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		<id>https://cm-ss13.com/w/index.php?title=Space_Station_13_Guide&amp;diff=40302</id>
		<title>Space Station 13 Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Space_Station_13_Guide&amp;diff=40302"/>
		<updated>2026-02-11T14:52:35Z</updated>

		<summary type="html">&lt;p&gt;Harryob: /* Downloading CM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outdated}}&lt;br /&gt;
&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to Space Station 13!&#039;&#039;&#039; This is a 2D game that takes place on a space station. It looks very basic, but the game is very complex. Almost every mob is player controlled! There are many different servers with their own style of playing. I hope this &#039;&#039;&#039;guide&#039;&#039;&#039; helps you learn how to play this amazing game!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For this guide, we&#039;ll be focusing on how to play &#039;&#039;&#039;CM-SS13&#039;&#039;&#039;, a &#039;&#039;SS13&#039;&#039; server that was inspired by the &#039;&#039;&#039;&amp;quot;Aliens&amp;quot;&#039;&#039;&#039; film and that forked from the &#039;&#039;&#039;&amp;quot;Baystation 12&amp;quot;&#039;&#039;&#039; codebase, which is also an SS13 server. This guide (as well as a few roles) may also apply to other servers, so keep in mind that not every server is the same as CM-SS13! Don&#039;t apply your usual Security moves in other SS13 servers as opposed to this one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CM-SS13&#039;&#039;&#039; is a fan-based server that, while it is inspired by the &#039;&#039;Alien&#039;&#039; franchise, it is &#039;&#039;&#039;NOT&#039;&#039;&#039; affiliated with &#039;&#039;20th Century Fox&#039;&#039;, &#039;&#039;Disney Studios&#039;&#039; and/or its other companies in the production of other games or films.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Downloading CM =&lt;br /&gt;
To get started, you&#039;ll need to download CM-SS13. This is easiest via Steam, you can grab this from the store and install it straight away.&lt;br /&gt;
&lt;br /&gt;
https://store.steampowered.com/app/4313790/CMSS13/&lt;br /&gt;
&lt;br /&gt;
Once you have the launcher installed, you can select which server to connect to, and log into CM using your Steam account - no setup necessary.&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
Every server has their own set of &#039;&#039;&#039;[[Rules]]&#039;&#039;&#039;. You &#039;&#039;&#039;MUST&#039;&#039;&#039; read all of the server rules before you start playing. If you don&#039;t, you&#039;re likely to get banned. Not reading the rules (just because &amp;quot;you know the rules&amp;quot; and whatnot) is &#039;&#039;&#039;NOT&#039;&#039;&#039; an excuse!&lt;br /&gt;
&lt;br /&gt;
===Setting up a character===&lt;br /&gt;
At the start of your game, you&#039;ll be in the Lobby Menu. From there, you have four options to choose from. Click &#039;&#039;&#039;Setup Character&#039;&#039;&#039; to open the window for customizing your human character and setting your roles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ServerPopUpWindow.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Setup_Character.gif]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Name and Physical Information&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the name of your character&#039;&#039;&#039;. Many servers want your name to be realistic, but not based off something popular or something that is part of the game&#039;s [[lore]], which includes this server. If you click (&amp;lt;big&amp;gt;&#039;&#039;&#039;®&#039;&#039;&#039;&amp;lt;/big&amp;gt;) the name will be randomized. You may include a nickname in between your first name and last name. The usual naming format is &#039;&#039;&amp;quot;First Name &#039;Nickname&#039; Last Name&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Always Pick Random Name&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose if your character&#039;s name will be randomized each round&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Always Pick Random Appearance&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose if your character&#039;s appearance will be randomized each round&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Physical Information&#039;&#039;&#039;||&lt;br /&gt;
Lets you choose your character&#039;s age, gender, skin colour, eyesight and body type. If you click (&amp;lt;big&amp;gt;&#039;&#039;&#039;®&#039;&#039;&#039;&amp;lt;/big&amp;gt;) the settings will be randomized.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Age&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the age of your character&#039;&#039;&#039;. &#039;&#039;This DOES NOT change the look of your character.&#039;&#039; It&#039;s just for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gender&#039;&#039;&#039;|| &lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s gender&#039;&#039;&#039; between male and female. A few audible emotes will be affected by this.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethnicity&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your body colour&#039;&#039;&#039; preselected from the options in it. By default, you&#039;ll start with the &amp;quot;Western&amp;quot; skin colour.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Type&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s body type&#039;&#039;&#039; - Underweight, Average or Overweight. Changes how your body looks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Poor Eyesight&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;decide if your character requires glasses in order to see correctly or not&#039;&#039;&#039;. If you do, you&#039;ll spawn with a pair of Prescription Glasses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hair&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your hair type and colour&#039;&#039;&#039;. By default, you&#039;ll start with the &amp;quot;Crewcut&amp;quot; haircut.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facial Hair&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your facial hair type and colour&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eyes&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your eye colour&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Occupation Choices&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno prefix&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the first two letters of your xenomorph&#039;&#039;&#039;. The prefix and postfix can be anything as long as it is not offensive or explicit. If there are no prefixes inputted, it will be &amp;quot;XX&amp;quot;. 1 or 2 letters max.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno postfix&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the last letter and optional digit of your xenomorph&#039;&#039;&#039;. The prefix and postfix can be anything as long as it is not offensive or explicit. If there are no postfixes inputted, it will be blank. 1 letter max, with 1 digit optional. The positions of the letter and the digit cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enable playtime perks&#039;&#039;&#039;||&lt;br /&gt;
This will enable you to use your xenomorph name and when playing marine it will spawn you with the respective job playtime medals if set to yes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno sample name&#039;&#039;&#039;||&lt;br /&gt;
Shows a sample name of your xenomorph using the completed prefix and/or postfix. The middle digits are randomly changed in each edit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Be Xenomorph after unrevivably dead&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;You will roll xenomorph  but only if you cannot be revived once you are dead (like decapitation, gibbed, etc).&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Be Agent&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Currently a defunct role that is not in the active gameplay loop. &#039;&#039;&#039;Can be safely ignored.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEA grade path&#039;&#039;&#039;||&lt;br /&gt;
Allows Senior Enlisted Advisor players (Mentors) to pick what grading path their SEA will have. The choices are Command or Technical.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Set Role Preferences&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Allows you to pick what role you play when the round starts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*You can pick to play as a marine by setting one of the marine jobs as &#039;&#039;&#039;High&#039;&#039;&#039;. It&#039;s recommended that you set squad marine has high for your first few rounds.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* You can pick to play as a [[Aliens|Xenomorph]] and reap terror onto the marines by setting Xenomorph to &#039;&#039;&#039;High&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whitelisted Roles can also be found here:&#039;&#039;&#039;&lt;br /&gt;
* Allows you to choose to be Synthetic survivor or[[Synthetic]] when the round starts. &#039;&#039;You must be whitelisted to play as a synthetic!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allows you to choose to be a predator when the round starts&#039;&#039;&#039;. &#039;&#039;You must be whitelisted to play as a predator!&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Background Information&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Citizenship&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s citizenship&#039;&#039;&#039; e.g where you come from. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s religion&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporate Relationship&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;set your character&#039;s relationship to [[Lore|The Company]]&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Preferred Squad&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;set your character&#039;s preferred squad (Alpha, Bravo, Charlie, Delta or None)&#039;&#039;&#039;. This increases the chance of being spawned in that squad. Unless if you are a Squad Marine, then you&#039;ll always spawn as that squad.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Character Records&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to edit your medical, employment, and security records&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Character Description&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Lets you describe your character&#039;s physical description in a more in-depth form&#039;&#039;&#039;. This is shown to another player when they examine your character. You do, however, have a two-hundred-fifty-five (255) hidden character limit while making your description.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Marine Gear&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Marine Gear&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;choose your underwear, undershirt, backpack type and your custom loadout&#039;&#039;&#039; for your character.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Loadout&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;pick items like berets and cigars to spawn with&#039;&#039;&#039; at the start of the round. You can only have 7 loadout points at maximum.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UI Customization&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UI Customization&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Changes the look of your in-game interface&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom UI&#039;&#039;&#039;||&lt;br /&gt;
While not listed directly in the setup, this &#039;&#039;&#039;changes the color and transparency of the UI&#039;&#039;&#039;. White UI is recommended.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Game Settings&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Play Admin Midis&#039;&#039;&#039;||&lt;br /&gt;
If enabled &#039;&#039;&#039;you will hear sounds that admins play during the round&#039;&#039;&#039;, like music or round-related noises.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Play Lobby Music&#039;&#039;&#039;||&lt;br /&gt;
If enabled &#039;&#039;&#039;you will hear the lobby music while you&#039;re in the lobby&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Ears&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose to see all the /say dialogue in the round or only sounds in sight while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Sight&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose to see all the certain emotes (Like &#039;&#039;Bob gasps!&#039;&#039; or /me actions) in the round or only the /me actions in sight while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Radio&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose between hearing all the radio chatter or only the radio chatter of the people near you while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Hivemind&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose between hearing all the Hivemind chatter or only the Hivemind chatter of the aliens near you while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Being Able to Hurt Yourself&#039;&#039;&#039;||&lt;br /&gt;
If enabled, it &#039;&#039;&#039;allows you to hurt yourself&#039;&#039;&#039; in non-help intent.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Help Intent Safety&#039;&#039;&#039;||&lt;br /&gt;
If enabled, it &#039;&#039;&#039;disallows you to hurt anyone&#039;&#039;&#039; in help intent, like firing guns or attacking in melee.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Joining a Round===&lt;br /&gt;
*If a round hasn&#039;t started yet you can select&#039;&#039;&#039; &amp;quot;Ready Up&amp;quot; &#039;&#039;&#039; and you&#039;ll spawn in when the round starts. &lt;br /&gt;
&lt;br /&gt;
*If you join in the middle of the round and want to play as a marine you select&#039;&#039;&#039; &amp;quot;Join the USCM!&amp;quot; &#039;&#039;&#039;. When you select &amp;quot;Join the USCM!&amp;quot; you&#039;ll get a list of roles you can play. Select one, and you&#039;ll spawn in.&lt;br /&gt;
&lt;br /&gt;
*If you join in the middle of the round and want to play as an alien select&#039;&#039;&#039; &amp;quot;Join the Hive!&amp;quot; &#039;&#039;&#039;. When you select &amp;quot;Join the Hive!&amp;quot; you&#039;ll need to wait until a larva bursts for you to play.&lt;br /&gt;
&lt;br /&gt;
*If you want to spectate the entire round and learn the basics while you&#039;re not playing select &#039;&#039;&#039;&amp;quot;Observe&amp;quot;&#039;&#039;&#039;. When you select &amp;quot;Observe&amp;quot; you&#039;ll receive a confirmation if you wanted to join as a ghost. &#039;&#039;You cannot respawn as a Marine once you spectate the round!&#039;&#039; You can respawn, however, as an alien or other characters that might be in this round. Keep in mind that the Metagaming rule applies when respawning as a character from a ghost.&lt;br /&gt;
&lt;br /&gt;
=In the Game=&lt;br /&gt;
===The Tabs===&lt;br /&gt;
On the top right side of your screen, you will see the tabs for the game.&lt;br /&gt;
&lt;br /&gt;
[[File:TopRightTabs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions of what each tab does can be found in the table below:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name Of The Button:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Text&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Hides the tabs and shows the game&#039;s logs instead.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Info&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Shows the tabs on the top right corner instead of the game logs.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Changelog&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/changelog changelog]&#039;&#039;&#039;. The red changelog indicates a changelog update, showing the new update of the game.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rules&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [[Rules]]&#039;&#039;&#039; page on the CM-SS13 wiki.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wiki&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/wiki/Main_Page CM-SS13 wiki]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forum&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/index.php CM-SS13 forum]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Submit Bug&#039;&#039;&#039;||&lt;br /&gt;
A popup message appears saying &amp;quot;Please search for the bug first to make sure you aren&#039;t posting a duplicate.&amp;quot;&amp;lt;br&amp;gt;Clicking Ok opens the &#039;&#039;&#039;[https://gitlab.com/cmdevs/ColonialMarines/issues CM-SS13 Gitlab page]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discord&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [https://discordapp.com/invite/TByu8b5 CM-SS13 Discord invitation link]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Status&#039;&#039;&#039;||&lt;br /&gt;
Shows &#039;&#039;&#039;the status of your character&#039;&#039;&#039;. Like mission time for Marines and Plasma amount for Aliens.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lobby&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Shows how many players are ready&#039;&#039;&#039; and &#039;&#039;&#039;how long until the round starts&#039;&#039;&#039;, as well as &#039;&#039;&#039;the current gamemode&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Lobby tab when you&#039;re in the lobby of the game.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Admin&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to access certain administration commands&#039;&#039;&#039; either administrating the server or for fun.&lt;br /&gt;
