than Tactical Marines.

Scout Marine

Reconnaissance specialists, skilled in stealth, surveillance, and gathering intelligence behind enemy lines. Scouts are lightly armed and rely on speed and evasion rather than direct confrontation, allowing them to operate in high-speed environments where heavier Marines would struggle to survive.

Combat Medic

Provides medical support on the battlefield by securing and stabilising wounded personnel, performing emergency medical procedures, and coordinating with medical evacuation assets. Combat Medics are trained to operate under fire and are essential for maintaining the fighting strength of the Marine division during sustained engagements.

Combat Engineer

Handles demolition, fortifications, and battlefield construction, supporting both offensive and defensive operations. Usually assigned to maintaining fighting vehicles such as tanks and dropships, but may also be tasked with breaching operations or field fortification during boarding actions and planetary assaults.

Warden

If bounty hunters were military personnel, they would be Wardens. They specialise in tracking, capturing, and subduing targets with a focus on non-lethal tactics. Wardens are experts in close-quarters combat and are often deployed for high-value target capture missions where preserving the target is a priority. They also serve as both brig guards and prison transport specialists, responsible for the secure handling of detainees during transport and incarceration.

Auxiliary

Engineer

Maintains, repairs, and manages the power and component systems of the group's ships and facilities. Engineers keep vessels operational during and after engagements, handling everything from routine maintenance to emergency damage control under fire.

Hazardous Materials Specialist

Handles the safe transport, storage, and disposal of dangerous substances, including radioactive, toxic, and volatile materials. Trained to operate in contaminated environments and to manage hazards that would endanger untrained personnel.

Medical Doctor

Provides primary and advanced medical care to group personnel, both during operations and in dedicated medical facilities. Responsible for long-term treatment, recovery, and the overall medical readiness of the group beyond the battlefield first aid handled by Combat Medics.

Quartermaster

Manages the group's stores of equipment, weapons, and supplies, ensuring personnel are properly outfitted for their assignments. Responsible for inventory control, requisition, and maintaining standard-issue loadouts across the group.

Cargo Technician

Responsible for the loading, securing, and transport of cargo across the fleet. Cargo Technicians ensure goods and resources are moved efficiently and safely, coordinating with pilots and Quartermasters to keep supply lines running.

Craftsman

Manufactures and fabricates components, equipment, and supplies the group cannot easily source elsewhere. Craftsmen support the group's self-sufficiency by turning raw and refined materials into usable goods.

Mining Technician

Operates mining vessels and equipment to extract raw resources from asteroids and celestial bodies. Mining Technicians are the front end of the group's resource pipeline, gathering the materials that sustain prolonged operations.

Salvage Operator

Recovers and processes materials from derelict ships and space debris using salvage equipment. Salvage Operators turn wreckage into usable resources, supporting the group's independence from external supply.

Expeditionary Analyst

Surveys and assesses uncharted or unfamiliar regions ahead of group operations, gathering data on terrain, resources, and potential hazards. Expeditionary Analysts provide the environmental and logistical intelligence needed to plan expeditions and resource operations.

Intelligence Agent

Gathers, analyses, and disseminates information on potential threats, targets, and opportunities. Intelligence Agents handle reconnaissance, data running, and counter-intelligence, giving command the situational awareness required to make informed decisions. Often overlooked, these clandestine operatives are the eyes and ears of the group, working behind the scenes to ensure the safety and success of operations through superior information.

Ranks

The 174th Battle Group uses a rank system to denote hierarchy and roles within its divisions. Below is a breakdown of the ranks for each division:

Description Naval Marine Auxiliary
Rank 0 Entry-level Cadet Private Trainee
Rank 1 Proven experience Ensign Corporal Technician
Rank 2 Specialised role Lieutenant Sergeant Specialist
Rank 3 Tactical leadership Captain Major Supervisor
Rank 4 Operational leadership Commodore Commander Chief
Rank 5 Strategic command Admiral General Marshal

Rank 0: Entry Level

Assigned to all new recruits on joining the group. No prior experience or requirements. Members at this rank are expected to complete their initial training period before advancing.

