Ghostship Chronicles: Item & Equipment Guide

A comprehensive guide to everything you pick up and find in the game. Information on these items can be seen in-game in the item inventory by pressing the I (information) button on the selected item.

 

Ammunition

Each weapon has its own ammunition. If you walk over some ammo you have the weapon for it and have room in reserves, it will automatically pick it up and add to reserve ammo. If ammo for that weapon is full or you don`t have that weapon, you can press the interact/use button to store it in inventory and use it at a later time.

9 mm pistol clips hold 18 rounds. Clips are used with assault pistols.

Combat pistol clips hold 32 rounds. Clips are used with combat pistols.

8 shells can be loaded into a combat shotgun. At close range, it is deadly! At medium to far range almost useless!

A box of 24 shells to be used with most shot 12 gauge and combat shot guns.

A box of 36 shells to be used with most shot 12 gauge advanced shot guns.

Assault Rifle clips hold 59 rounds. The assault rifle is the standard CDF Marine issue rifle for general operations.

SMG Rifle clips hold 69 rounds. The sub machine gun is the standard weapon of choice for Close quarter combat.

Battle Rifle clips hold 99 armour piercing rounds. The battle rifle is is a light support weapon with added punch!

Mini Gun packs hold 250 rounds and can be used with M2, and M3 mini-guns

24 High calibur rounds for the AAR Sniper rifle.

Fuel pack for the M2 Flame Thrower. Contains 100ml of BioX-Napalm and are highly flammable.

A frag grenade that is highly explosive and can me just as deadly for you as the enemy if cation is not used when thrown. The grenade gives off a prime sound, the quieter it gets the less chance you have of dying in the impact. Always use cover! A maximum of 5 grenades can be carried at any 1 time.

A pack of 5 frag grenades. These can be used from the inventory to replenish grenades to maximum. Use with caution!
Armour
Armour will absorb most of the damage inflicted from melee and weapon fire. Grenades and high explosive devices can rip through the standard light plate armour. Armour can be upgraded so look around for armour plates to top up and upgrade armour.

Armour pickup which instantly sets armour to maximum. The default maximum starting armour is 100.

Armour repair kits can be used to repair armour. You must have armour for it to be repaired.



[h1]An armour plate will permanently upgrade maximum armour by 5 to a maximum of 200. Each armour plate also replenishes a small amount of armour.[/h1]

An armour plate will permanently upgrade maximum armour by 5 to a maximum of 200. Each armour plate also replenishes a small amount of armour.
Health & Enhancements
Health is important for you and for team mates if you want them to survive. There are various health pickups and some also give passive enhancements to health, speed and stamina. Health stim`s can be used at any time with the health stim button while others can be used from the inventory.

A health kit will heal you by moving over it. If you are at maximum health, it can be picked up and store in inventory for later use. Health kits normally add around 40 health.

Health stims can be used at any time and a maximum of three can be carried at any one time. Stims will regain health to max an then add a small amount of health for a short period of time. Once this passive effect is active you will get a hud notification in the bottom left corner.

Medical supplies will regain health for any cdf personnel. Drop close to a team mate to heal them. You can also use medical supplies for yourself and regain health to maximum.

Energy drinks will regain a small amount of health and make you much faster for a short period of time. Once this passive effect is active you will get a hud notification in the bottom left corner.

Steroids will boost stamina and slowly increase health. steroids typically wear off after 5 minutes. Once this passive effect is active you will get a hud notification in the bottom left corner.

A pack of 3 health stims for medical emergencies which require a quick fix. Stims can be used to regain health and stamina
Other Items
There is a variety of items in the game and some can be very useful and some things not so useful or needed at the time. Inventory space can get clogged up very quickly so be sure to manage inventory and check regularly for ammo you can add to reserves and items you can use.

Key cards are essential for opening locked lockers and doors. Always be on the look out for these.

Data foils are data storage notes left by the crew. These can contain clues to items and weapons as well as tell some of the story what happened around the ship.

A stash of credits. Finders Keepers

Inventory upgrade which will permanently increase inventory capacity. Equip slot +1, Backpack +2 and item inventory +10

Standard Issue flares will light up dark areas and will last for up to 5 minutes. Comes in various colours.

Military tactical mine which has a proximity trigger. Once primed, mine can be deactivated and used again. Caution is advised!

Military Issue energy shields are used to protect CDF personnel from ballistic and melee attacks when inside. Shields last 3-4 minutes and lose energy with each impact.

N102 Tank – Standard

Oxygen Tank – Highly Explosive!

Fusion battery Class 3. Powerful and long lasting clean energy.

The M2 power drill are common place on many ships and colonies. These drills are powerful and require an PL battery.

PL Battery for an M2 power drill.

Ration box for 3 personnel. Designed to last 24 hours (May contain nuts)

A tool box containing various maintenance tools and equipment.

By Baldrick

 

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