(Note: You will only see the Admin tab if you have sufficient permission (such as being an Admin, etc) from the admins.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debug&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to fixes various bugs&#039;&#039;&#039; when encountered in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Debug tab if you have sufficient permission (such as being an Admin, etc) from the admins.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;do many things as a ghost&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Ghost tab if you used the ghost verb.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can currently do as an Alien&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Alien tab if you&#039;re (obviously) currently playing as a Xenomorph.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IC&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can currently do &amp;quot;In Character&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do &amp;quot;Out of Character&amp;quot;&#039;&#039;&#039;. You can also become a ghost when you died. It also allows you &#039;&#039;&#039;to send an Adminhelp (shortened to ahelp)&#039;&#039;&#039; and &#039;&#039;&#039;see the online staff&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Object&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do to various objects&#039;&#039;&#039; around or on your character.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Preferences&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to enable and disable many different preferences&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do to your current weapon&#039;&#039;&#039; (Such as switching firing modes).&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Weapon tab if you currently have a weapon on your inventory.)&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Marine Interface==&lt;br /&gt;
[[File:Marine_Ui.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the human interface in CM.&#039;&#039;&#039; &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Green Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-inventory.png]]||Toggle to open or close the clothes menu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Headgear.png]]||&lt;br /&gt;
This is the headgear slot, you place hats and helmets here to wear them. &#039;&#039;Helmets provide protection to your head and provide some storage slots.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Eyewear.png]]||&lt;br /&gt;
This is the eyewear slot, you place glasses, welding goggles and other optical gear here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Mask.png]]||&lt;br /&gt;
This is the mask slot, you place gas masks, coifs and cigars here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Ear.png]]||&lt;br /&gt;
This is the ear slot, you place radio headsets or earmuffs here. &#039;&#039;Keep your headset to listen to your Squad and locate the SL if you&#039;re lost.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Jumpsuit.png]]||&lt;br /&gt;
This is the jumpsuit slot, you place your marine, medical or engineering uniform here. &#039;&#039;You&#039;re going to need uniforms to wear armor and ensure you&#039;re safe and ready to serve the corps.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Exosuit.png]]||&lt;br /&gt;
This is the exosuit slot, you place marine armor, jackets and coats here. &#039;&#039;Armor is essential to surviving in the field.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Handwear.png]]||&lt;br /&gt;
This is the hand wear slot, you place latex gloves, insulated gloves and squad gloves here. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-feet.png]]||&lt;br /&gt;
This is the foot wear slot, you place combat boots and business shoes here. &#039;&#039;Boots increases movement speed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Exosuitstorage.png]]||&lt;br /&gt;
This is the exosuit storage slot, you will commonly place weapons here to store them for while you are out of combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ID-Slot.png]]||&lt;br /&gt;
This is the identification card slot, you place your Id (Identification card) here. &#039;&#039;Always keep your ID here.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Belt-slot.png]]||&lt;br /&gt;
This is the belt slot, you place belts and rigs here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-backslot.png]]||&lt;br /&gt;
This is the back slot, you place backpacks, satchels and other weapons here. &#039;&#039;It is recommended that you hold a satchel at your back.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Red Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-hands.gif]]||&lt;br /&gt;
These are your character&#039;s hands, you use these to pick up items by clicking on them. Your active hand, will be highlighted this means anything you pick up will go to this hand. To switch hands either click on the other hand, use middle mouse button or press X if you have [[Space_Station_13_Guide#Hotkeys|hotkey mode]] toggled on. While an item is in your active hand, you can use that item (Such as holding two hands for rifles) by either clicking the item in your active hand or by pressing Z while in hotkey mode. If you have a missing hand however, you&#039;re unable to use or pick up the item with that hand unless if you&#039;re able to get a robotic replacement.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Orange Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible &amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Pockets.png|120px]]||&lt;br /&gt;
These are your characters pockets, you use these to store tiny items or pouches on your character.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pink Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle-Rail-Flashlight.png]]||&lt;br /&gt;
This is the toggle rail flashlight button, when pressed it will toggle the rail light on your gun if you have one attached. In addition, when pressed it will also toggle scopes if attached to the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Use-Unique-Action.png]]||&lt;br /&gt;
This is the use unique action button, you can use this to pump a shotgun or clear a round in the chamber of your rifle or to light the flamethrower so that it can be used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eject-Magazine.png]]||&lt;br /&gt;
This is the eject magazine button, you eject the magazine or shell in the gun you are holding in your active hand if you press it. &#039;&#039;Alternatively, use the active empty hand to the gun to unload the magazine.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Activate-Weapon-Attachment.png]]||&lt;br /&gt;
This is the activate weapon attachment button, once clicked it will toggle any underbarrel attachment on the gun in your active hand (If applicable). This is also how you switch to reloading the attachment, remember to switch back to normal ammo after reloading attachment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle-Burst-Fire.png]]||&lt;br /&gt;
This is the toggle burst fire button, once clicked it will toggle burst fire on the gun in your current active hand (If applicable).&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purple Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intent-Wheel.gif]]||&lt;br /&gt;
This is the intent wheel, there are 4 types of intents colored in each square. You can cycle through these intents using 1-4 with [[Space_Station_13_Guide#Hotkeys|hotkey mode]] toggled on.&lt;br /&gt;
*The green square in the top left is &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;Help&amp;lt;/span&amp;gt; intent, helping marines either with by pulling out the flames of another human character or an encouraging hug. &#039;&#039;&#039;You can walk through other characters with Help intent on, exchanging your character&#039;s position to another character&#039;s position, but once you&#039;re in an intent other than Help, you&#039;ll push and block other character&#039;s movement&#039;&#039;&#039;. This is important during a fight. Read [[Marine Quickstart Guide#Intents|this]] for more details.&lt;br /&gt;
*The blue square to the right is &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;Disarm&amp;lt;/span&amp;gt; intent, disarming and shoving other human characters.&lt;br /&gt;
*The yellow square below disarm intent is the &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;Grab&amp;lt;/span&amp;gt; intent, grabbing another character (Which is the same as pulling).&lt;br /&gt;
* The red intent is &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;Harm&amp;lt;/span&amp;gt; intent, punching other characters and allows you to fire point blank. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-target.png]]||&lt;br /&gt;
This is the aiming target, which allows you to click on different parts of the body to aim for. You can use the numpad to quickly switch between parts. &#039;&#039;If you&#039;re a Combat Marine, aim at the chest for minimal friendly fire. If you&#039;re treating a wound, aim at the wounded part and click at your character.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-resist.png]]||&lt;br /&gt;
This is the resist button, press this when you are on fire to stop, drop and roll or if you in a nest you can press it to start breaking out. You can set a [[Macros|Macro]] as a hotkey for this action.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-drop.png]]||&lt;br /&gt;
This is the drop button, once clicked it will drop any item or stop pulling in your active hand. Alternatively, you can press Q to drop an active item or stop pulling a character with [[Space_Station_13_Guide#Hotkeys|hotkey mode]] on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-throw.png]]||&lt;br /&gt;
This is the throw button, press this when you want to throw what&#039;s in your active hand. To throw just click the throw button then click on a tile. You can also catch things if you have throw toggled on. You can also press R to toggle throwing on/off in [[Space_Station_13_Guide#Hotkeys|hotkey mode.]] &#039;&#039;Grenades (once primed) or flares (once lit) will automatically allow you to throw, so just prime and click to a location to throw.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Fire.png]]||&lt;br /&gt;
This is the toggle firing mode button, press this and you&#039;ll toggle between normal firing and aimed firing. Aimed firing means if you click on someone you&#039;ll aim at them instead of firing, this then pops up with more options where you can allow them to pickup items and move about. &#039;&#039;If you are taking prisoners as a CLF/UPP, the firing mode may help you.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Yellow Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squad_Lead_Locator.png]]&lt;br /&gt;
||&lt;br /&gt;
This is the squad leader locator, the arrow points to where the squad leader is so you can always stay with them. &#039;&#039;The Squad Leader locator locates ever 10 seconds, so don&#039;t complain where is your SL at when you&#039;re gone.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-internals.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the internals button, when pressed it will toggle the between the use of internals, aka on or off. To use internals hold an oxygen tank and then equip a mask, after this toggle internals on. &#039;&#039;You&#039;re not going to use this a lot, except when you are a Medical Doctor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-health.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the the icon that shows the state of your characters health, from green with a 100% bar indicates healthy status, which is full health to crit indicates critical status, that being, almost dead. &#039;&#039;If you get to Crit, fall back and go to a medic immediately.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-hunger.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the hunger meter for your character, it will display how hungry you are by the colour. If you&#039;re full it&#039;ll disappear, if you&#039;re hungry it will be coloured  orange and grey if you ate too much. &#039;&#039;You&#039;ll start to lose movement speed once you get hungry, so try to eat some food before heading down.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Cyan Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-togglestate.png]]||&lt;br /&gt;
This section is for toggle state buttons, when pressed they will toggle the state of the item they are depicting, for example the armor box when clicked will toggle the armor light on or off.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Interface==&lt;br /&gt;
[[File:XenoUi.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the alien interface.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 1&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_hands.png|120px]]||&lt;br /&gt;
These are your xenomorph hands; you use these to grab people by pulling or grabbing them (via Grab intent) or pick up facehuggers by clicking on them. To switch hands either click on the other hand, use the middle mouse button or press X if you have hotkeys toggled on. &#039;&#039;Remember, switch hands while your active hand is occupied (via Facehugger or pulling).&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 2&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Resist_button.png]]||&lt;br /&gt;
This is the resist button, to use the resist button click on it. The uses of the resist button for xenos is limited to putting yourself out when set ablaze, if the flames do not go out keep resisting to stop drop and roll to extinguish the flames.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hunt_stalk_HUD.gif]]||&lt;br /&gt;
This is the hunt/stalk button, when pressed it will toggle between Hunt (Which is running mode) and Stalk (Which makes your xenomorph walk). However, when Lurkers are in Stalk mode it makes them partially invisible. &#039;&#039;Always keep it at Hunt mode unless if you&#039;re playing as the [[Lurker]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intent-Wheel.gif|58px]]||&lt;br /&gt;
This is the intent wheel. Like the Human interface, the Xenomorph interface contains the same 4 intents, but with different actions. Note that you can use hotkeys to cycle through intents by pressing 1 - 4.  &#039;&#039;&#039;Disarming other Xenomorphs does not help put them out if they&#039;ve been set on fire.&#039;&#039;&#039;&lt;br /&gt;
* The green intent is &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;Help&amp;lt;/span&amp;gt; which allows you to help other Xenomorphs get up faster after being stunned as well as that it enables you to help extinguish any Xenomorph sister that has been set on fire. Like the Marines, other &#039;&#039;&#039;Xenomorphs in Help intent can walk through other Xenomorphs with Help intent, exchanging positions. However, if your intent is anything other than help, you&#039;ll be able to push other Xenomorphs out of your way. &#039;Bodyblocking&#039; other Xenomorphs (pushing Xenomorphs to dangers such as marine gunfire while the aforementioned is getting out of danger) is frowned upon and usually against the rules. Big Xenomorphs as well as all Tier 3 Xenomorphs will always push and bodyblock other Xenomorphs regardless of intent.&#039;&#039;&#039;&lt;br /&gt;
* Blue intent is &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;Disarm&amp;lt;/span&amp;gt; and when this is active you&#039;ll attempt to tackle any mob you click on. This intent does not affect xenomorphs with the exception of the Queen.&lt;br /&gt;
* Yellow intent is &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;Grab&amp;lt;/span&amp;gt;, this allows you to grab mobs and move them (Which takes up your current hand, similar to pull). &lt;br /&gt;
* Red intent is &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;Harm&amp;lt;/span&amp;gt;, when active you&#039;ll slash any mob or object you click on (With a few exceptions). &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud_Target_xeno.png]]||&lt;br /&gt;
This is the aiming target, which allows you to click on different parts of the body to aim for when you attack something/someone. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Drop.png]]||&lt;br /&gt;
This is the drop button, once clicked it will stop pulling the mob your Xenomorph grabbed on or drop the facehugger in your active hand. You can also press Q to drop something or stop pulling when you have hotkey mode toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Throw.png]]||&lt;br /&gt;
This is the throw button, press this when you want to throw what&#039;s in your active hand. To throw just click the throw button then click on a tile. Note that the Xenomorph throw distance is about 1-2 tiles, unless you&#039;re a [[Carrier]] in which case they have an ability to launch huggers vast distances using shift-click or middle mouse button.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Pull.png]]||&lt;br /&gt;
Appears when you are pulling, click to stop pulling.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 4&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma_Meter.png]]||&lt;br /&gt;
This is the plasma meter, it shows how much plasma you have left in a visual form, aka if the meter is full of blue your plasma is full. To get a more accurate reading of how much plasma you have go to the status tab and it&#039;ll be displayed there. &#039;&#039;Fall back and stay in weeds when you&#039;re out of plasma.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Queen_indicator.png]]||&lt;br /&gt;
