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Grenades (Re)Added to All Specs

Unread postby icycalm » 27 Sep 2025 17:13

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MK-4 Frag Grenade

The original specs I made about three years ago included grenades but then shubn said no one uses them because they often end up exploding on you due to low server FPS, so I removed them. Since then, static server meshing has been implemented, thus drastically improving server FPS and making grenades viable again. That doesn't mean they will never explode on you, though, so just to be safe make sure you only throw them when there are no teammates near you so that if you go, you don't take anyone else with you.

I've given 4 grenades to heavy armors, 3 to medium and 2 to small. These are the max capacities on the cores, and be sure to let me know if I have made any errors by bumping the thread. Of course you can carry more in your arms and legs and backpack if you want.

Also, the only spec so far to not include grenades is the Medic because I've given him those chest lights (though he can still pack them elsewhere). Let me know if you think there are other specs that could benefit, either functionally or aesthetically, from replacing their grenades with something else. I don't even know the full range of items that can be equipped on those core slots.

So far the MK-4 Frag Grenade is the only grenade type implemented, but many more have been concepted, so hopefully we will eventually have more choices that will make for some interesting decisions.

DS-12 Force Propulsion Grenade
https://starcitizen.tools/DS-12_Force_P ... on_Grenade

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Star Citizen Wiki wrote:The DS-12 Force Propulsion Grenade was known as the DS-12 Gravity Grenade in the old concept art. In Alpha 2.6.0, a DS-12 Gravity Grenade can be seen in Skutters on Grim HEX and Live Fire Weapons on Port Olisar.


SC-1 LIDAR Grenade
https://starcitizen.tools/SC-1_LIDAR_Grenade

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Star Citizen Wiki wrote:The SC-1 LIDAR Grenade was known as the Radar Net Grenade in the old concept art. In Alpha 2.6.0, an EP-5 EMP Grenade can be seen in Skutters on Grim HEX.


The full range of Behring grenades:

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Can't wait to see them all in the game some day!
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Cult Hazmat Spec

Unread postby icycalm » 30 Sep 2025 04:02

So I had thought there were only four variants of the Stirling suit: the white you can buy in shops and most enemies wear, the red that a few enemies wear, a yellow ASD Edition that's a rare loot drop, and of course the super-cool Hazard version that came with the Hazard Patch Bundle. Turns out there are half a dozen more, all of which are rare loot drops including a red, a black and a gold one: perfect for the Medic, Master Chief and SupCom respectively. If we give the Hazard to the Inquisitor and the white that can be bought in shops with aUEC to the Captain, plus the ASD Edition to the Commander (which is yellow and thus matches well the Contractor Commander's yellow Pembroke), that's it: we've covered everyone except the Emperor, who of course doesn't stoop to deal with hazmat.

Problem is that the Inquisitor Hazard version comes only with a bundle that's no longer for sale at the Pledge Store. However, as luck would have it, we snagged no fewer than 5 of these bundles, going by the reports in the Exclusive Gear thread: me, shubn, Exiled, and two for Adjudicator: one for his main account and one for clone 2. All this assuming no one has melted theirs, though if anyone has it can be brought back from their Buy Backs. Plus, Star Hangar offers multiple packs for about $50, which is double the original price, but not too bad if someone wants one badly (always check sellers' feedback before buying). The Impound also sells them for about $100... If anyone ends up buying one, make sure to let us know in the Exclusive Gear thread.

But the 5 we have is a pretty good number, and if we can grab a black and a red for a Master Chief and a Medic from the dark market, plus a white with aUEC in-game for a Captain, that brings the total to 8, and we rarely have more than that in a session. If we get a 9th or 10th player we can try to buy a second red and black from the dark market for a second Medic and Master Chief. So we should be okay. But definitely every extra Hazard bundle bought will make things easier for us now and in the future with more players, so if you feel like giving CIG more cash (via way of a scalper, naturally), this would be a helpful purchase. But don't worry if you don't feel like it. We'll set you up one way or another.

