OT Guide (bad)

Introduction
HELLO. this is actually OT guide on how to use it and other stuff that i will tell you. OT lab might be overwhelming at first since you are the guy that makes boom boom or makes flame. What you need is a small knowledge about chemical and a use of math (Optional)

The Workshop

OrdnanceWorkshop

Component Storage Machine: Located in the northwest of the Lab. It gives you Detonation Assembly which can be use as detonator. Certain Assembly needs specific Detonation Assembly.

Armylathe: Located northwest of the lab, right beside of Component Storage Machine. This lathe gives you the Assembly from small grenade (M40) to Mortar Shells. It requires Metal and Plastic. Certain Assembly requires two printing: Rocket needs to be Assembled with an 84mm rocket warhead and rocket tube with 60u of methane. Rocket needs to be Assembled with an 80mm mortar shell and mortar (camera) warhead with 60u of hydrogen.

Electronics Vendor: Located north of the lab, right beside of Armylathe. This Vendor gives electronics. You won’t need this much, but other personnel may come to request stuff from it.

Demolition simulator: Located West of the lab, right below of Component Storage Machine. This machine is useful as it could simulate the explosion or flames that you made (sadly you cant simulate Custom M240A1 Fuel Tank iirc). By click “Change targets” a pop up will appear which contains CLF, UPP, Runner, Sentinel, Ravager (for testing explosive), Crusher (for testing flames).

Autolathe: Located north of the lab, right beside of Electronic Vendor. If the Component Storage Machine ran out of Detonation Assembly you could print here but it will require metal and glass.

Industrial Grinder: Located West of the lab. You will need this to grind down phoron and various metals from storage. Sometimes other personnel will ask you to grind a certain material as it gives more.

ChemMaster: Located West of the lab. This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it’s contents to “buffer” by clicking on buttons present next to the name of the chemical. Clicking again while they’re in “buffer” will flush them down disposals, aka they’re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to “transfer to beaker.” A pill bottle can be inserted into the machine to automatically hold created pills.

Chemical tanks: Located southwest of the lab. A large capacity chemical storage tank that can store up to 1000 units. In the storage room you have tanks for oxygen, sulfuric acid, water, polytrinic acid, ammonia, methane, hydrogen, and fuel. Can be un-anchored for moving it around. Click with an empty hand to quickly change the transfer amount. If you need to refill it, you must change the transfer direction. There is some empty tank located at Southeast

Industrial Freezer: Located Southeast of the lab. Opening this have silver beaker which is useful on creating Octogen.

Yellow locker: Located Southeast of the lab. The locker contains various chemical such as Ammonia, Polyrinic acid, Methane, Oxygen and other chemicals (i forget).

Tool Storage Machine: Located Southeast of the lab. Contains many spare tools, devices and equipment needed for engineering work. Should you somehow lose your essential equipment, you can find replacements here. Other personnel might also come around to request stuff from it.

Crafting Assembly

“As an Ordnance Technician you have the necessary skills for crafting custom demolitions (chem bombs) to improve the USCM arsenal. The types of bombs you can make range from small / large grenades, mines, plastic explosives, and warheads for rockets / mortar shells. All of these follow a similar pattern of construction: printing the necessary casing from the armylathe, adding a detonator assembly, adding containers with chemicals up to the casing’s volume, and locking the bomb to finish. With the right combination of chemicals, they can all be made significantly stronger than their standard issue counterparts. Chemical explosives all have a minimum falloff of 25.”^1

Blast Dampening
Alt-clicking an explosive casing or a warhead toggles the blast dampening. Clicking on a reagent container or a assembly with a casing or warhead will insert it. This creates a AP rocket like explosion. Doesn’t kill the target but stuns them.

Making Assembly
Making Assembly requires three things. Screwdriver and two component (Assembly part). Put 1 component in your hand and click the other component. This will make a loosen Assembly screwing by using a screwdriver will make it so you can’t take apart by using (z). Signaler is different as you have to set a frequency and code. When getting Signaler you will get a unloosen component you have to loosen the signaler combine it to the other component.