This is the queen locator, normally there is an arrow pointing to which way the queen is so you can always help her, when she is in need. When the Queen dies or isn&#039;t in-game there won&#039;t be an arrow there due to there being no queen. &#039;&#039;Note that when you are playing as the queen an arrow will not appear like in Figure 4.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Health.png]]||&lt;br /&gt;
This is your health meter, the green acid blood empties as you take damage, note that currently the xeno players health is full. &#039;&#039;Retreat to weeds and rest on them to regain lost health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Toggle_night_vision.png]]||&lt;br /&gt;
Clicking this will toggle on and off your ability to see in the dark as a xenomorph, useful when looking for light sources from marines or survivors.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 5&amp;quot;&amp;gt;&lt;br /&gt;
Note all of these are xeno abilities of which are detailed on each [[Aliens|xenomorph castes page]].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grow_Ovipositor.png]]&amp;lt;br&amp;gt;Grow Ovipositor&lt;br /&gt;
|Grows an ovipositor from which the queen begins to passively create eggs from.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 700 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Screech&lt;br /&gt;
|A wide area of effect stun, screeches upon activation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 250 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 6&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plasma_And_health.png|10px]]&amp;lt;br&amp;gt;Plasma and Health Indicator&lt;br /&gt;
|Visual indicator of the level of plasma and health a xeno has.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 7, 8 and 9&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mature_Icon.png|32px]]&amp;lt;br&amp;gt;Mature Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the mature level in the upgrade system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Elite_Icon.png|28px]]&amp;lt;br&amp;gt;Elder Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the elder level in the upgrade system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ancient_Icon.png|28px]]&amp;lt;br&amp;gt;Ancient Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the ancient level in the upgrade system.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pheromones&amp;quot;&amp;gt;&lt;br /&gt;
See [[Pheromones]] for the details.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|32px]]&amp;lt;br&amp;gt;Frenzy Pheromone&lt;br /&gt;
|Increases movement speed and damage from slashes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|32px]]&amp;lt;br&amp;gt;Warding Pheromone&lt;br /&gt;
|Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health boost to critically wounded xenomorphs. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor..&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|32px]]&amp;lt;br&amp;gt;Recovery Pheromone&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, reduces stun times of affected Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pheromones_HUD.png|64px]]&amp;lt;br&amp;gt;Examples&lt;br /&gt;
|The yellow glow around the Recovery pheromone symbol means that Xenomorph is the one emitting the pheromone.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How To Play==&lt;br /&gt;
*&#039;&#039;&#039;Movement&#039;&#039;&#039;- You move your character around with the &#039;&#039;&#039;ARROW KEYS&#039;&#039;&#039;. Alternately if you press the tab key you can enable hot keys which allows you to run with WASD.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Interacting with People and Objects&#039;&#039;&#039;- The game mostly involves using the mouse. You can pick up objects by clicking on them, and they&#039;ll go into your active hand. To set them down, find a table to set them on or use the drop button on your HUD. You can also throw objects using the throw button on your HUD. You can grab people and certain objects with your grab intent. You can also hurt people using your harm intent. Advanced interactions can be found on the [[FAQ]] page.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To contact Marines or Aliens over a long distance you can use a radio/hivemind. Here is a list of radio keys: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:42%&amp;quot;&lt;br /&gt;
!Channel:&lt;br /&gt;
!Key(s):&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#004080&amp;quot;&amp;gt;Command&amp;lt;/span&amp;gt;|| :v&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A30000&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;|| :p&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#5F4519 &amp;quot;&amp;gt;Requisitions&amp;lt;/span&amp;gt;|| :u&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#008160&amp;quot;&amp;gt;Medical|| :m&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A66300&amp;quot;&amp;gt;Engineering&amp;lt;/span&amp;gt;|| :n&lt;br /&gt;
|-&lt;br /&gt;
|Your squad&#039;s channel or &amp;lt;span style=&amp;quot;color:#4E4E4E&amp;quot;&amp;gt;Common channel&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;Alien hivemind&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;The Queen and designated Alien Leaders have larger text when they communicate through the hivemind.&#039;&#039;|| ;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#EA0000&amp;quot;&amp;gt;Alpha Squad&amp;lt;/span&amp;gt; (command headset)|| :a&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;Bravo Squad&amp;lt;/span&amp;gt; (command headset)|| :b&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#AA55AA&amp;quot;&amp;gt;Charlie Squad&amp;lt;/span&amp;gt; (command headset)|| :c&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#007FCF&amp;quot;&amp;gt;Delta Squad&amp;lt;/span&amp;gt; (command headset)|| :d&lt;br /&gt;
|-&lt;br /&gt;
|Responder channel (Both &amp;lt;span style=&amp;quot;color:#5C5C8A&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#6D3F40&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;)&amp;lt;br&amp;gt;Department channel (based on headset)|| :h&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intel&#039;&#039;&#039;|| :t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#702963&amp;quot;&amp;gt;JTAC&amp;lt;/span&amp;gt;|| :j&lt;br /&gt;
|-&lt;br /&gt;
|Hellhound hivemind|| :&lt;br /&gt;
 |}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Hotkeys==&lt;br /&gt;
To toggle hotkey mode on/off press the &#039;&#039;&#039;Tab&#039;&#039;&#039; button. Below is a list of hotkeys which can make your everyday round of SS13 that much easier. You can also make your own key bindings and one-click multi-functions for in-game actions with [[Macros]]. &#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hotkeys}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Keybinds==&lt;br /&gt;
&lt;br /&gt;
Keybinds are an editable set of keybindings (like any modern game) where you can change certain keys for certain commands. Keybindings have a set command (For example &amp;quot;Toggle Weapon Safety&amp;quot; is a command and it&#039;s default keybinding is Shift+V) . &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Keybinding_Menu.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
*You can press &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Clear&#039;&#039;&#039;&amp;lt;/span&amp;gt; to clear the keys in the input section. &lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;An example is the input key for the command: &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;select help intent&amp;lt;/span&amp;gt;  is &#039;&#039;&#039;1&#039;&#039;&#039; which can be cleared and changed to what you would like.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*The plus symbol when clicked will turn &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;, when it does the next key you press will be used as the input key.&lt;br /&gt;
&lt;br /&gt;
= More Information =&lt;br /&gt;
There are more guides to help you start your first few rounds in CM-SS13.&lt;br /&gt;
&lt;br /&gt;
The [http://cm-ss13.com/wiki/Marine_Quickstart_Guide Marine Quickstart Guide] and the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide] are very helpful.&lt;br /&gt;
&lt;br /&gt;
== List of other guides ==&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment Marine Equipment Guide]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Requisitions Requisitions]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Law Marine Law]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Rank Marine Ranks]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marines About the Marines]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Aliens About the Aliens]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Hives Alien Hive Guide]&lt;br /&gt;
*[[Macros]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Space_Station_13_Guide&amp;diff=40301</id>
		<title>Space Station 13 Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Space_Station_13_Guide&amp;diff=40301"/>
		<updated>2026-02-11T14:52:08Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outdated}}&lt;br /&gt;
&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to Space Station 13!&#039;&#039;&#039; This is a 2D game that takes place on a space station. It looks very basic, but the game is very complex. Almost every mob is player controlled! There are many different servers with their own style of playing. I hope this &#039;&#039;&#039;guide&#039;&#039;&#039; helps you learn how to play this amazing game!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For this guide, we&#039;ll be focusing on how to play &#039;&#039;&#039;CM-SS13&#039;&#039;&#039;, a &#039;&#039;SS13&#039;&#039; server that was inspired by the &#039;&#039;&#039;&amp;quot;Aliens&amp;quot;&#039;&#039;&#039; film and that forked from the &#039;&#039;&#039;&amp;quot;Baystation 12&amp;quot;&#039;&#039;&#039; codebase, which is also an SS13 server. This guide (as well as a few roles) may also apply to other servers, so keep in mind that not every server is the same as CM-SS13! Don&#039;t apply your usual Security moves in other SS13 servers as opposed to this one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CM-SS13&#039;&#039;&#039; is a fan-based server that, while it is inspired by the &#039;&#039;Alien&#039;&#039; franchise, it is &#039;&#039;&#039;NOT&#039;&#039;&#039; affiliated with &#039;&#039;20th Century Fox&#039;&#039;, &#039;&#039;Disney Studios&#039;&#039; and/or its other companies in the production of other games or films.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Downloading CM =&lt;br /&gt;
To get started, you&#039;ll need to download CM-SS13. This is easiest via Steam, you can grab this from the store and install it straight away.&lt;br /&gt;
&lt;br /&gt;
https://store.steampowered.com/app/4313790/CMSS13/&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
Every server has their own set of &#039;&#039;&#039;[[Rules]]&#039;&#039;&#039;. You &#039;&#039;&#039;MUST&#039;&#039;&#039; read all of the server rules before you start playing. If you don&#039;t, you&#039;re likely to get banned. Not reading the rules (just because &amp;quot;you know the rules&amp;quot; and whatnot) is &#039;&#039;&#039;NOT&#039;&#039;&#039; an excuse!&lt;br /&gt;
&lt;br /&gt;
===Setting up a character===&lt;br /&gt;
At the start of your game, you&#039;ll be in the Lobby Menu. From there, you have four options to choose from. Click &#039;&#039;&#039;Setup Character&#039;&#039;&#039; to open the window for customizing your human character and setting your roles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ServerPopUpWindow.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Setup_Character.gif]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Name and Physical Information&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the name of your character&#039;&#039;&#039;. Many servers want your name to be realistic, but not based off something popular or something that is part of the game&#039;s [[lore]], which includes this server. If you click (&amp;lt;big&amp;gt;&#039;&#039;&#039;®&#039;&#039;&#039;&amp;lt;/big&amp;gt;) the name will be randomized. You may include a nickname in between your first name and last name. The usual naming format is &#039;&#039;&amp;quot;First Name &#039;Nickname&#039; Last Name&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Always Pick Random Name&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose if your character&#039;s name will be randomized each round&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Always Pick Random Appearance&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose if your character&#039;s appearance will be randomized each round&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Physical Information&#039;&#039;&#039;||&lt;br /&gt;
Lets you choose your character&#039;s age, gender, skin colour, eyesight and body type. If you click (&amp;lt;big&amp;gt;&#039;&#039;&#039;®&#039;&#039;&#039;&amp;lt;/big&amp;gt;) the settings will be randomized.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Age&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the age of your character&#039;&#039;&#039;. &#039;&#039;This DOES NOT change the look of your character.&#039;&#039; It&#039;s just for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gender&#039;&#039;&#039;|| &lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s gender&#039;&#039;&#039; between male and female. A few audible emotes will be affected by this.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethnicity&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your body colour&#039;&#039;&#039; preselected from the options in it. By default, you&#039;ll start with the &amp;quot;Western&amp;quot; skin colour.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Type&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s body type&#039;&#039;&#039; - Underweight, Average or Overweight. Changes how your body looks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Poor Eyesight&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;decide if your character requires glasses in order to see correctly or not&#039;&#039;&#039;. If you do, you&#039;ll spawn with a pair of Prescription Glasses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hair&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your hair type and colour&#039;&#039;&#039;. By default, you&#039;ll start with the &amp;quot;Crewcut&amp;quot; haircut.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facial Hair&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your facial hair type and colour&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eyes&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your eye colour&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Occupation Choices&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno prefix&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the first two letters of your xenomorph&#039;&#039;&#039;. The prefix and postfix can be anything as long as it is not offensive or explicit. If there are no prefixes inputted, it will be &amp;quot;XX&amp;quot;. 1 or 2 letters max.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno postfix&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the last letter and optional digit of your xenomorph&#039;&#039;&#039;. The prefix and postfix can be anything as long as it is not offensive or explicit. If there are no postfixes inputted, it will be blank. 1 letter max, with 1 digit optional. The positions of the letter and the digit cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enable playtime perks&#039;&#039;&#039;||&lt;br /&gt;
This will enable you to use your xenomorph name and when playing marine it will spawn you with the respective job playtime medals if set to yes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno sample name&#039;&#039;&#039;||&lt;br /&gt;
Shows a sample name of your xenomorph using the completed prefix and/or postfix. The middle digits are randomly changed in each edit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Be Xenomorph after unrevivably dead&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;You will roll xenomorph  but only if you cannot be revived once you are dead (like decapitation, gibbed, etc).&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Be Agent&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Currently a defunct role that is not in the active gameplay loop. &#039;&#039;&#039;Can be safely ignored.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEA grade path&#039;&#039;&#039;||&lt;br /&gt;
Allows Senior Enlisted Advisor players (Mentors) to pick what grading path their SEA will have. The choices are Command or Technical.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Set Role Preferences&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Allows you to pick what role you play when the round starts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*You can pick to play as a marine by setting one of the marine jobs as &#039;&#039;&#039;High&#039;&#039;&#039;. It&#039;s recommended that you set squad marine has high for your first few rounds.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* You can pick to play as a [[Aliens|Xenomorph]] and reap terror onto the marines by setting Xenomorph to &#039;&#039;&#039;High&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whitelisted Roles can also be found here:&#039;&#039;&#039;&lt;br /&gt;