Since the Hazard bundle also gives a matching Spirit paint, I made the C1 the official ship of the Cult Hazmat Teams. We have 5 of these paints, and each ship can bring 2 team members to the site, plus a couple more depending on the Medic ship used. And you will note I took the opportunity to make use of some lighter hazmat suits that were subscription rewards in previous months and can be bought for about $15 each from the Subscribers Store for those who don't have them. Those don't confer any protection yet but you can use them in the landing zones and your hangars while prepping for the hazmat missions if you feel like roleplaying a bit. And hopefully some day CIG will give them some protection stats.

P.S. The Medic's suit has been listed under the Cult Medic section.


CULT HAZMAT
Role: A Cult Hazmat (Hazardous Materials) team is a group of specially trained professionals who respond to incidents involving the release or potential release of hazardous materials, such as spills, leaks, and explosions. These teams use specialized equipment and protocols to identify, contain, and mitigate these dangers, minimizing harm to CULT personnel, property, and the environment. Their duties include detecting the substance, establishing control zones, containing leaks, and collecting evidence, often responding to paramilitary and industrial accidents.

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Requirements: Must be analytical, calm under pressure, committed, and self-motivated, possessing strong communication and teamwork skills to navigate dangerous situations effectively. Must also be realistic, investigative, and show dedication to continuous training to maintain your skills for handling hazardous incidents.

Training: Death Stranding, Viscera Cleanup Detail, Chornobyl Liquidators.

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INQUISITOR GROUND SPEC
Stirling Hazard Suit [Grey Market] [$$$]
Stirling Hazard Helmet [Grey Market] [$$$]
Stirling Hazard Backpack [Grey Market] [$$$]
Left back: Prism "Hazard" Laser Shotgun [Grey Market] [$$$]
Left torso: 3x Prism Laser Shotgun Battery (20 cap) [Cubby Blast] [3x248]
Civilian Uniform: TruBarrier Hazard Suit and Mask - Hi-Vis Biohazard [Subscribers] [$$$]
Everything else same as base Inquisitor

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MASTER CHIEF GROUND SPEC
Stirling Exploration Suit Tungsten Edition [Loot] [N/A]
Stirling Exploration Helmet Tungsten Edition [Loot] [N/A]
Stirling Exploration Backpack Tungsten Edition [Loot] [N/A]
Civilian Uniform: TruBarrier Hazard Suit and Mask - Dark Biohazard [Subscribers] [$$$]
Everything else same as base Master Chief

CAPTAIN GROUND SPEC
Stirling Exploration Suit [Pyro > Stanton Jump Point FPS Armor] [23,120]
Stirling Exploration Helmet [Pyro > Stanton Jump Point FPS Armor] [26,780]
Stirling Exploration Backpack [Pyro > Stanton Jump Point FPS Armor] [10,000]
Civilian Uniform: TruBarrier Hazard Suit and Mask - Warning [Subscribers] [$$$]
Everything else same as base Captain

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COMMANDER GROUND SPEC
Stirling Exploration Suit ASD Edition [Loot] [N/A]
Stirling Exploration Helmet ASD Edition [Loot] [N/A]
Stirling Exploration Backpack ASD Edition [Loot] [N/A]
Civilian Uniform: 'ASD' Refinery Suit [Subscribers] [$$$]
Everything else same as base Commander

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SUPREME COMMANDER GROUND SPEC
Stirling Exploration Suit Olympian Edition [Loot] [N/A]
Stirling Exploration Helmet Olympian Edition [Loot] [N/A]
Stirling Exploration Backpack Olympian Edition [Loot] [N/A]
Everything else same as base Supreme Commander

GROUND VEHICLE SPEC
Personal Transport: STV (Cobalt Grey) [Astro Armada] [75,600]

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SHIP SPEC
Medium Freight: C1 Spirit (Hazard) [New Deal] [3,118,500]
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icycalm
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Medic Updated

Unread postby icycalm » 01 Oct 2025 23:36

The release of the Lifeforce version of the Morozov Pyrotechnic (for about $15 in the Pledge Store, and you can use credits for it) prompted a major update to the Medic Spec, and I took the opportunity to incorporate some more changes I've been planning for a while. This is an almost complete rewrite of the spec.