Rank 1: Proven Experience

Requires demonstrated competence and commitment following the initial training period. Members at this rank have shown they can operate reliably within their division.

Rank 2: Specialised Role

Requires established expertise in a specific discipline within their department. Rank 2 is the minimum rank required to hold a defined role within a department.

Rank 3: Tactical Leadership

The lowest leadership rank. Requires the demonstrated ability to lead a small team and take responsibility for their performance and welfare. Members at this rank are expected to make tactical decisions independently.

Rank 4: Operational Leadership

Requires a proven track record of tactical leadership at Rank 3. Members at this rank lead other leaders, coordinating multiple teams or assets toward a broader operational objective.

Rank 5: Strategic Command

The highest rank within each division. Reserved for members who have demonstrated sustained operational leadership at the highest level. Responsible for divisional direction, long-term capability, and representing the division in group-wide decisions.

Command Structure

The 174th Battle Group is governed by a council of three: the Admiral (Naval), the General (Marine), and the Marshal (Auxiliary). Each holds Rank 5 within their division and together form the highest decision-making authority in the group. No single individual outranks the others; authority at the top level is collective.

Chain of Command

Within each division, authority flows downward by rank. Members follow the orders of the nearest ranking member above them in their own division. Rank 3 is the lowest rank at which a member holds formal leadership responsibility; members below Rank 3 are not expected to direct others.

Department heads hold authority within their domain regardless of divisional rank. A member must follow direction from their department head on matters within that department's scope. However, the council of Rank 5s may override any department head by vote.

Operational Authority

During active operations, a ship's captain holds complete authority over everything that occurs aboard their vessel. This applies to all personnel on board regardless of division or department, including Marine and Auxiliary members embarked for a mission. Captains are expected to exercise this authority in accordance with group procedures; the scope of their authority is operational, not administrative.

Decision-Making

Decisions are made at the lowest appropriate level:

  • Major decisions — changes to group structure, policy, or direction — are made by a vote of the Rank 5 council. A majority is required to pass.
  • Routine decisions within a division or department are made by the relevant division leader or department head without requiring a council vote.
  • Community votes may be called for decisions that affect the group broadly. All members Rank 1 and above are eligible to participate.

Joining Process

The following describes the full path from initial contact to confirmed membership. Every step applies to all applicants without exception; officers do not have the authority to bypass the process for any individual.

Prerequisites

Before applying, a prospective member must meet all of the following requirements. Applications that do not meet these criteria will not proceed.

  • Age: Applicants must be at least 18 years old. The 174th Battle Group operates as an adult community; this requirement is non-negotiable.
  • Star Citizen account: Applicants must own a copy of Star Citizen and hold a verified RSI account in good standing. The group does not accept applicants who have not purchased the game.
  • No prior bans: Applicants must not have been previously banned from the 174th Battle Group or from any other group known to leadership. Known ban histories must be disclosed during the interview; undisclosed prior bans discovered later are grounds for immediate removal.

Application

The joining process begins when a prospective member joins the group's Discord server. On joining, they are automatically presented with a short questionnaire covering basic information: their RSI handle, their age, their prior Star Citizen experience, and their areas of interest within the group.

Once the questionnaire is submitted, an available officer will arrange a voice interview. This is conducted on the group's Discord server and is the primary vetting step. The interview serves three purposes: to verify the information provided in the questionnaire, to assess whether the applicant is a good fit for the group's culture and expectations, and to give the applicant the opportunity to ask questions before committing.

Following the interview, the officer makes an accept or decline decision. If the applicant is declined, the officer must provide a brief reason. Declined applicants may reapply after 30 days unless the decline was on the grounds of a prior ban or conduct, in which case the matter is referred to the Rank 5 council.