* Allows you to choose to be Synthetic survivor or[[Synthetic]] when the round starts. &#039;&#039;You must be whitelisted to play as a synthetic!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allows you to choose to be a predator when the round starts&#039;&#039;&#039;. &#039;&#039;You must be whitelisted to play as a predator!&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Background Information&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Citizenship&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s citizenship&#039;&#039;&#039; e.g where you come from. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s religion&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporate Relationship&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;set your character&#039;s relationship to [[Lore|The Company]]&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Preferred Squad&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;set your character&#039;s preferred squad (Alpha, Bravo, Charlie, Delta or None)&#039;&#039;&#039;. This increases the chance of being spawned in that squad. Unless if you are a Squad Marine, then you&#039;ll always spawn as that squad.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Character Records&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to edit your medical, employment, and security records&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Character Description&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Lets you describe your character&#039;s physical description in a more in-depth form&#039;&#039;&#039;. This is shown to another player when they examine your character. You do, however, have a two-hundred-fifty-five (255) hidden character limit while making your description.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Marine Gear&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Marine Gear&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;choose your underwear, undershirt, backpack type and your custom loadout&#039;&#039;&#039; for your character.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Loadout&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;pick items like berets and cigars to spawn with&#039;&#039;&#039; at the start of the round. You can only have 7 loadout points at maximum.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UI Customization&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UI Customization&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Changes the look of your in-game interface&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom UI&#039;&#039;&#039;||&lt;br /&gt;
While not listed directly in the setup, this &#039;&#039;&#039;changes the color and transparency of the UI&#039;&#039;&#039;. White UI is recommended.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Game Settings&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Play Admin Midis&#039;&#039;&#039;||&lt;br /&gt;
If enabled &#039;&#039;&#039;you will hear sounds that admins play during the round&#039;&#039;&#039;, like music or round-related noises.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Play Lobby Music&#039;&#039;&#039;||&lt;br /&gt;
If enabled &#039;&#039;&#039;you will hear the lobby music while you&#039;re in the lobby&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Ears&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose to see all the /say dialogue in the round or only sounds in sight while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Sight&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose to see all the certain emotes (Like &#039;&#039;Bob gasps!&#039;&#039; or /me actions) in the round or only the /me actions in sight while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Radio&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose between hearing all the radio chatter or only the radio chatter of the people near you while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Hivemind&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose between hearing all the Hivemind chatter or only the Hivemind chatter of the aliens near you while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Being Able to Hurt Yourself&#039;&#039;&#039;||&lt;br /&gt;
If enabled, it &#039;&#039;&#039;allows you to hurt yourself&#039;&#039;&#039; in non-help intent.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Help Intent Safety&#039;&#039;&#039;||&lt;br /&gt;
If enabled, it &#039;&#039;&#039;disallows you to hurt anyone&#039;&#039;&#039; in help intent, like firing guns or attacking in melee.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Joining a Round===&lt;br /&gt;
*If a round hasn&#039;t started yet you can select&#039;&#039;&#039; &amp;quot;Ready Up&amp;quot; &#039;&#039;&#039; and you&#039;ll spawn in when the round starts. &lt;br /&gt;
&lt;br /&gt;
*If you join in the middle of the round and want to play as a marine you select&#039;&#039;&#039; &amp;quot;Join the USCM!&amp;quot; &#039;&#039;&#039;. When you select &amp;quot;Join the USCM!&amp;quot; you&#039;ll get a list of roles you can play. Select one, and you&#039;ll spawn in.&lt;br /&gt;
&lt;br /&gt;
*If you join in the middle of the round and want to play as an alien select&#039;&#039;&#039; &amp;quot;Join the Hive!&amp;quot; &#039;&#039;&#039;. When you select &amp;quot;Join the Hive!&amp;quot; you&#039;ll need to wait until a larva bursts for you to play.&lt;br /&gt;
&lt;br /&gt;
*If you want to spectate the entire round and learn the basics while you&#039;re not playing select &#039;&#039;&#039;&amp;quot;Observe&amp;quot;&#039;&#039;&#039;. When you select &amp;quot;Observe&amp;quot; you&#039;ll receive a confirmation if you wanted to join as a ghost. &#039;&#039;You cannot respawn as a Marine once you spectate the round!&#039;&#039; You can respawn, however, as an alien or other characters that might be in this round. Keep in mind that the Metagaming rule applies when respawning as a character from a ghost.&lt;br /&gt;
&lt;br /&gt;
=In the Game=&lt;br /&gt;
===The Tabs===&lt;br /&gt;
On the top right side of your screen, you will see the tabs for the game.&lt;br /&gt;
&lt;br /&gt;
[[File:TopRightTabs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions of what each tab does can be found in the table below:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name Of The Button:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Text&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Hides the tabs and shows the game&#039;s logs instead.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Info&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Shows the tabs on the top right corner instead of the game logs.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Changelog&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/changelog changelog]&#039;&#039;&#039;. The red changelog indicates a changelog update, showing the new update of the game.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rules&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [[Rules]]&#039;&#039;&#039; page on the CM-SS13 wiki.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wiki&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/wiki/Main_Page CM-SS13 wiki]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forum&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/index.php CM-SS13 forum]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Submit Bug&#039;&#039;&#039;||&lt;br /&gt;
A popup message appears saying &amp;quot;Please search for the bug first to make sure you aren&#039;t posting a duplicate.&amp;quot;&amp;lt;br&amp;gt;Clicking Ok opens the &#039;&#039;&#039;[https://gitlab.com/cmdevs/ColonialMarines/issues CM-SS13 Gitlab page]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discord&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [https://discordapp.com/invite/TByu8b5 CM-SS13 Discord invitation link]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Status&#039;&#039;&#039;||&lt;br /&gt;
Shows &#039;&#039;&#039;the status of your character&#039;&#039;&#039;. Like mission time for Marines and Plasma amount for Aliens.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lobby&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Shows how many players are ready&#039;&#039;&#039; and &#039;&#039;&#039;how long until the round starts&#039;&#039;&#039;, as well as &#039;&#039;&#039;the current gamemode&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Lobby tab when you&#039;re in the lobby of the game.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Admin&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to access certain administration commands&#039;&#039;&#039; either administrating the server or for fun.&lt;br /&gt;
(Note: You will only see the Admin tab if you have sufficient permission (such as being an Admin, etc) from the admins.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debug&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to fixes various bugs&#039;&#039;&#039; when encountered in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Debug tab if you have sufficient permission (such as being an Admin, etc) from the admins.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;do many things as a ghost&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Ghost tab if you used the ghost verb.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can currently do as an Alien&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Alien tab if you&#039;re (obviously) currently playing as a Xenomorph.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IC&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can currently do &amp;quot;In Character&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do &amp;quot;Out of Character&amp;quot;&#039;&#039;&#039;. You can also become a ghost when you died. It also allows you &#039;&#039;&#039;to send an Adminhelp (shortened to ahelp)&#039;&#039;&#039; and &#039;&#039;&#039;see the online staff&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Object&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do to various objects&#039;&#039;&#039; around or on your character.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Preferences&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to enable and disable many different preferences&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do to your current weapon&#039;&#039;&#039; (Such as switching firing modes).&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Weapon tab if you currently have a weapon on your inventory.)&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Marine Interface==&lt;br /&gt;
[[File:Marine_Ui.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the human interface in CM.&#039;&#039;&#039; &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Green Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-inventory.png]]||Toggle to open or close the clothes menu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Headgear.png]]||&lt;br /&gt;
This is the headgear slot, you place hats and helmets here to wear them. &#039;&#039;Helmets provide protection to your head and provide some storage slots.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Eyewear.png]]||&lt;br /&gt;
This is the eyewear slot, you place glasses, welding goggles and other optical gear here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Mask.png]]||&lt;br /&gt;
This is the mask slot, you place gas masks, coifs and cigars here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Ear.png]]||&lt;br /&gt;
This is the ear slot, you place radio headsets or earmuffs here. &#039;&#039;Keep your headset to listen to your Squad and locate the SL if you&#039;re lost.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Jumpsuit.png]]||&lt;br /&gt;
This is the jumpsuit slot, you place your marine, medical or engineering uniform here. &#039;&#039;You&#039;re going to need uniforms to wear armor and ensure you&#039;re safe and ready to serve the corps.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Exosuit.png]]||&lt;br /&gt;
This is the exosuit slot, you place marine armor, jackets and coats here. &#039;&#039;Armor is essential to surviving in the field.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Handwear.png]]||&lt;br /&gt;
This is the hand wear slot, you place latex gloves, insulated gloves and squad gloves here. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-feet.png]]||&lt;br /&gt;
This is the foot wear slot, you place combat boots and business shoes here. &#039;&#039;Boots increases movement speed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Exosuitstorage.png]]||&lt;br /&gt;
This is the exosuit storage slot, you will commonly place weapons here to store them for while you are out of combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ID-Slot.png]]||&lt;br /&gt;
This is the identification card slot, you place your Id (Identification card) here. &#039;&#039;Always keep your ID here.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Belt-slot.png]]||&lt;br /&gt;
This is the belt slot, you place belts and rigs here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-backslot.png]]||&lt;br /&gt;
This is the back slot, you place backpacks, satchels and other weapons here. &#039;&#039;It is recommended that you hold a satchel at your back.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Red Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-hands.gif]]||&lt;br /&gt;
These are your character&#039;s hands, you use these to pick up items by clicking on them. Your active hand, will be highlighted this means anything you pick up will go to this hand. To switch hands either click on the other hand, use middle mouse button or press X if you have [[Space_Station_13_Guide#Hotkeys|hotkey mode]] toggled on. While an item is in your active hand, you can use that item (Such as holding two hands for rifles) by either clicking the item in your active hand or by pressing Z while in hotkey mode. If you have a missing hand however, you&#039;re unable to use or pick up the item with that hand unless if you&#039;re able to get a robotic replacement.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Orange Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible &amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Pockets.png|120px]]||&lt;br /&gt;
These are your characters pockets, you use these to store tiny items or pouches on your character.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pink Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle-Rail-Flashlight.png]]||&lt;br /&gt;
This is the toggle rail flashlight button, when pressed it will toggle the rail light on your gun if you have one attached. In addition, when pressed it will also toggle scopes if attached to the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Use-Unique-Action.png]]||&lt;br /&gt;
This is the use unique action button, you can use this to pump a shotgun or clear a round in the chamber of your rifle or to light the flamethrower so that it can be used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eject-Magazine.png]]||&lt;br /&gt;
This is the eject magazine button, you eject the magazine or shell in the gun you are holding in your active hand if you press it. &#039;&#039;Alternatively, use the active empty hand to the gun to unload the magazine.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Activate-Weapon-Attachment.png]]||&lt;br /&gt;
This is the activate weapon attachment button, once clicked it will toggle any underbarrel attachment on the gun in your active hand (If applicable). This is also how you switch to reloading the attachment, remember to switch back to normal ammo after reloading attachment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle-Burst-Fire.png]]||&lt;br /&gt;
This is the toggle burst fire button, once clicked it will toggle burst fire on the gun in your current active hand (If applicable).&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purple Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intent-Wheel.gif]]||&lt;br /&gt;
This is the intent wheel, there are 4 types of intents colored in each square. You can cycle through these intents using 1-4 with [[Space_Station_13_Guide#Hotkeys|hotkey mode]] toggled on.&lt;br /&gt;
*The green square in the top left is &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;Help&amp;lt;/span&amp;gt; intent, helping marines either with by pulling out the flames of another human character or an encouraging hug. &#039;&#039;&#039;You can walk through other characters with Help intent on, exchanging your character&#039;s position to another character&#039;s position, but once you&#039;re in an intent other than Help, you&#039;ll push and block other character&#039;s movement&#039;&#039;&#039;. This is important during a fight. Read [[Marine Quickstart Guide#Intents|this]] for more details.&lt;br /&gt;
*The blue square to the right is &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;Disarm&amp;lt;/span&amp;gt; intent, disarming and shoving other human characters.&lt;br /&gt;
*The yellow square below disarm intent is the &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;Grab&amp;lt;/span&amp;gt; intent, grabbing another character (Which is the same as pulling).&lt;br /&gt;
* The red intent is &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;Harm&amp;lt;/span&amp;gt; intent, punching other characters and allows you to fire point blank. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-target.png]]||&lt;br /&gt;
This is the aiming target, which allows you to click on different parts of the body to aim for. You can use the numpad to quickly switch between parts. &#039;&#039;If you&#039;re a Combat Marine, aim at the chest for minimal friendly fire. If you&#039;re treating a wound, aim at the wounded part and click at your character.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-resist.png]]||&lt;br /&gt;