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Above all, the Terrapin Medic has been released which is the only one of the smaller vehicles to feature a T2 bed. The Ursa, C8R and Cutlass Red all have T3, and you have to go up to the Carrack or 890J to get a T2 in the field aside from the Apollo. The Idris has also been downgraded to T2, which caused a huge backlash in the community, but that's another story. Point is only the Apollo can now bring a T1 in the field, and next best is the Terrapin with the exact same bed as capitals like the Polaris or the Idris. I think Adjudicator has a Terrapin, and that's the only one we have. We can certainly use more.

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I put a medgel canister in the backpack. At 100,000 aUEC it might sound like a waste, but right now we keep items on death so we aren't losing anything. And Medics aren't supposed to die anyway. And we did run out of medgel on our Apollo T1 bed last time at Onyx. Of course you should keep canisters on the ship, and there are even shelves for it at least on the Apollo, BUT CIG has been adding medbeds to outposts in the wild, and though they aren't functional yet, and we don't know how they will work, chances are they will require medgel. So all in all I think it's worth the extra cost to ensure the Medic is prepared to refill any bed, whether ours or otherwise.

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Also in the backpack, or rather under it, I put the so-called Medivac Rescue Light. This was given out at Invictus 2024 to those who logged in three times. I remember pinging people about it, so we should have at least 4-5 of these. We never bothered to figure out what it does, but I've recently seen a couple Reddit threads about it and also a medic use it on YouTube, and it's pretty cool. It's basically a light that blinks and can be seen from up to 20 km, reportedly. You can place it on the ground or attach it to the medical vehicles, but you can also strap it to the bottom of backpacks! That's what the guy I saw on YouTube had done: he had it up against his ass basically, blinking all the time. So it serves to highlight were the Medic is, plus it can be set down say in a cave or on a planetary surface to guide in rescuers. It can be bought for about $30 on Star Hanger and $50 on the Impound, but as I said, we have a few already so you can borrow one if you want to play Medic.

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Another exclusive item I added is the TBF-4 "Balefire" Combat Knife. This was given in the 2021 CitCon pack back when those packs were given for free to anyone with an account. Too bad we only started playing the following year, but the pack can still be bought from the grey market for about $15, and I have it. Why add such an exclusive knife? Because there are three other reds, and one is $300+ and I am reserving it for the Emperor, and the other two are very aggressive-looking and I've given them to the red Commander and red Pirate Commander (i.e. the ones serving under Adjudicator). It would devalue their exclusivity if every Medic had one of the Commander ones, plus this looks far less like a weapon and more like a tool, since it lacks the pointy tip and huge serrated edge. And at $15 it's not too expensive.

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And of course he gets the red medgun now, from the Subscribers Store. And since he can no longer carry a multi-tool, I gave him the MaxLift as standard. It makes sense to move bodies around and also get them out of ditches and crevices, etc., and also flip vehicles etc. So he loses no functionality except the second long gun that he shouldn't really need anyway. So he gets one red pistol and long gun of the player's choice, but not a special one (meaning sniper rifle, light machine gun, grenade or missile launcher, and railgun: so basically either assault rifle, shotgun or submachine gun if I am not missing anything).

In sum, yes the new Medic Spec is loaded with exclusive and expensive items, both in cash and credit value, but... you can't deny it kicks total ass and feels utterly unique. Plus, we buy this shit anyway so we may as well use it, and people can always borrow a complete loadout from others now that we lose nothing on death. Keep in mind also that eventually we'll have shared org storage in our bases, so account ownership or who is logged on or off won't matter: you'll just go to our Medic lockers and suit up without hassle. So enjoy the super-cool new Medic Spec, and I look forward to seeing what people can do with it in the field.

P.S. The main feature of the respec is that the armor is heavy, making the Medic tankier. Plus it looks more "medicy" than the one we had put together.


CULT MEDIC
Role: Cult Medics are responsible for providing emergency medical treatment at a point of wounding in a combat or training environment, as well as primary care and health protection and evacuation from a point of injury or illness. Additionally, Medics may be used in hospitals and clinics, where they have the opportunity to work in additional roles, such as operating medical and laboratory equipment and performing and assisting with procedures.

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Requirements: Must be comfortable with frequently witnessing injuries and death and be often exposed to personal threats of trauma as you render aid to those injured on the battlefield while exposing yourself to danger. While under attack, you must be comfortable with fighting alongside your fellow soldiers.