Onboarding

Accepted applicants are onboarded immediately following the interview. The following steps are completed before the new recruit participates in any group activity:

  • Discord role: The Rank 0 role is assigned, granting access to member-only channels.
  • RSI org invite: An invitation to join the group's RSI organisation is sent. The recruit is expected to accept within 48 hours.
  • Introduction post: The recruit posts a brief introduction in the designated welcome channel. This is not optional; it is the first step in becoming known to the group.
  • Mentor assignment: The recruit is assigned a mentor: an experienced member, Rank 2 or above, from their area of interest. The mentor is the recruit's primary point of contact throughout the probation period.

Division assignment is not made at this stage. Recruits enter the group as undeclared and spend the probation period determining where they fit before the formal assignment is made.

Probation Period

All new members begin at Rank 0 and remain on probation until they advance to Rank 1. The probation period has no fixed end date; it concludes when the recruit meets the advancement requirements. During this period, the recruit has full access to group activities but does not hold a formal role and may not exercise any authority over other members.

Training during probation is structured around two activities:

  • Shadowing: Recruits attend operations and activities alongside experienced members. This is the primary way recruits learn the group's procedures, communication standards, and expectations in practice. Recruits are expected to observe before acting and to ask their mentor when uncertain.
  • Department drills: Departments organise periodic drills covering their specific discipline: ship combat and formation flying for Naval, FPS exercises and boarding drills for Marine, and field repair and resource operations for Auxiliary. Recruits are expected to attend drills relevant to their intended area and to treat them as a required part of their training, not an optional extra.

Mentors are expected to provide regular feedback to the recruit throughout the probation period and to raise any concerns with their division leader or department head promptly. Recruits who are struggling should be given guidance before any formal escalation.

Advancing to Rank 1

Advancement from Rank 0 to Rank 1 marks the end of probation and formal entry into the group as a full member. To advance, a recruit must satisfy all of the following:

  • Minimum participation: The recruit must have attended at least three group sessions. Sessions count only if the recruit was an active participant, not merely present.
  • Drill attendance: The recruit must have attended at least one drill run by the department of their intended division. This is the single most concrete indicator of whether they are prepared for the role.
  • Minimum time: At least two weeks must have elapsed since the recruit joined. This ensures that advancement reflects consistent participation over time, not a concentrated burst of activity.
  • Rank 3 sign-off: A Rank 3 or above officer, typically the recruit's mentor or their division leader, must confirm that the recruit is ready to advance. This sign-off reflects a judgment that the recruit understands and upholds the group's standards and is a good fit for full membership.

On advancing to Rank 1, the recruit's division is formally assigned based on the area they trained in. If the recruit has not settled on a division, the assigning officer and mentor will make the recommendation based on what was observed during probation. The recruit is granted the Rank 1 Discord role for their division and is eligible to begin working toward a defined role within their department.

Rules of Engagement

The Rules of Engagement define when and how members of the 174th Battle Group are authorised to use force. All members are expected to know and follow these rules at all times. Failure to do so may result in disciplinary action.

Authorised Use of Force

Force is authorised only under the following conditions:

  • Direct hostile action: A target has taken hostile action against group members or assets.
  • Demonstrated hostile intent: A target has displayed clear hostile intent, such as weapons charged and directed at group personnel or an aggressive approach with no communication.
  • Standing orders: Command has designated the target hostile by standing order prior to the engagement.
  • Active contract or mission objective: The target is identified as an objective within a sanctioned mission or contract.
  • Defence of a neutral or civilian: A neutral or civilian is under active attack and the group has the capacity to intervene.

Escalation and Warning

Unless a member or the group is under active fire, a warning must be issued before engaging. Members must make a reasonable attempt to communicate intent and allow the target an opportunity to stand down. If the target does not respond or continues to advance, force may be used under the applicable condition above.

Offensive engagements, where the group initiates contact against a target not currently attacking, require explicit authorisation from a Rank 4 or higher officer, or from the council. Individual members may not initiate offensive action on their own authority.

Civilians and Neutrals

The default stance toward civilians and neutral parties is to avoid interaction entirely. Members must not provoke, threaten, or engage neutral parties without authorisation. If a neutral becomes a direct threat, the escalation process applies before force may be used.