This is the resist button, press this when you are on fire to stop, drop and roll or if you in a nest you can press it to start breaking out. You can set a [[Macros|Macro]] as a hotkey for this action.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-drop.png]]||&lt;br /&gt;
This is the drop button, once clicked it will drop any item or stop pulling in your active hand. Alternatively, you can press Q to drop an active item or stop pulling a character with [[Space_Station_13_Guide#Hotkeys|hotkey mode]] on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-throw.png]]||&lt;br /&gt;
This is the throw button, press this when you want to throw what&#039;s in your active hand. To throw just click the throw button then click on a tile. You can also catch things if you have throw toggled on. You can also press R to toggle throwing on/off in [[Space_Station_13_Guide#Hotkeys|hotkey mode.]] &#039;&#039;Grenades (once primed) or flares (once lit) will automatically allow you to throw, so just prime and click to a location to throw.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Fire.png]]||&lt;br /&gt;
This is the toggle firing mode button, press this and you&#039;ll toggle between normal firing and aimed firing. Aimed firing means if you click on someone you&#039;ll aim at them instead of firing, this then pops up with more options where you can allow them to pickup items and move about. &#039;&#039;If you are taking prisoners as a CLF/UPP, the firing mode may help you.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Yellow Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squad_Lead_Locator.png]]&lt;br /&gt;
||&lt;br /&gt;
This is the squad leader locator, the arrow points to where the squad leader is so you can always stay with them. &#039;&#039;The Squad Leader locator locates ever 10 seconds, so don&#039;t complain where is your SL at when you&#039;re gone.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-internals.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the internals button, when pressed it will toggle the between the use of internals, aka on or off. To use internals hold an oxygen tank and then equip a mask, after this toggle internals on. &#039;&#039;You&#039;re not going to use this a lot, except when you are a Medical Doctor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-health.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the the icon that shows the state of your characters health, from green with a 100% bar indicates healthy status, which is full health to crit indicates critical status, that being, almost dead. &#039;&#039;If you get to Crit, fall back and go to a medic immediately.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-hunger.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the hunger meter for your character, it will display how hungry you are by the colour. If you&#039;re full it&#039;ll disappear, if you&#039;re hungry it will be coloured  orange and grey if you ate too much. &#039;&#039;You&#039;ll start to lose movement speed once you get hungry, so try to eat some food before heading down.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Cyan Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-togglestate.png]]||&lt;br /&gt;
This section is for toggle state buttons, when pressed they will toggle the state of the item they are depicting, for example the armor box when clicked will toggle the armor light on or off.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Interface==&lt;br /&gt;
[[File:XenoUi.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the alien interface.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 1&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_hands.png|120px]]||&lt;br /&gt;
These are your xenomorph hands; you use these to grab people by pulling or grabbing them (via Grab intent) or pick up facehuggers by clicking on them. To switch hands either click on the other hand, use the middle mouse button or press X if you have hotkeys toggled on. &#039;&#039;Remember, switch hands while your active hand is occupied (via Facehugger or pulling).&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 2&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Resist_button.png]]||&lt;br /&gt;
This is the resist button, to use the resist button click on it. The uses of the resist button for xenos is limited to putting yourself out when set ablaze, if the flames do not go out keep resisting to stop drop and roll to extinguish the flames.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hunt_stalk_HUD.gif]]||&lt;br /&gt;
This is the hunt/stalk button, when pressed it will toggle between Hunt (Which is running mode) and Stalk (Which makes your xenomorph walk). However, when Lurkers are in Stalk mode it makes them partially invisible. &#039;&#039;Always keep it at Hunt mode unless if you&#039;re playing as the [[Lurker]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intent-Wheel.gif|58px]]||&lt;br /&gt;
This is the intent wheel. Like the Human interface, the Xenomorph interface contains the same 4 intents, but with different actions. Note that you can use hotkeys to cycle through intents by pressing 1 - 4.  &#039;&#039;&#039;Disarming other Xenomorphs does not help put them out if they&#039;ve been set on fire.&#039;&#039;&#039;&lt;br /&gt;
* The green intent is &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;Help&amp;lt;/span&amp;gt; which allows you to help other Xenomorphs get up faster after being stunned as well as that it enables you to help extinguish any Xenomorph sister that has been set on fire. Like the Marines, other &#039;&#039;&#039;Xenomorphs in Help intent can walk through other Xenomorphs with Help intent, exchanging positions. However, if your intent is anything other than help, you&#039;ll be able to push other Xenomorphs out of your way. &#039;Bodyblocking&#039; other Xenomorphs (pushing Xenomorphs to dangers such as marine gunfire while the aforementioned is getting out of danger) is frowned upon and usually against the rules. Big Xenomorphs as well as all Tier 3 Xenomorphs will always push and bodyblock other Xenomorphs regardless of intent.&#039;&#039;&#039;&lt;br /&gt;
* Blue intent is &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;Disarm&amp;lt;/span&amp;gt; and when this is active you&#039;ll attempt to tackle any mob you click on. This intent does not affect xenomorphs with the exception of the Queen.&lt;br /&gt;
* Yellow intent is &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;Grab&amp;lt;/span&amp;gt;, this allows you to grab mobs and move them (Which takes up your current hand, similar to pull). &lt;br /&gt;
* Red intent is &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;Harm&amp;lt;/span&amp;gt;, when active you&#039;ll slash any mob or object you click on (With a few exceptions). &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud_Target_xeno.png]]||&lt;br /&gt;
This is the aiming target, which allows you to click on different parts of the body to aim for when you attack something/someone. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Drop.png]]||&lt;br /&gt;
This is the drop button, once clicked it will stop pulling the mob your Xenomorph grabbed on or drop the facehugger in your active hand. You can also press Q to drop something or stop pulling when you have hotkey mode toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Throw.png]]||&lt;br /&gt;
This is the throw button, press this when you want to throw what&#039;s in your active hand. To throw just click the throw button then click on a tile. Note that the Xenomorph throw distance is about 1-2 tiles, unless you&#039;re a [[Carrier]] in which case they have an ability to launch huggers vast distances using shift-click or middle mouse button.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Pull.png]]||&lt;br /&gt;
Appears when you are pulling, click to stop pulling.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 4&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma_Meter.png]]||&lt;br /&gt;
This is the plasma meter, it shows how much plasma you have left in a visual form, aka if the meter is full of blue your plasma is full. To get a more accurate reading of how much plasma you have go to the status tab and it&#039;ll be displayed there. &#039;&#039;Fall back and stay in weeds when you&#039;re out of plasma.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Queen_indicator.png]]||&lt;br /&gt;
This is the queen locator, normally there is an arrow pointing to which way the queen is so you can always help her, when she is in need. When the Queen dies or isn&#039;t in-game there won&#039;t be an arrow there due to there being no queen. &#039;&#039;Note that when you are playing as the queen an arrow will not appear like in Figure 4.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Health.png]]||&lt;br /&gt;
This is your health meter, the green acid blood empties as you take damage, note that currently the xeno players health is full. &#039;&#039;Retreat to weeds and rest on them to regain lost health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Toggle_night_vision.png]]||&lt;br /&gt;
Clicking this will toggle on and off your ability to see in the dark as a xenomorph, useful when looking for light sources from marines or survivors.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 5&amp;quot;&amp;gt;&lt;br /&gt;
Note all of these are xeno abilities of which are detailed on each [[Aliens|xenomorph castes page]].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grow_Ovipositor.png]]&amp;lt;br&amp;gt;Grow Ovipositor&lt;br /&gt;
|Grows an ovipositor from which the queen begins to passively create eggs from.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 700 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Screech&lt;br /&gt;
|A wide area of effect stun, screeches upon activation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 250 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 6&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plasma_And_health.png|10px]]&amp;lt;br&amp;gt;Plasma and Health Indicator&lt;br /&gt;
|Visual indicator of the level of plasma and health a xeno has.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 7, 8 and 9&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mature_Icon.png|32px]]&amp;lt;br&amp;gt;Mature Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the mature level in the upgrade system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Elite_Icon.png|28px]]&amp;lt;br&amp;gt;Elder Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the elder level in the upgrade system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ancient_Icon.png|28px]]&amp;lt;br&amp;gt;Ancient Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the ancient level in the upgrade system.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pheromones&amp;quot;&amp;gt;&lt;br /&gt;
See [[Pheromones]] for the details.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|32px]]&amp;lt;br&amp;gt;Frenzy Pheromone&lt;br /&gt;
|Increases movement speed and damage from slashes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|32px]]&amp;lt;br&amp;gt;Warding Pheromone&lt;br /&gt;
|Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health boost to critically wounded xenomorphs. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor..&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|32px]]&amp;lt;br&amp;gt;Recovery Pheromone&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, reduces stun times of affected Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pheromones_HUD.png|64px]]&amp;lt;br&amp;gt;Examples&lt;br /&gt;
|The yellow glow around the Recovery pheromone symbol means that Xenomorph is the one emitting the pheromone.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How To Play==&lt;br /&gt;
*&#039;&#039;&#039;Movement&#039;&#039;&#039;- You move your character around with the &#039;&#039;&#039;ARROW KEYS&#039;&#039;&#039;. Alternately if you press the tab key you can enable hot keys which allows you to run with WASD.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Interacting with People and Objects&#039;&#039;&#039;- The game mostly involves using the mouse. You can pick up objects by clicking on them, and they&#039;ll go into your active hand. To set them down, find a table to set them on or use the drop button on your HUD. You can also throw objects using the throw button on your HUD. You can grab people and certain objects with your grab intent. You can also hurt people using your harm intent. Advanced interactions can be found on the [[FAQ]] page.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To contact Marines or Aliens over a long distance you can use a radio/hivemind. Here is a list of radio keys: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:42%&amp;quot;&lt;br /&gt;
!Channel:&lt;br /&gt;
!Key(s):&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#004080&amp;quot;&amp;gt;Command&amp;lt;/span&amp;gt;|| :v&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A30000&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;|| :p&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#5F4519 &amp;quot;&amp;gt;Requisitions&amp;lt;/span&amp;gt;|| :u&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#008160&amp;quot;&amp;gt;Medical|| :m&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A66300&amp;quot;&amp;gt;Engineering&amp;lt;/span&amp;gt;|| :n&lt;br /&gt;
|-&lt;br /&gt;
|Your squad&#039;s channel or &amp;lt;span style=&amp;quot;color:#4E4E4E&amp;quot;&amp;gt;Common channel&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;Alien hivemind&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;The Queen and designated Alien Leaders have larger text when they communicate through the hivemind.&#039;&#039;|| ;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#EA0000&amp;quot;&amp;gt;Alpha Squad&amp;lt;/span&amp;gt; (command headset)|| :a&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;Bravo Squad&amp;lt;/span&amp;gt; (command headset)|| :b&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#AA55AA&amp;quot;&amp;gt;Charlie Squad&amp;lt;/span&amp;gt; (command headset)|| :c&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#007FCF&amp;quot;&amp;gt;Delta Squad&amp;lt;/span&amp;gt; (command headset)|| :d&lt;br /&gt;
|-&lt;br /&gt;
|Responder channel (Both &amp;lt;span style=&amp;quot;color:#5C5C8A&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#6D3F40&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;)&amp;lt;br&amp;gt;Department channel (based on headset)|| :h&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intel&#039;&#039;&#039;|| :t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#702963&amp;quot;&amp;gt;JTAC&amp;lt;/span&amp;gt;|| :j&lt;br /&gt;
|-&lt;br /&gt;
|Hellhound hivemind|| :&lt;br /&gt;
 |}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Hotkeys==&lt;br /&gt;
To toggle hotkey mode on/off press the &#039;&#039;&#039;Tab&#039;&#039;&#039; button. Below is a list of hotkeys which can make your everyday round of SS13 that much easier. You can also make your own key bindings and one-click multi-functions for in-game actions with [[Macros]]. &#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hotkeys}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Keybinds==&lt;br /&gt;
&lt;br /&gt;
Keybinds are an editable set of keybindings (like any modern game) where you can change certain keys for certain commands. Keybindings have a set command (For example &amp;quot;Toggle Weapon Safety&amp;quot; is a command and it&#039;s default keybinding is Shift+V) . &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Keybinding_Menu.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
*You can press &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Clear&#039;&#039;&#039;&amp;lt;/span&amp;gt; to clear the keys in the input section. &lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;An example is the input key for the command: &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;select help intent&amp;lt;/span&amp;gt;  is &#039;&#039;&#039;1&#039;&#039;&#039; which can be cleared and changed to what you would like.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*The plus symbol when clicked will turn &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;, when it does the next key you press will be used as the input key.&lt;br /&gt;
&lt;br /&gt;
= More Information =&lt;br /&gt;
There are more guides to help you start your first few rounds in CM-SS13.&lt;br /&gt;
&lt;br /&gt;
The [http://cm-ss13.com/wiki/Marine_Quickstart_Guide Marine Quickstart Guide] and the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide] are very helpful.&lt;br /&gt;
&lt;br /&gt;
== List of other guides ==&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment Marine Equipment Guide]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Requisitions Requisitions]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Law Marine Law]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Rank Marine Ranks]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marines About the Marines]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Aliens About the Aliens]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Hives Alien Hive Guide]&lt;br /&gt;
*[[Macros]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=40291</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=40291"/>
		<updated>2026-02-08T17:56:01Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Reverted edit by Suj67hawkinsweirdos (talk) to last revision by HungerJames&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You still don&#039;t understand what you&#039;re dealing with, do you? Perfect organism. Its structural perfection is matched only by its hostility. I admire its purity. A survivor... unclouded by conscience, remorse, or delusions of morality. Is there room enough in space for us and it?&amp;quot;&#039;&#039; - Ash, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Alien&#039;&#039;&#039; (aka &#039;&#039;&#039;Xeno&#039;&#039;&#039;) is one the main opposing forces of the [[Marines|USCM Marines]] during rounds on CM-SS13. The Aliens are fearsome creatures, perfected for combat to the point of challenging the Marine force with fewer numbers.&lt;br /&gt;