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Training: Doctor simulators, first- and third-person shooters, stealth games, vehicle sims, space sims, racing games.

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GROUND SPEC
TCS-4 Undersuit Lifeforce [Pledge] [$$$]
Morozov-SH-I Helmet Lifeforce [Pledge] [$$$]
Morozov-SH-I Lifeforce Core/Arms/Legs [Pledge] [$$$]
Morozov-CH Backpack Lifeforce [Pledge] [$$$] w/ Food & Drinks [Verse] [VAR], Pancea MedGel Canister [Verse] [100,000] & Medivac Rescue Light [Grey Market] [$$$]
Left back: Any red gun except special
Right back: MaxLift Tractor Beam [Verse] [19,175]
Chest: 4x Red QuikFlarePro [Subscribers] [$$$]
Left thigh: 4x MedPen (Hemozal) [Verse] [4x265]
Left thigh: ParaMed "Oxide" Medical Device [Subscribers] [$$$]
Right thigh: Any red pistol
Right thigh: TBF-4 "Balefire" Combat Knife [Grey Market] [$$$]
Left torso: 6x Any ammo or ParaMed Refills
Right torso: 2x ParaMed Refill [Verse] [2x250]

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HAZMAT GROUND SPEC
Stirling Exploration Suit Chroma Edition [Loot] [N/A]
Stirling Exploration Helmet Chroma Edition [Loot] [N/A]
Stirling Exploration Backpack Chroma Edition [Loot] [N/A]
All else same as base Medic

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SHIP SPEC
Field Hospital: Galaxy w/ Med Bay [Pledge] [$$$]
Medical: Apollo Medivac [Pledge] [$$$]
Medical Support: Terrapin Medic [Verse] [5,704,770]
Search & Rescue: Cutlass Red [Verse] [2,857,680]
Small Medical: C8R Pisces Rescue [Verse] [555,660]
Ambulance: Ursa Medivac [Verse] [124,740]
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icycalm
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Re: Cult Spec

Unread postby icycalm » 02 Oct 2025 19:20

Tegerax 4.3.1 PU 29.09.2025
https://robertsspaceindustries.com/comm ... DpnkoYc2az

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Wow, this goes fucking HARD. I don't even know what I would do with that... Cult Hunter Supreme Commander? I'll have to think about it. He has blended no fewer than 4 very exclusive armor packs, and with amazing style.

This is why I buy as much exclusive stuff as I can.
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icycalm
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Re: Medic Updated

Unread postby shubn » 03 Oct 2025 00:34

The medgun goes in the pistol slot, which means the medic can't have a pistol, but he can have a multi-tool on the left thigh.

Also, you do lose everything that is stored inside of your armor and backpack on death, unless you're in armistice zone, or in a hangar, or in a place that is currently bugged like some specific areas in Contested Zones and Onyx facilities. What you don't lose is anything that is equipped on your armor and backpack.
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Joined: 10 Jan 2012 03:17
Location: France

Re: Medic Updated

Unread postby icycalm » 03 Oct 2025 02:57

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Alright, good catch. So here's what I did. I gave him the ArcCorp multi-tool because it's red. There is also the Bloodline one from the Subscribers Store, but that's way cooler so I am keeping it for the red Commanders. Of course that means there's yet another exclusive item for the Medic player to track down, and it can't be earned anymore unless you buy an account. But we have several of them, including on some clones, so whoever wants to play Medic just grab one from a clone that's not used much. I think Adjudicator has several. Many of us sweated for days on the Resource Drive event to earn these, so we may as well reward ourselves and see them in action.

Of course the multi-tool should come with the tractor beam attachment, which means I could remove the MaxLift and add a second red gun in its place. Anything except a special one is fine, as with the other one.

And I took the opportunity to add 4 deconpens and 4 oxypens to his backpack, but note that these can be exchanged with the 4 medpens on his hip, in any combination, at any time, even before mission start. Whatever combo any given Medic feels is best for the job ahead, but he must have all 12 on his person at all times (or more).


P.S. All these changes were made only to the OP, not to the update post above.
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