Assembly

  • Igniter-Igniter - used for rockets and mortar shells, supposedly provides instant detonation for claymores.
  • Igniter-Timer - used for c4, m15, and m40, it activates the igniter after the configured timer.
  • Igniter-Sensor - used for claymore and c4, it makes a beep when it detects movement and after the configured delay(default is 1), it will activate the igniter.
  • Igniter-Signaler - used for c4, paired with another signaler, when activated it triggers the igniter after a 3 second delay, so its not instant.
  • Sensor-Signaler - used for triggering a Igniter-Signaler with a sensor.

Keep in mind that Igniter-Signalers can be made to be paired with other Igniter Signalers.

Claymore (M20)
Double igniter makes tripwire trigger which work exactly as a normal Claymore (which can be obtain in req). Ignitor-Proximity can increase its range and delay the explosion by opening the popup of Proximity. Claymore is useful for setting up traps. Can be remove by tuner. Both Tripwire trigger and proximity have IFF. can only hold two bottles. cost 4687 metal (1.2 sheets)

Grenade (M40)
A very useful on making flame nades. This type of nade can fit in underslug grenade launchers. It only Ignitor-timer. cost 4687 metal (1.2 sheets)

Grenade (M15)
A very useful on making explosive nades. This type of nade cant be fit in underslug but it can fits in M81 and M92 grenade launchers. It only uses ignitor-timer. 8750 metal (2.3 sheets).

Plastic Explosive (C4)
A very useful on certain scenario. Detonator assembly can contain timer, proximity sensor or remote signaler. Can be disarmed with a multitool.

WARNING: THE NEXT 2 CASINGS REQUIRE FUEL, IF THEY ARE NOT LOADED WITH FUEL IT WILL BLOW UP ON THE USERS FACES, RED SIGNALS NO FUEL OR BAD FUEL, GREEN SIGNALS WITH FUEL

Rocket (84mm)
Can only be used by Sadar spec. Warhead must contain assembly of two igniters. Rocket tube must contain 60 units of methane fuel.

Mortar (camera) Shell (80mm)
Can only be used in mortar. Warhead must contain assembly of two igniters. Mortar shell must contain 60 units of hydrogen fuel. For camera it needs Flash Powder.

Mixing

Some chemical have cool properties such as:

  • Phosphorus: 10u gives 1 radius of White Phosphorus smoke
  • Iron: 1u of Iron is equivalent of 1 shrapnel.
  • Iron + Phoron: Putting 10u of Phoron gives incendiary shrapnel which reduced the shrapnel to 1/4.

Some of the chemical requires water to be stable and not explode.

  1. Napalm: Needs to have an amount of Water equal to OVER half of the total amount of napalm that will be in the container after mixing. After mixing the water may be safely removed.
  2. CLF3: Needs to have an amount of Water equal to OVER half of the total amount of chlorine trifluoride that will be in the container after mixing. After mixing the water may be safely removed.
  3. ANFO: Mix this in batches of 60 at most. So add 30 welding fuel per pour. NOT MORE. (Highly suggest on 20u per pour and not 30u because of float problem.)
  4. Potassium Hydroxide: Explodes instantly

Sometimes people will request custom orders.

  1. Metal foam: It is made by Foaming agent(1u), Polytrinic acid(1u), Iron(3u). Formula of making a metal foam is
  • x(amount of metal foam you want)/5 = y.
  • 1*y = z (Foaming agent)
  • 1*y = z (Polytrinic acid)
  • 3*y = z (Iron)
  1. Unga smoke: It is a smoke that gives marines per tick. We will use a vial and a bottle. It will need 15 Potassium, 15 Sugar, 15 Phosphorus. It should be in a separate container.
    15u Sugar
    15u Potassium

15u Phosphorus
45u Unga medicine

Video of mixing

A minute of making Cyclonite - YouTube
Half a minute of making ANFO - YouTube

Doing Math

So you kinda dont understand how chemical adds up?