Surrendered and Fleeing Enemies

Enemies who surrender or attempt to flee must be pursued and captured where possible. Lethal force against a surrendered or fleeing enemy is a last resort, permitted only when capture is not feasible and the enemy remains an active threat. Rank 3 and above may authorise the release of a captured enemy if operational circumstances require it.

Prohibited Actions

The following actions are prohibited at all times, regardless of orders:

  • Impairing medical vessels: Medical ships must not be attacked, disabled, or obstructed unless the vessel is confirmed hostile and the group has its own medical capacity available.
  • Destroying escape pods: Escape pods must never be destroyed. Members are expected to pursue and capture them where possible.
  • Griefing: Harassment, repeated unprovoked attacks, and any conduct intended to ruin the experience of other players is strictly prohibited.

Friendly Fire

All friendly fire incidents, accidental or otherwise, must be reported to the commanding officer immediately and documented. Members involved must stand down and await instruction before continuing the engagement.

Target Verification

Before engaging any target, members must have visual confirmation of hostile action or recognised hostile markings. Uncertainty is not sufficient grounds to open fire. If a member cannot confirm a target is hostile, they must hold fire and seek clarification from their commanding officer.

Code of Conduct

The Code of Conduct sets out the standards of behaviour expected of all members of the 174th Battle Group. It applies across all group platforms and activities: in-game, on Discord, on any other group tools, and on external platforms when a member is visibly representing the group. Membership is conditional on upholding these standards.

Expected Behaviour

All members are expected to:

  • Treat all members and non-members with respect at all times.
  • Refrain from harassment, hate speech, and discrimination in any form.
  • Follow the orders of ranking members during operations.
  • Raise disputes through proper channels rather than through direct confrontation.
  • Be honest with leadership and fellow members.

Disciplinary Process

Discipline is handled on a case by case basis. There are no fixed tiers; the response is proportionate to the severity and context of the conduct in question.

  • Informal warning: Any Rank 3 or above may issue an informal warning for minor conduct issues.
  • Formal warning: A Rank 4 officer or department head may issue a formal warning for more serious or repeated issues.
  • Removal: Removal from the group requires a vote of the Rank 5 council. A majority is required to pass.

Members subject to disciplinary action have the right to present their account of events before a decision is reached. Inactivity is not treated as a conduct issue and is governed separately.

Grounds for Immediate Removal

The following offences result in immediate removal from the group without prior warning. The council may vote to make the removal permanent.

  • Cheating or exploiting game mechanics.
  • Doxxing or sharing personal information about another member without their consent.
  • Hate speech or discrimination of any kind.
  • Threatening or blackmailing members.

Appeals

Any member who has received a formal warning or been removed from the group may appeal the decision to the full Rank 5 council. The council will review the appeal and reach a final decision by majority vote. Appeal decisions are binding.

Leave of Absence

A Leave of Absence allows members to step back from group activities temporarily without losing their standing. Members are encouraged to give notice rather than simply going quiet, both out of courtesy and to ensure their absence is not misread as disengagement.

Requesting Leave

Members going on leave should post a notice in the designated Discord channel. There is no hard notice period; as much advance notice as possible is appreciated but not required. The notice should include an expected return date if known, and a rough duration if not.

Duration

There is no maximum leave duration. Members may be absent for as long as necessary. If leave extends significantly beyond the originally stated period, members are encouraged to post an update in the leave channel so leadership can plan accordingly.

Members holding Rank 3 or above must check in at least once per month during an extended absence. This ensures that leadership positions can be managed appropriately and that the group is not left without visibility over its senior members.

Rank During Leave

A member's rank is held for them while on leave. Where operational necessity requires it, a leadership position may be temporarily filled by another member during the absence. On return, the original rank is fully restored.

Returning from Leave

On returning from leave, members should check in with their department head or division leader before resuming normal activities. This ensures they are briefed on anything that changed during their absence and can be reintegrated smoothly.