&lt;br /&gt;
You are part of the Hive, under the [[Queen]]. You are but a manifestation of her will, and your primary and only task is &#039;&#039;&#039;to expand and protect the Hive&#039;&#039;&#039;. You are reasonably intelligent and capable of quickly learning from the events during the infestation of the colony, yet you show no compassion or empathy. Your job will only be done when the Hive reigns over all that you can reach.&lt;br /&gt;
&lt;br /&gt;
==Evolution Diagram==&lt;br /&gt;
[[File:Evolution.png|1100x1100px|link=]]&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
If you are chosen as one of the first Aliens, you will spawn as a [[Larva]] inside the colony that has just days before been pillaged and demolished, allowing you to spread out of control and infect or slaughter the entire colonist population. While the colony is mostly safe aside from a handful of hardened [[Survivor]]s stubbornly clinging to life, this may not hold true long.&lt;br /&gt;
&lt;br /&gt;
The Hivemind has full knowledge of the colony on which you were born, and many of its facets, even the most complex; its entire layout, how power and lighting functions, and where particular locations are. The little of resistance the Hivemind met also granted you some knowledge on the weapons you may expect to be used against you, like guns, knives, and grenades.&lt;br /&gt;
&lt;br /&gt;
One of the first tasks of the Hive is to find a nesting ground. Due to how vital this nest is and how disastrous it would be for Marines to find and destroy it, it is recommended to put it in the most secluded and secure location available. Nothing prevents you from making smaller nests closer to the action, but it could mean that the hosts manage to escape if the nesting area is pushed upon by the Marines.&lt;br /&gt;
&lt;br /&gt;
If this is your first time as an Alien, check the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide]. Here are additional tips:&lt;br /&gt;
* Speak in Hivemind by using &#039;&#039;&#039;:q&#039;&#039;&#039; or &#039;&#039;&#039;;&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:q My life for the Queen!&amp;quot;&#039;&#039; or &#039;&#039;&amp;quot;; My life for the Queen!&amp;quot;&#039;&#039;  instead.&lt;br /&gt;
* You are a manifestation of the Queen&#039;s will. Follow her orders or die trying. If the orders appear to break server rules, you should warn the admins.&lt;br /&gt;
* Grow the Hive. Gather together any hosts (living monkeys and humans) and bring them to the nest to incubate more Larvae.&lt;br /&gt;
* Weeds are paramount to you. While off weeds, your plasma will regenerate very slowly and you will not heal. If you do need to stray off weeds, remember this dearly, do not get caught exhausted and badly wounded far from weeds. Keep in mind that to heal at a fast, steady rate on weeds you need to be resting as if you stand while on weeds to heal you&#039;ll heal significantly slower.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Alien Castes ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 0 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Drone.png|64px|link=Lesser Drone]]&amp;lt;br&amp;gt;[[Lesser Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Support the hive by plugging gaps where needed, moving hosts, saving the larger castes or charging the enemy to delay their advance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 160&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Facehugger.png|64px|link=Facehugger]]&amp;lt;br&amp;gt;[[Facehugger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Infect hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 35&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Larva.png|64px|link=Larva]]&amp;lt;br&amp;gt;[[Larva]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scurry and hide away from danger and evolve into a more suitable alien .&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 1 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;As soon as your Larva has matured, you will be able to choose between the four initial Alien castes: Drone, Runner, Defender, and Sentinel. Depending on which you choose, you will then be able to progress in their respective castes. Do not underestimate them. What they lack in special abilities or raw power, they make up in sheer quantity and potential to quickly replace their fallen sisters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Drone.png|128px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Build the Hive and expand it with new weed nodes. Support fellow Aliens with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|128px|link=Runner]]&amp;lt;br&amp;gt;[[Runner]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scout for the Hive. Harass and ambush Marines, especially lone wolves. Flank positions during sieges and stand-offs. Gather hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 230 &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0 &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Sentinel.png|128px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Defender.png|128px|link=Defender]]&amp;lt;br&amp;gt;[[Defender]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Fight on the frontlines. Take advantage of your armored crest to survive hails of gunfire, then disrupt Marines with your offensive abilities. Protect your backline sisters from flankers when necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 35&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;After a while as a Tier 1 Alien, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Aliens, you may be able to Evolve on the spot, or have to wait for another spot to free up, continuing to Upgrade in your current caste in the meantime. Whatever the case, you will no doubt see yourself becoming one of these castes should you stay alive long enough.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Carrier.png|128px|link=Carrier]]&amp;lt;br&amp;gt;[[Carrier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Burrower.png|128px|link=Burrower]]&amp;lt;br&amp;gt;[[Burrower]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lay the foundations for resin traps in strategic locations or the Hive&#039;s flanks. Flank your way around the map with the tunnel ability and dig tunnels to allow for quick transportation of fellow Aliens from the hive to the frontlines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 600&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Hivelord.png|128px|link=Hivelord]]&amp;lt;br&amp;gt;[[Hivelord]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 550&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Lurker.png|128px|link=Lurker]]&amp;lt;br&amp;gt;[[Lurker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Become the ultimate ambusher. Stalk behind the frontlines and on flanks, wound, capture and kill unsuspecting Marines. Harass support personnel.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 450&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Warrior.png|128px|link=Warrior]]&amp;lt;br&amp;gt;[[Warrior]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Fight on the frontlines. Disable and capture lone prey. Punish reckless Marines by flinging them into Alien backlines. Act as one of the Hive&#039;s main line combatants.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Spitter.png|128px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Protect your fellow Aliens with a corrosive acid spit, allowing you to damage hosts from a distance and deny areas or lanes of fire to them. Use your strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 550&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 600&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 15&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;While you can rapidly access Tier 3 by evolving again, it is certainly a serious responsibility. There will usually only be one or two of each of these castes in every Hive, and their loss can throw the Hive into disarray. If you do decide to Evolve, wield your new power carefully. Remember that even Tier 3 Aliens can quickly die if not being careful.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|128px|link=Boiler]]&amp;lt;br&amp;gt;[[Boiler]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring the Hive&#039;s ranged combat castes to their maximum potential with long range acid bomb shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid lance for close range defense. Use your incredibly strong acid to make short work of everything in your way.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Crusher.png|128px|link=Crusher]]&amp;lt;br&amp;gt;[[Crusher]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Make use of your armoured crest and massive body to shield and tank bullets. Eat up explosions without flinching thanks to your thick hide. Charge your foes down and stomp on them to dislodge every single bone in their body.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 700&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|128px|link=Despoiler]]&amp;lt;br&amp;gt;[[Despoiler]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| You are a quick, fast-paced, combo-oriented, and close-range fighter. Use your abilities to stack tiers of lingering acid to deal large amounts of damage over time.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Praetorian.png|128px|link=Praetorian]]&amp;lt;br&amp;gt;[[Praetorian]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Be a jack of all trades. Enjoy even stronger acid spits. Use the vast assortment of available strains to quickly fill in a role that your hive needs. Use your strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Ravager.png|128px|link=Ravager]]&amp;lt;br&amp;gt;[[Ravager]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring death to all that face you. Use a powerful, short range leap to get into the action, then hit multiple targets with your scissor cut. Hit and run and frontal assaults are your bread and butter, get used to taking damage and dealing it. You don&#039;t need to hide anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 4 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Queen is in her own, informal category. Unlike all other Aliens, she will usually appear immediately at the start of a round, and her death will throw the Hive into disarray (if there is no Queen at the start of a round, a Drone will have to evolve into one). While she can be replaced, she is also unique, and should she go missing all other Aliens will be unable to evolve any further. If this goes on for too long, the Hive might very well rot away.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Abomination is also in its own, informal category. Since the Abomination requires a successfully infected and burst Hunter, the odds of encountering one are rather low. &#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Queen.png|128px|link=Queen]]&amp;lt;br&amp;gt;[[Queen]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lead your Hive to victory over the Marines. Use your powerful pheromones and your command abilities to organise the Hive. Lay eggs to create facehuggers and accumulate more Larvae. Use your screech to defend yourself and signal pushes. Use your strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Young Queen&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Matured Queen&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|128px|link=Abomination]]&amp;lt;br&amp;gt;[[Abomination]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Use hit and run tactics against opposing Hunters and Marines. Gain more strength for every kill you make. Be fear incarnate against both the Hunters hunting you and the Marines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:King.png|128px|link=King]]&amp;lt;br&amp;gt;[[King]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Work In Progress.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 1500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 45&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&#039;&#039;Maybe there are more than just the Aliens above... It&#039;d be best to find out their purpose and their evolutions for yourself. You&#039;ll know about them... one day.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event-Specific Alien Hives ==&lt;br /&gt;
For special events, Admins may spawn in Aliens of different hives that operate independently of the primary hive, with their own Queen and structure. This is like a Squad for Marines, but for Aliens. They are distinguished by name and color, with the names having prefixes like &amp;quot;Corrupted&amp;quot; &amp;quot;Alpha&amp;quot;, &amp;quot;Beta&amp;quot;, &amp;quot;Zeta&amp;quot;, and so on. Depending on the event, they may be tasked with helping the original hive, be sided with the humans as enslaved Aliens, or act as a third faction hostile to both.&lt;br /&gt;
&lt;br /&gt;
Their abilities are identical to normal Aliens and will function identically against humans. Most abilities, such as neurotoxin, will also affect other Aliens as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These Alien hives can appear in the normal play if they were able to be made through research or they must be spawned in by an Admin.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
Rank or age is determined by time played.  The time to reach each rank is as followed.  Larva do not show maturation via playtime, instead differing on bloody larva to mature larva as they gain evolution points.&lt;br /&gt;
&lt;br /&gt;
*Mature: 10 hours&lt;br /&gt;
*Elder: 25 hours&lt;br /&gt;
*Ancient:  70 hours&lt;br /&gt;
*Prime: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=40290</id>
		<title>Xeno Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=40290"/>
		<updated>2026-02-08T17:55:59Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Reverted edit by Suj67hawkinsweirdos (talk) to last revision by HungerJames&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Xenomorph? No idea what you are doing? This [[Space Station 13 Guide]] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!  If you have any questions, we have an &#039;&#039;&#039;inbuilt mentor questions system&#039;&#039;&#039; made specifically so you can ask for help in game. Just press &#039;&#039;&#039;F1&#039;&#039;&#039; and click the &#039;&#039;&#039;(Gameplay Mechanics/ Mentorhelp)&#039;&#039;&#039; option and one of the server&#039;s mentors will be happy to help you. We also have an ever expanding &#039;&#039;&#039;ingame Tutorial&#039;&#039;&#039;. Just join the server and you will be abel to enter it from the Lobby screen.&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server may last between two to three hours! Make sure you have the time commitment to sit a full round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
While it&#039;s not fair to shove the rules down your throat, CM-SS13 is a roleplay focused server and as such has an extensive list of [[Rules]]. It&#039;s highly recommended you spend some time reading the rules to ensure you don&#039;t accidentally break any. Ignorance of the rules is not an excuse. Thank you.&lt;br /&gt;
&lt;br /&gt;
= How to join the Hive =&lt;br /&gt;
=== Join at roundstart ===&lt;br /&gt;
In the lobby screen, open the [[Space_Station_13_Guide#Getting_Started|Setup Character]] window, Go to &#039;&#039;&#039;Setup Character&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Set Role Preferences&#039;&#039;&#039;, set xenomorph to &#039;&#039;&#039;[HIGH]&#039;&#039;&#039; and click the bottom option until it&#039;s &#039;&#039;&#039;Return to lobby if preference unavailable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Late join ===&lt;br /&gt;
After the round has started, click &#039;&#039;&#039;Join the Hive&#039;&#039;&#039; you can take up any SSD Xenos or pooled larva. If there is no xeno you can take up, click &#039;&#039;&#039;Observe&#039;&#039;&#039; to spawn as a ghost. Once you are a ghost, click &#039;&#039;&#039;Toggle SpecialRole Candidacy&#039;&#039;&#039; in the &#039;&#039;&#039;Preferences&#039;&#039;&#039; tab, then turn on Xeno preference, you will get this message: &#039;&#039;You will now be considered for Xenomorph events (where possible)&#039;&#039;. You can also click &#039;&#039;&#039;Join as Xeno&#039;&#039;&#039; in the &#039;&#039;&#039;Ghost&#039;&#039;&#039; tab to see if there is an SSD (i.e., away from keyboard) Xeno you can occupy (that&#039;s why ghosting is more preferable than simply closing the game if you need to go, as ghosting will free up the xeno immediately instead of freeing up after the AFK timer), or a pooled larva available.&lt;br /&gt;
&lt;br /&gt;
= Who Orders Who =&lt;br /&gt;