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1u of certain chemical is at the table. Example of this Phosphorus: Putting 30u is 30 intensity, -3.6 Radius, 3 Duration. Since Phosphorus’ intensity is 1. 1x30 = 30, Radius -0.12x30 = -3.6, Duration 0.1x30 = 3

Max Mixes

Theres is two main things that you can make.

  1. Explosives
  2. Flames.

On explosive mixes there is only two main thing that you need to focus.

  1. Cyclonite
  2. ANFO

(this part is debatable)
Grenade (M15)
120u Cyclonite
60u ANFO
Power mod: 240 (limited to 215)
Falloff mod: 25

Plastic Explosive (C4)
160u Cyclo
20u ANFO
Power mod: 260
Falloff mod: 25

Rocket (84mm)
180u Cyclo
Power mod: 270
Falloff: 48

Mortar Shell (80mm)
240u Cyclonite
Power mod: 360
Falloff mod: 25

On Flame mixes there is three main thing that you need. (most of these are limited by the Combustive Capacity)

  1. Ethanol
  2. Phosphorus
  3. Carbon

Grenade (M40)
75u Ethanol
10u Phosphorus
5u Carbon
Intensity: 20
Radius: 5
Duration: 24

Plastic Explosive (C4)
135u Ethanol
10u Phosphorus
5u Carbon
Intensity: 26
Radius: 6
Duration: 30

Rocket (84mm)
145u Ethanol
1u Phosphorus
34u Carbon
Intensity: 30
Radius: 7
Duration: 36

Mortar Shell (80mm) (not star)
145u Ethanol
1u Phosphorus
34u Carbon
Intensity: 30
Radius: 8
Duration: 48

My Recipe Book

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Free Copy of OT - Google Sheets

FAQ

Q:Why am I making Dexalin when making formaldehyde?
A:Either you’re not using silver beaker or that you ARE NOT ADDING PHORON LAST

Q:How to distribute?
A:Send to Req or send to dropship. Make sure to get RPG/GL Spec’s squad comms and Req comms

Q:Can you blow up multiple c4’s at once?
A:Yes, you use signalers, you can click on a signaler with another signaler to copy the codes. Pair all c4’s with the same code and you’ll have a network of c4 connected to one signaler, you can use the sensor-signaler assembly to make the c4’s blow up when it detects movement.

Q:Does putting in the tank with large amount of explosive chemical explosive bigger?
A:Sadly not, anything that is not OT casing have limitation of M40

Q:Why does some parts are familiar
A:Some part are stolen from the old forum “Kryth’s Guide for blowing up marines [OT Guide]” Highly recommend it.

Q:How do you mix?
A: By putting every ingredients in the container it will automatically make the mixture(the chem you making)

2 Likes

To make formaldehyde you need to add methane first, it does not matter if oxygen is last or phoron is last. You can do methane, oxygen, phoron (in fact that is how I always do it and it always works for me). Phoron, methane, then oxygen will make dexalin instead.

Also worth noting that for maxing out fire stats in as few units as possible napalm and ethanol is the optimal mix. For example in a grenade 30 napalm 32 ethanol maxes it all out. Non-star fire mortar can be made with just 40 napalm 60 ethanol. However using phosphorus has the advantage of making white phosphorus smoke which does extra damage, so recipes using phosphorus can be better (10u phosphorus makes 1 radius of smoke, up to a maximum of max fire radius-1). At the end of the day there’s no objectively wrong recipes so I’m not saying your recipes are wrong, but thought I’d mention this alternative.

Anyway pretty nice guide even if I’m nitpicking some things, nice work.

1 Like

When i was thinking about max fire stats i was also thinking of easy way to mass produce it. Non-star fire mortar is just not letting intensity go up to 30. Also thank you for saying about phosphorus. i have no idea about that function.