Unannounced Absence

If a member goes inactive without notice, a Rank 3 or above will attempt to make contact before any further action is taken. Unannounced absence is not treated as a conduct issue unless contact goes unanswered for an extended period, at which point the matter may be escalated to the disciplinary process.

Fleet Composition

Design Principles

The fleet composition must adhere to the following design principles:

  • Self-Sufficiency: We are disconnected from UEE supply lines, so we need to be able to maintain and repair our ships independently.
  • Versatility: Our fleet must be capable of handling a wide range of missions, from combat to exploration to trade.
  • Quality over Quantity: We will prioritize maintaining a smaller fleet of high-quality, well-maintained ships over a larger fleet of lower-quality vessels.

Standard Issue Ships

Though we may have access to a variety of ships, the following are the standard issue ships that we will maintain in our fleet:

Space Superiority Fighter

A fast and agile fighter designed for space combat, capable of engaging enemy ships and screening for larger vessels.

  • Primary Ship: Scorpius
  • Vanduul Variant: Glaive (replica). For missions where we need to blend in with Vanduul forces or operate in Vanduul-controlled space.

Anti-Capital Ship

A heavily armed ship designed to take on larger capital ships, equipped with powerful weapons such as torpedoes and beam weapons able to penetrate heavy armor.

  • Primary Ship: Tiburon

Ground Bomber

A ship designed to deliver powerful ordnance against ground targets.

  • Primary Ship: Retaliator
  • Scorched-Earth Variant: A2 Hercules Starlifter. For missions where we need to deny the enemy access to resources or territory, capable of delivering powerful area-of-effect weapons to destroy infrastructure and resources.

Stealth Bomber

A ship designed to deliver powerful ordnance against high-value targets while avoiding detection, equipped with advanced stealth technology and capable of penetrating enemy defenses to strike critical infrastructure or capital ships.

  • Primary Ship: Eclipse

Dropship

A ship designed to transport troops and equipment to and from the battlefield whilst providing close air support and protection, capable of deploying forces directly into combat zones without the need for an escort or support.

  • Primary Ship: Valkyrie
  • Vehicle Variant: Asgard. A smaller version of the Valkyrie but with a larger cargo bay designed to transport vehicles and heavy equipment, capable of deploying forces directly into combat zones without the need for an escort or support.

Stealth Dropship

A ship designed to transport troops and equipment to and from the battlefield while avoiding detection, equipped with advanced stealth technology and capable of deploying forces directly into combat zones without the need for an escort or support.

  • Primary Ship: Prowler

Boarding Ship

A ship designed to transport boarding parties and equipment for boarding operations, able to quickly and efficiently deploy forces onto enemy vessels or structures.

  • Primary Ship: Legionnaire

Ship of the Line

A heavily armed and armored ship designed to serve as the backbone of our fleet, capable of engaging enemy capital ships and providing support for smaller vessels.

  • Primary Ship: Perseus

Command Ship

A ship designed to serve as the command center for our fleet, equipped with advanced communication and sensor systems to coordinate fleet operations and provide situational awareness as well as dedicated medical facilities to support our personnel during extended missions.

  • Primary Ship: Idris-K
  • Patrol Variant: Polaris. A lighter and more agile variant designed for reconnaissance and patrol missions, capable of operating independently or as part of a larger fleet.

Carrier

A ship designed to serve as a mobile staging point for our fleet, capable of launching and recovering smaller vessels and providing support for extended missions.

  • Primary Ship: Kraken

Interdictor

A ship designed to disrupt enemy communications and sensor systems, capable of jamming or hacking enemy vessels to gain an advantage in combat or reconnaissance.

  • Primary Ship: Vanguard Sentinel

Ambulance

A ship designed to provide medical support and evacuation for our personnel, equipped with advanced medical facilities and capable of transporting injured personnel to safety.

  • Primary Ship: Terrapin Medic
  • Rescue Variant: Cutlass Red. For search and rescue operations, capable of quickly reaching and extracting personnel from dangerous situations.
  • Field Hospital Variant: Apollo Medivac. For advanced medical care during extended missions, equipped with state-of-the-art medical facilities and staffed by highly trained medical personnel.