[[File:Evolution.png|thumb]]There are four tiers of aliens. Not every player can evolve to the top because the spots are limited at each tier. The [[Queen]] is at the top, who runs the Hive. The third tier (T3s) are the [[Boiler]], [[Crusher]], [[Despoiler]] (not pictured), [[Praetorian]], and [[Ravager]]. These are comparable to Marine officers. Look to them for leadership. The second tiers (T2) are the [[Carrier]], [[Burrower]], [[Hivelord]], [[Lurker]], [[Warrior]], and [[Spitter]]. These are advanced versions of the bottom tier aliens. The [[Drone]], [[Runner]], [[Sentinel]], and [[Defender]] are the first tier (T1) and make up the meat and potatoes of the Hive. If it&#039;s your first game, avoid evolving past the first tier unless it&#039;s necessary for the Hive. Allow more experienced players to take these more complicated roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You should obey any orders given to you by your Queen or Hive Leaders. It is a hive mind, and you have no free will.&#039;&#039;&#039; The only exception is if you are given orders that violate the rules. (Should you be given orders that would break the rules then you should contact the admins by ahelping, F1 -&amp;gt; gameplay issue.) If an alien that outranks you asks for something, try to do it. Assisting experienced players is a great way to learn the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Communication is essential! Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
* You can talk to any alien in your local area, aka with your field of vision (You cannot talk through walls. If you can&#039;t see the terrain they are on, they can&#039;t hear you).&lt;br /&gt;
* Type &#039;&#039;&#039;;&#039;&#039;&#039; before your message to talk to the whole Hive. (e.g. &#039;&#039;; There are multiple tallhosts in Medbay.&#039;&#039;)&lt;br /&gt;
* Click the &#039;&#039;&#039;LOOC&#039;&#039;&#039; verb in the OOC section to talk in local out of character (LOOC) to ask questions about the game and how to do things. e.g. &#039;&#039;How to devour?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= [[Larva]] =&lt;br /&gt;
[[File:Alien-Larva.png|thumb]][[File:Queen_indicator.png|thumb]]As you spawn as a chestburster or Larva, you&#039;re very weak and should avoid conflict. If you wake up inside the Hive, stay there! If you wake up outside the Hive, follow the Queen indicator on the right side of your screen to find the Queen.&#039;&#039;&#039;You can Alt Click the Queen indicator to select a leader marker, a hivecore marker, or a tunnel marker as well&#039;&#039;&#039;. If you join late in a round, you may wake up in strange places, don&#039;t panic and use your survival skills to escape from danger, &#039;&#039;&#039;clicking on doors&#039;&#039;&#039; to squeeze through them, &#039;&#039;&#039;crawl into vents&#039;&#039;&#039; (in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab, or alt-clicking them) and the &#039;&#039;&#039;hide&#039;&#039;&#039; ability which will make you hidden below tables, items and such, then ask the Queen for further commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait until the &#039;&#039;&#039;Progress&#039;&#039;&#039; in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab reaches 60/60, then click the &#039;&#039;&#039;Evolve&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab. Since you are new, you may want to ask the Queen what you should evolve into (or just check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab and evolve into the fewest caste among [[Drone]], [[Runner]], [[Sentinel]] or [[Defender]]).&lt;br /&gt;
&lt;br /&gt;
= Larva Evolutions =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Drone.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Drone|Drones]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are very important supporting players, but not in combat roles.  Drones have two primary functions. The first is building walls, doors, nests, and resin to create and protect the Hive. The second is planting as many weeds as possible to expand the Hive. You can&#039;t go too wrong if you&#039;re planting weeds! All aliens are more robust on weeds. Read more about [http://cm-ss13.com/wiki/Hives Hives].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile or if it&#039;s on unsuitable ground to plant it on. An example would be grass or water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. The default structure is a Resin Wall.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure on your tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on an item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that is not already getting emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Runner.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Runner|Runners]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the Hive&#039;s scouts. You&#039;re very weak at first, so don&#039;t rush out at any enemies. It&#039;s easy to tell inexperienced Runners because they tend to die quickly. Don&#039;t let that happen to you. Think of yourself as a ninja. Speed and cunning are your weapons, not brute strength. Your primary role is to scout around the Hive, identify any threats or possible hosts, and report back to the Hive. Stay in the dark. Communicate with the hive constantly. At the beginning of the round, Runners are expected to quickly bring back hosts like monkeys, etc., to the Hive to be infected. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at a target, forcing the victim on the ground and drop their weapons. Though one can quickly get up from a Runner&#039;s pounce, so some Runners tend to tackle the victim as follow up.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bone_Spur.png]]&amp;lt;br&amp;gt;Bone Spur&lt;br /&gt;
|Fire a blast of bone chips at your target. A limited range, perfectly accurate skillshot that slows the target for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 30 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Sentinel.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Sentinel|Sentinels]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the tier 1 of ranged caste, You can spit weak neurotoxin which will at first slow hosts and if hit enough times will cause them to be knocked out. &#039;&#039;&#039;The sentinel also makes an excellent choice for your first game due to its simplistic abilities and moderate health pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Slowing Spit&lt;br /&gt;
|Use middle mouse button to spit a glob of slowing neurotoxin to stun hosts.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 1.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Scattered Spit&lt;br /&gt;
|Use middle mouse button to spit globs of paralyzing neurotoxin, Knocking down hosts hit for 0.7 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Paralyzing Slash&lt;br /&gt;
|Empowers you next attack to inject neurotoxin into the host, Dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 12 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Defender.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Defender|Defenders]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are as the name implies meant to defend the hive and support it&#039;s members when they are in need. This means using your tailsweep ability to knock back marines from an injured sister or covering their retreat by taking the damage for them. At the beginning of the round, you should be guarding the hive and making sure your fellow sisters are safe.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
== Foreword: Settings/Interactions ==&lt;br /&gt;
There are a couple of useful settings to consider when playing xenomorph. Found in the settings section of the Character Setup, or Preferences &amp;gt; Edit Characters if you are in the round already.&lt;br /&gt;
&lt;br /&gt;
[[File:XenoCombatSettings.png]]&lt;br /&gt;
&lt;br /&gt;
Firstly, &amp;lt;span style=&amp;quot;color:#0094FF&amp;quot;&amp;gt;Combat Click-Drag Override&amp;lt;/span&amp;gt;, this will stop any inputs off of help intent being read as a click drag, meaning any clicks close together also won&#039;t be read as an attempt to click-drag. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;Ability Deactivation&amp;lt;/span&amp;gt; being off means that pressing a button for a specific ability that you already have selected will &#039;&#039;&#039;not&#039;&#039;&#039; deselect it meaning you can repeatedly press it and still have it ready to activate, this doesn&#039;t work for hotkeyed abilities that immediately activate and go on cooldown like Defender&#039;s Tail sweep, but will work for most others meaning you won&#039;t accidentally turn off an ability and not notice in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF00DC&amp;quot;&amp;gt;Directional Assist&amp;lt;/span&amp;gt; being on means that if you click behind a marine whilst they are next to you; your click for non-abilities will register as if you had clicked them, meaning that you do not need to click their sprite for slashing, grabbing or shoving. Which can make fighting moving marines much easier. Note that if you are a leader directional assist will work on other xenos meaning you may unintentionally shove them in certain capping situations and may want to switch to sprite clicking instead to avoid that.&lt;br /&gt;
&lt;br /&gt;
Lastly &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Automatic Shove&amp;lt;/span&amp;gt; is specific to King and Queen, which means you will shove down any Xeno in your way, when moving without needing to click on disarm intent.&lt;br /&gt;
&lt;br /&gt;
====Additional Interactions====&lt;br /&gt;
&lt;br /&gt;
You can click on your own xeno sprite to affect clicking a marine under you, acting as if you clicked them. &lt;br /&gt;
&lt;br /&gt;
Using abilities on humans whilst they are being tackled will reset the tackle progress, different xenos have different threshold minimums and maximums for the amount of tackles until a shove is performed, using an ability will reset this to zero and means you will need more tackles.&lt;br /&gt;
&lt;br /&gt;
Using help intent, targeting head or groin, and clicking another xeno will initiate a headbutt or tail clash respectively. To allow you to celebrate some teamwork.&lt;br /&gt;
&lt;br /&gt;
== Slashing forbidden/restricted/permitted ==&lt;br /&gt;
At the beginning of the round, the Hive is desperate for hosts to infect. The Queen may issue a standing order forbidding the slashing of hosts. While this order is in place, slashing is forbidden or restricted to only when you are hurt. You might want to avoid conflict, but you can still tackle and drag hosts with your {{Intent|Disarm}} and {{Intent|Grab}} intents to try and move them to the Hive. At some point, the Queen will allow the slashing of hosts and your combat power will improve significantly. Check this order in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab. As the Queen permitted slashing, use {{Intent|Harm}} intent to slash.&lt;br /&gt;
&lt;br /&gt;
==Area Targeting==&lt;br /&gt;
You can target different body parts [[File:Hud-target.png]]. In general, target unarmored areas to inflict more damage. Most armour will protect the chest, groin, arms and legs. Boots, gloves and helmets provide their own level of armour. &lt;br /&gt;
&lt;br /&gt;
Slashes have a chance to cause additional affects to marines &#039;&#039;(As brute damage does)&#039;&#039; depending on where the slash hits.&lt;br /&gt;
&lt;br /&gt;
Specific areas like the hands or feet can not gain Internal Bleeding but other areas can: Causes internal fast blood-loss which needs to be surgically repaired. &lt;br /&gt;
&lt;br /&gt;
All areas can suffer a bone fracture: A chance condition from gaining damage to cause pain, and some internal damage if not splinted, including Internal Bleeding. Additionally if on the legs or feet will slow, and if on the hands or arms has a chance to drop items held. Some xeno abilities have an increased or guaranteed chance to cause this.&lt;br /&gt;
&lt;br /&gt;
All areas can suffer [[Guide to Medicine#Severe Burn|severe burns]] or [[Guide to Medicine#Eschar|eschar]] (much smaller chance to inflict): A chance condition from gaining burn damage to cause pain and lingering damage if not treated. Additionally if on the legs or feet it will slow with the same effect as a splinted limb.&lt;br /&gt;
&lt;br /&gt;
The head, chest and groin can suffer organ damage: Which can have multiple debilitating affects depending on the specific organ damage and how much damage has occurred.&lt;br /&gt;
&lt;br /&gt;
Limbs and the head have a chance to be completely removed from the body given enough damage, for the head the helmet must not be present, and there is a rare chance to knock it off when targeting the head&lt;br /&gt;
&lt;br /&gt;
== Capturing Hosts ==&lt;br /&gt;
While Xenos slash to wound and kill, the main goal is to weaken the hosts enough without killing them so they can be infected and give birth to new larvae.&lt;br /&gt;
&lt;br /&gt;
== Body Block ==&lt;br /&gt;
Body block is the act of blocking another xenomorph from moving to the direction they&#039;re trying to go, Intentionally or not. This usually happens when playing a large xenomorph (Tier 3s, Carrier, Hive-lord etc.) due to it being impossible to push them. &#039;&#039;&#039;Xenomorph leaders however can use disarm intent  to knock down a fellow xeno and escape being bodyblocked.&#039;&#039;&#039; This is important all of the time but especially during combat since it can be a matter of life and death. Be careful, Try to understand where your fellow sisters are trying to go and move out of the way!&lt;br /&gt;
&lt;br /&gt;
=== Drag ===&lt;br /&gt;
There are primarily two ways of moving hosts, dragging them or hauling them. To drag, you can:&lt;br /&gt;
* Ctrl + Click the host, you don&#039;t need to switch to the empty hand with this method.&lt;br /&gt;
* Click with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using {{Intent|Grab}} intent ({{Key press|3}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]])&lt;br /&gt;
* Right Click -&amp;gt; Pull.&lt;br /&gt;
You can switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand ({{Key press|X}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) and tackle the host with {{Intent|Disarm}} intent ({{Key press|2}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) to keep them down. However, dragging is slow (except for Runner) and you can&#039;t drag hosts into tunnels and vents (to bypass fog wall/terrain/marine force), you need to have the host devoured to do that. Note that you can only moved devoured marines through tunnels and not vents.&lt;br /&gt;
&lt;br /&gt;
=== Hauling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== When to kill or capture ===&lt;br /&gt;
Kill when you cannot capture. E.g., His buddy will shoot you to pieces if you drag him/standstill to devour. Capture when it&#039;s safe to do so. E.g., the host is alone and tackled, simply unarmed, or you are sure you can drag the host away from his buddies before they shoot you to pieces.&lt;br /&gt;
&lt;br /&gt;
== Fighting techniques ==&lt;br /&gt;
[[File:Tackle_engage_two_hosts.gif|frame|right|&#039;&#039;Use tackle (and surprise) to overpower hosts&#039;&#039;]]&lt;br /&gt;
=== Tackling ===&lt;br /&gt;
Tackling with {{Intent|Disarm}} intent ({{Key press|2}}) is very powerful as it forces the victim onto the floor for a period of time. Disabling their attack and escape, allowing you to devour or slash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drag and slash ===&lt;br /&gt;
Much like you can tackle with another hand when devouring, you can slash with another hand when dragging. First, drag the host, switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand ({{Key press|X}}) and slash them using {{Intent|Harm}} intent ({{Key press|4}}). If you are chased, pounce away (Runner) or simply switch back to the dragging hand and drop them ({{Key press|Q}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avoid being hit ===&lt;br /&gt;
[[File:Walk_slash2.gif|frame|right]]Avoid charging/retreating in a straight line, instead, take turns, change lanes or even circle so that you are unpredictable. When slashing a downed marine, keep moving around the marine or left and right (or up and down) to dodge.&lt;br /&gt;
&lt;br /&gt;
== Fight on your terms ==&lt;br /&gt;
=== Fight on weeds ===&lt;br /&gt;
Aliens heal and regenerate plasma when being on weeds, and heal much faster while resting on weeds, downed Xenos will bleed out if not on weeds. Weeds also buff Xeno&#039;s speed slightly while slows down tall hosts slightly so try to fight on weeds. Request Drones to weed/re weed if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cover of darkness ===&lt;br /&gt;
[[File:Xeno_Toggle_night_vision.png|thumb]] Use &#039;&#039;&#039;Toggle Xenomorph Vision&#039;&#039;&#039; to toggle off, on and the level of your ability to see in the dark, and see where is lit and where isn&#039;t, allowing you to stay in the dark and ambush.&lt;br /&gt;
* Break lights and APCs to deny lights (slash to the APC to [[File:APC_Broken.png|32px]] then &#039;&#039;&#039;one more slash&#039;&#039;&#039; to cut the wires, you will see &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;APC&#039;s wires snap apart in a rain of sparks!&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* Melt flares[[File:Flare.gif]]&lt;br /&gt;
* Slash lights[[File:Light.png]]&lt;br /&gt;
* Disable typing speech bubble to avoid revealing yourself in the dark (&#039;&#039;&#039;Preference&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Show/Hide Typing Indicator&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== Make use of vents ===&lt;br /&gt;
Stand near a vent then click &#039;&#039;&#039;Crawl into Vent&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab or alt+click the vent (you can bind a hotkey for it with [[Macros]]). It&#039;s good for scouting, ambush, flanking and transporting hosts. &#039;&#039;&#039;Note that not all castes are able to vent crawl, and if you have devoured an host you will not be able to vent either&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reducing casualties ==&lt;br /&gt;
=== Don&#039;t bunch up ===&lt;br /&gt;
