Deployables

Deployables are items that can be deployed at will on the battlefield, adding a strategic element to battles. Deployables feature in Unreal 2, XMP, and in some Unreal Tournament 3 gametypes.

Unreal 2
U2's deployables can be picked up again and re-used elsewhere.
 * Auto Turret - automatic defensive turret, 350 health
 * Rocket Turret - automatic defensive turret, 500 health
 * Field Generator - pole-shaped generator used in pairs to create a Force Wall, 300 health

XMP
XMP features U2's single player deployables as well as three deployable pickups. See U2's section for details. All turrets except for the pickups need energy to function.
 * Auto Turret - Tech
 * Rocket Turret - Tech
 * Field Generator - Tech
 * Land Mine - Gunner
 * Trip Mine - Gunner
 * Health Pack - Ranger, health pickup
 * Power Pack - Tech, shield pickup
 * Supply Pack - Gunner, ammo pickup

Unreal Tournament 3
Deployables are special types of weapons or utilities in UT3. When a player picks up a deployable, he or she cannot select any other weapons until the deployable is used. It is still possible to enter (and use) vehicles or the Hoverboard, though.

The Necris Nightshade support vehicle can deploy two Spidermine Traps, a Stasis Field, an EMP Mine, and a Shield Generator at the same time.

Spidermine Trap
"When armed, this trap waits for nearby enemies, then sends a swarm of spider-like robots to attack. The robots dig into their targets, then detonate, and are extremely dangerous in packs. The AVRiL Longbow's laser designation system can be used to guide these spider robots from the trip towards distant enemies."

- UT3 manual

When deployed, a housing structure (the "Trap") for spider mines is dropped. It contains 15 spider mines and can't be destroyed directly. It will vanish after all of its mines have been destroyed or its lifetime has run out. When an enemy approaches the trap, it starts releasing spider mines, which will attempt to hunt down enemy players and vehicles.

Spider mines "scurry" towards their target and attempt to leap at it. If they hit a player or vehicle, they blow up. Players getting killed by a spider mine hit will see a mine crawling onto their face and drill into it. Without any targets nearby, spider mines return to their "home" trap. You can easily destroy spider mines by hitting them once with any kind of weapon. Just make sure they are not too close yet, because they will blow up when destroyed.

The AVRiL's secondary fire mode can be used to give the spider mines a location to scurry to. If there are less than eight mines out to control, traps with a line of sight to the target location will spawn additional mines in short intervals.

Stasis Field
"The technology powering this device is not entirely understood, even by the scientists who assembled the prototype. The apparent effect, though, is quite clear - the perception of time is literally bent to a crawl inside the generated field. This device is extremely effective in defense situations, as it can create tactical choke points, or even be used to slow assaults on Nodes or Flags."

- UT3 manual

The Stasis Field (also called Slow Field or Slow Cube) is a green cube with a gelatinous look, just about large enough to completely enclose objects the size of the Nightshade. Inside this cube, time is slowed by one eighth for projectiles and by one fifth for players and other objects. Flags and orbs only suffer 50% time dilation, to prevent them from staying there for an eternity after being dropped.

The Stasis Field's sides block hitscan shots from weapons and vehicles from both inside and outside the field. Hitscan weapons can still be used inside the stasis field, for example to set off a combo using a shock projectile that already floats inside the field. This property may even be used defensively for blocking off shots of the Darkwalker or Nemesis. It might actually be more effective for this purpose than a Shield Generator, which only lasts about 1.5 minutes and has a limited amount of health.

If the Stasis Field doesn't touch any players or game objectives (power nodes, barricades, flag bases, etc.) it will last for three minutes. Each player and vehicle in the field drains 3 seconds of the field's life time per (non-slowed) second, each game objective drains 4.5 seconds per second.

Shaped-Charge
"The shaped charge is a hand-carried detonation pack that can be used to clear battlefield obstructions, such as blockades."

- UT3 manual

A plastic explosive that can be detonated to do massive damage in an area, the Shaped Charge can destroy barricades in Warfare, which may trigger special events in some maps. The only alternatives for tearing down barricades are the Redeemer and the Leviathan's ion cannon.

A single shaped-charge pack can do up to 1200 points of damage. This is enough for destroying most vehicles and even power nodes with a single blow. Power cores are heavily damage by a shaped-charge, if a team allows an opponent carrying it to reach the base.

EMP
"The Electromagnetic Pulse Mine is used to defend against enemy armor. When an enemy vehicle comes within range of the mine's proximity sensors, the mine detonates with a single wide-area EMP burst. This pulse triggers fail-safe ejection systems on any nearby vehicles, and also shuts down their computer systems, making the vehicles useless until they reboot."

- UT3 manual

A small, fairly inconspicuous mine is laid down when this is deployed. Any enemy vehicles that move within a radius of approximately the Stasis Field and/or Energy Shield will trigger the mine, ejecting the driver and passengers from the vehicle and locking it for about 20 seconds. A Viper or Scorpion launched for self-destruct will explode immediately when hit by an EMP. Any players traversing on hoverboards will be knocked off of them.

Shield Generator
"The shield generator creates a massive multi-faceted shield that stops all weapon fire but allows passage of soldiers and vehicles."

- UT3 manual

The shield generator creates a blue spherical shield with open top and bottom, which is slightly larger than a Stasis Field. Players and vehicles can pass through the shield barrier, but weapon fire is blocked. The shield can sustain 4000 points of damage before collapsing.