Minelayer

A ship designed to deploy mines and other area-denial weapons, capable of creating defensive perimeters or disrupting enemy movements.

  • Primary Ship: Nautilus

Snub Fighter

A small and agile fighter designed for hit-and-run tactics, capable of quickly engaging and disengaging from enemy forces.

  • Primary Ship: Fury
  • Snub Bomber Variant: Fury MX. Designed to deliver overwhelming missile firepower against enemy targets, capable of quickly engaging and disengaging from combat while delivering devastating strikes.

Anti-Swarm Ship

A ship designed to engage and destroy smaller aerospace threats such as enemy fighters and ordnance, equipped with multiple rapid-fire weapons and advanced targeting systems to effectively counter many targets in parallel as well as providing overwhelming suppression against ground targets.

  • Primary Ship: Hammerhead

Mining Vessel

A ship designed to extract and process resources from asteroids and other celestial bodies, equipped with advanced mining equipment and storage facilities to support sustained mining operations.

  • Primary Ship: Mole (Orion once available)

Salvage Vessel

A ship designed to extract and process resources from derelict ships and other space debris, equipped with advanced salvage equipment and storage facilities to support sustained salvage operations.

  • Primary Ship: Reclaimer

Mothership

A large and heavily equipped ship designed to serve as a mobile base of operations for our fleet, capable of supporting extended missions and providing facilities for repair, resupply, and personnel support.

  • Primary Ship: Ironclad Assault

Freighter

A large cargo ship designed for transporting goods and resources across the galaxy, equipped with extensive storage facilities and advanced navigation systems for long-distance travel.

  • Primary Ship: Hull C (Hull E once available)

Refueler

A ship designed to provide fuel and other resources to other vessels in space, equipped with advanced refueling systems and storage facilities to support extended operations.

  • Primary Ship: Starfarer Gemini

Datarunner

A ship designed to transport sensitive data and information across the galaxy, equipped with advanced security systems and storage facilities to ensure the safe delivery of critical information.

  • Primary Ship: Herald

Exploration Vessel

A ship designed for deep space exploration, equipped with advanced sensors, long-range communication systems, and living quarters to support extended missions in uncharted regions of the galaxy.

  • Primary Ship: Carrack

Repair Ship

A ship designed for repairing and maintaining other vessels in space, equipped with advanced repair systems, tools, and storage facilities to support extended operations.

  • Primary Ship: Crucible

Gear Loadouts

The following loadouts are the standard issue equipment for members of the 174th Battle Group, organized by division.

Marine Loadouts

Heavy Loadout

  • Undersuit: Stoneskin Undersuit
  • Helmet: Morozov-SH Helmet
  • Armor: Morozov-SH Core
  • Arms: Morozov-SH Arms
  • Legs: Morozov-SH Legs
  • Weapons:
    • Pulverizer LMG
    • TripleDown Shotgun Pistol

Scout Loadout

  • Undersuit: Stoneskin Undersuit
  • Helmet: Arden-SL Helmet
  • Armor: Arden-SL Core
  • Arms: Arden-SL Arms
  • Legs: Arden-SL Legs
  • Weapons:
    • P6-LR Sniper Rifle
    • Yubarev Pistol

Tactical Loadout

  • Undersuit: Stoneskin Undersuit
  • Helmet: DustUp Helmet Tactical
  • Armor: DustUp Core Tactical
  • Arms: DustUp Arms Tactical
  • Legs: DustUp Legs Tactical
  • Weapons:
    • Killshot Rifle
    • S-38 Pistol

Auxiliary Loadouts

Engineer Loadout

  • Undersuit: Novikov Exploration Suit
  • Helmet: Novikov Helmet
  • Weapons:
    • Cambio SRT
    • APX Fire Extinguisher
  • Gadgets:
    • Pyro RYT Multi-Tool with TruHold Tractor Beam Attachment