Most Xeno deaths happen in choke point pushes or when they are retreating after a failed assault. To try and help reduce Xeno losses, avoid all pushes through a choke point and instead widen the choke point or try to flank around to make a new entrance for the assault. Remember to give way to retreating Xenos and drag back critically wounded Xenos to safety and onto weeds (provided that you don&#039;t risk getting killed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
[[File:Resist_button.png|thumb]]When you&#039;re on fire, step on a weeded tile and click &#039;&#039;&#039;RESIST&#039;&#039;&#039; (you can bind a [[Macros]]) to roll on the floor and attempt to extinguish the flames. Use {{Intent|Help}} intent clicking to extinguish a fellow xeno on fire, remember to drag them to weeds if they weren&#039;t already. Even better, bring them to Warding[[File:Warding_Pheromone.png|32px]]and Recovery[[File:Recovery_Pheromone.png|32px]]Pheromones to reduce fire damage/bleed out and speed up healing. You can pat out fires using {{Intent|Help}} intent the amount of pats required to extinguish is determined by the strength of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Avoid engagements when weak ===&lt;br /&gt;
While marines need surgeries to fix serious injuries; Xenos only need to rest on weeds, so don&#039;t be greedy trying to get a kill, rest in a safe location when wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Much like marines need to stick with their SLs, you need to stick with the bigger sisters to be effective. Check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab to see everyone&#039;s location. Learn the maps and find your way to them. Since you are T1, it&#039;s hard for you to initiate attacks to the mass of marines in the frontline; instead, you need to be the follow-up after bigger sister&#039;s initiation, like Queen&#039;s screech and Boiler&#039;s Gas, but again, don&#039;t block other sisters when retreating, simply don&#039;t go in if the choke point is cramped. Instead, do support work like transporting captured hosts back to the hive.&lt;br /&gt;
&lt;br /&gt;
=Infecting Hosts=&lt;br /&gt;
[[File:Alien-Egg.png|thumb]][[File:Alien-Egg-Open.png|thumb]][[File:Alien-Egg-Dead.png|thumb]]&lt;br /&gt;
=== Eggs and facehuggers ===&lt;br /&gt;
The Queen lays eggs when in Ovipositor mode. The eggs get planted (by Queen/Drone castes) and mature after a short delay. Mature eggs contain a larval facehugger which stays in the egg until disturbed. Facehugger will attempt to attach itself to any host that gets close and infects a host by implanting a larva inside its host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nests and guards ===&lt;br /&gt;
[[File:Nesting.gif|frame|right|&#039;&#039;Nesting a marine&#039;&#039;]]Once you have a captured host, bring them to a matured egg, the egg will open (if they don&#039;t, click the egg with an empty hand) and drag the host to the facehugger to infect. Then find a wall with resin on it, &#039;&#039;&#039;click the host on it&#039;&#039;&#039; then &#039;&#039;&#039;drag the host on to either a wall with resin or a resin wall&#039;&#039;&#039;. Dangerous hosts (like Marines) should be secured into a nest. Should a capture should somehow be removed from a nest, whether it be from accidents or explosions, you can try to recapture them back in with &#039;&#039;&#039;neurotoxin&#039;&#039;&#039; [[File:Toggle_Spit_Type.png|32px]] which is very good at calming enraged hosts. Alternatively, simply tackle them with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039;) and re-nest them. After some time, listen to the screams and celebrate the birth! Click the nest (any intent except &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt;) to unnest the dead host.&lt;br /&gt;
&lt;br /&gt;
=Xeno Roleplaying Guide and Expectations=&lt;br /&gt;
* You are an extension of the will of the Queen. If there is a Queen, her will MUST be followed. No exceptions. If she orders you to run to your death, start running. Queen&#039;s word is law unless it breaks a rule in which case you should ahelp it (F1 -&amp;gt; gameplay issue).&lt;br /&gt;
* You are a hive-mind - Because all members of a hive-mind are connected they will understand exactly what you mean when you talk about something, that&#039;s why you CAN use words like &amp;quot;shuttle&amp;quot; or &amp;quot;hydro&amp;quot; to describe things. It&#039;s assumed that because you are a hive-mind if you say &amp;quot;shuttle&amp;quot; your alien character understands what you&#039;re describing instantly (because it shares consciousness with you), but since we can&#039;t actually &amp;quot;emulate&amp;quot; this, using English to describe things is OK.&lt;br /&gt;
* Killing a nested+infected host at ANY TIME is a bannable offense, and don&#039;t un-nest just to kill. It&#039;s counter-productive to your cause of growing the hive. If a marine escapes the nest and uses a weapon to resist, THEN you may kill them, but you should try to tackle and re-nest them. Remember the more hosts you get and keep alive, the bigger your team. EXCEPTION: The queen MAY kill any marine she wants at any time, provided she has an RP justification (if asked by the admins). This power does NOT extend to aliens following the Queen&#039;s orders.&lt;br /&gt;
* When you die, you are a 100% NEW XENO. However, you can keep some of the information the rest of your hive has in mind so you dont need to relearn everything in character after each death. For example if the xenomorphs are defending a specific cave entrance its fine to ask how the defence is going after respawning or heading straight back to that location to help out.&lt;br /&gt;
* Refrain from saying &amp;quot;Ayylmao,&amp;quot; &amp;quot;Ayyy,&amp;quot; &amp;quot;Reeeeee&amp;quot; as there is a [https://cm-ss13.com/rules#rule-2-roleplay Stronger Enforcement for Xeno Roleplay].&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some good guides and examinations that go further into explaining other details of the game:&lt;br /&gt;
* See [[Slang#Alien Slang &amp;amp; acronyms|Slang]] for Xeno in-character slangs&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=8401 The Value of Darkness]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=16635 High-end Xeno mechanics]&lt;br /&gt;
* [[Macros]]: Making your own key bindings and one-click multi-functions for in-game actions.&lt;br /&gt;
      &amp;lt;small&amp;gt;&#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Space_Station_13_Guide#Keybinds|Keybindings]]: Easily change command function input keys, like any modern videogame.&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=40289</id>
		<title>Pheromones</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=40289"/>
		<updated>2026-02-08T17:55:56Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Reverted edit by Suj67hawkinsweirdos (talk) to last revision by Nivrak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pheromones are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]] and [[Queen]]. There are three types of pheromones, Recovery, Warding and Frenzy, with effects and range varying based on caste emitting them. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one (With the exception of Frenzy, Which stacks but only for the slash damage). If they are emitting different pheromones, both will be applied.&lt;br /&gt;
&lt;br /&gt;
Pheromones require a steady amount of plasma to sustain, although all castes that have access to them usually have comfortable plasma reserves. It should be noted however that they will seriously dent plasma regeneration if used frivolously and should be turned off if not needed. It also costs a bit of plasma to start emitting pheromones. If you run out of plasma, you will immediately stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones will stop emitting if you end up falling into critical health with them emitting, but you will still be affected by pheromones from other conscious xenomorphs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that same type pheromones do not stack but varied ones do.&#039;&#039;&#039; e.g. Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
==== List of Pheromones ====&lt;br /&gt;
{{Pheromones List}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pheromones Tactics ====&lt;br /&gt;
&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Drone and the pheromones of the Queen. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a stationary Queen are additionally applied through all Xeno Leaders in existence. These can be located by the star on their XenoHUD Status. They will emit identically to a Queen overwatch, and stack with any other pheromones emitted by the leader.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Frenzy and Recovery, with Warding left to the next best caste. This allows the Xenos to be faster and hit harder as well as being able to recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a lame effect, but it can actually be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Probably the worst choice is simply no pheromones.&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hives&amp;diff=40288</id>
		<title>Hives</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hives&amp;diff=40288"/>
		<updated>2026-02-08T17:55:52Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Reverted edit by Suj67hawkinsweirdos (talk) to last revision by EOD-501&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Hive =&lt;br /&gt;
&lt;br /&gt;
The [[Queen]], the [[Hivelord]] and the [[Drone]] all share the ability to secrete resin and shape said resin into structures. This ability is incredibly important, as it enables them to develop Hives: large resin chambers in which Aliens can live, recover and gather hosts. These environments are generally hostile to non-Aliens, and can be used as a defensive position, allowing Aliens to shape the battle to their advantage as they get pushed back.&lt;br /&gt;
&lt;br /&gt;
All resin structures, outside of the Resin Sac, must be built on existing resin weeds. This means that building Hives is a methodical process. Weeds must first be planted in an area and allowed to spread, before more complex structures can be erected atop said weeds.&lt;br /&gt;
&lt;br /&gt;
Resin structures are relatively sturdy, and are able to sustain decent punishment from firearms, explosives and sharp weapons before falling apart. &lt;br /&gt;
Weeds and sticky resin are exceptionally weak to fire and high-explosives, while Resin Structures are easily destroyed by explosive and incendiary ammunition types.&lt;br /&gt;
&lt;br /&gt;
Note that weeds can only be planted in areas that do not have pre-existing structures or objects on them. Things like catwalks, grasses, and other obstructions prevent the weeding of an area.&lt;br /&gt;
&lt;br /&gt;
Only one resin structure may be built on a chosen tile, excluding Resin Sacs. As such, it is impossible to stack a nest and sticky resin, or a door and sticky resin. If a structure is getting in the way, you can claw it apart or tear it down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hive Structures ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Hive Structures&amp;quot;&amp;gt;&lt;br /&gt;
* Hive builders, (drones, hivelords, Queen) must first designate a tile with weeds on it to designate where they want it built.&lt;br /&gt;
* All aliens can contribute their plasma in building these special hive structures by simply clicking on it.&lt;br /&gt;
* Hive leaders as well as the Queen can destroy special hive structures by clicking on them with harm intent.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;600&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;300&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Hive-Core.png|64px]]&lt;br /&gt;
| Hive Core&lt;br /&gt;
| A giant pulsating mound of mass. It looks very much alive.&lt;br /&gt;
The center piece of all hive structures. Allows for additional alien hive structures to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1200&lt;br /&gt;
|| &lt;br /&gt;
* Allows other special hive structures to be built.&lt;br /&gt;
* Produces hive weeds, a slightly tougher version of normal weeds, one which slow down tall hosts much more.&lt;br /&gt;
* Once built, it creates a hardened resin ceiling that prevents orbital bombardments, mortar fire and air strikes from targeting the area.&lt;br /&gt;
* The hive will be notified it somebody is trying to destroy it.&lt;br /&gt;
* If the hive core is destroyed past 20 minutes into the round it will have a 5 minutes cooldown before it can be built again.&lt;br /&gt;
* Provides a second larva for every successful chestburst.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:HiveCluster.png|64px]]&lt;br /&gt;
| Hive Cluster&lt;br /&gt;
| A large clump of gooey mass. It rhythmically pulses, as if its pumping something into the weeds below...&lt;br /&gt;
An essential part of the hive. Its weeds slow marines down as well allow construction of other structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1200&lt;br /&gt;
|| &lt;br /&gt;
* Allows other special hive structures to be built..&lt;br /&gt;
* Produces hive weeds, a slightly tougher version of normal weeds, one which slow down marines much more.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:HivePylon.png|64px]]&lt;br /&gt;
| Hive Pylon&lt;br /&gt;
| {{WiP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: &lt;br /&gt;
|| &lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Egg-Morph.png|64px]]&lt;br /&gt;
| Egg Morpher&lt;br /&gt;
| A disgusting, organic processor that reeks of rotting flesh. Capable of melting even bones into something far more useful.&lt;br /&gt;
An egg morpher that turns bursted bodies into eggs. It also acts as a large egg that will launch facehuggers that enters its vicinity. Gradually produces and stores up to 6 facehuggers, which can be retrieved by aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 300&lt;br /&gt;
|| &lt;br /&gt;
* Produces facehuggers without the need for a Queen to be in Ovipositor mode.&lt;br /&gt;
* Launches facehuggers at hosts if they get within range, similar to hatching eggs.&lt;br /&gt;
* Can spawn sentient facehuggers if clicked on by a ghost.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Recovery-node.png|64px]]&lt;br /&gt;
| Recovery Node&lt;br /&gt;
| A warm, soothing light source that pulsates with a faint hum.&lt;br /&gt;
The recovery node heals adjacent Aliens next to it a lot quick than those who would normally rest on weeds. Only one alien can be healed per activation at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 400&lt;br /&gt;
|| &lt;br /&gt;
* Allows for aliens next/near it to be healed quicker than normal. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Limited Hive Structures&amp;quot;&amp;gt;&lt;br /&gt;
* Drones and Hivelords will unlock the ability to build these however their amount is limited.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;600&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;300&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Reflective_Resinwall.png|64px]]&lt;br /&gt;
| Reflective Resin Wall&lt;br /&gt;
|Weird hardened slime solidified into a fine, smooth wall. Reflects projectiles and even rockets back to the shooter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2&lt;br /&gt;
|| &lt;br /&gt;
* Reflects projectiles and even rockets back towards the sender.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resin_spike.png|64px]]&lt;br /&gt;
| Resin Spikes&lt;br /&gt;
|A small cluster of bone spikes. Ouch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 45&lt;br /&gt;
|| &lt;br /&gt;
* Deals 8 damage to a random leg or foot when a host walks over it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Acid_Pillar.png|64px]]&lt;br /&gt;
| Acid Pillar&lt;br /&gt;
|A resin pillar that is oozing with acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 5 tiles.&lt;br /&gt;
|| &lt;br /&gt;
*Deals 41 burn damage and extinguishes xenomorphs on fire.&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hive Structures&amp;quot;&amp;gt;&lt;br /&gt;
* All Hive structures cost 75 Plasma to create(Hivelords build for 100 plasma, but make stronger structures.)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;600&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot;  scope=&amp;quot;col&amp;quot; width=&amp;quot;300&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Weeds.png|64px]]&lt;br /&gt;
| Resin Weeds&lt;br /&gt;
| Resin Weeds are secreted from a special Resin Sac that one regurgitates and places on the ground. From there, it will spread weeds tile by tile in a small, circular radius until stopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Weeds are critical for even the most basic Hive to be built and are always beneficial even if no special fortifications are planned. In many cases, they can mean the difference between life and death for Aliens. They are, however extremely fragile and easy to rip away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1&lt;br /&gt;
|| &lt;br /&gt;
* Any alien standing on weeds will receive increased plasma regeneration and will regenerate their health slowly. They need to rest to heal at a faster rate. In addition to this, any alien on weeds will have their speed increased slightly.&lt;br /&gt;
* Humans moving through weeds will be slowed down slightly, making it harder for them to evade and maneuver.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:HiveWeeds.png|64px]]&lt;br /&gt;
| Hive Weeds&lt;br /&gt;
| Hive Weeds are spawned from Hive Clusters or Hive Cores. They allow eggs, nests and special hive structures to be built from them. Slightly more resilient from bladed objects and slows marines down much more than normal weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute Damage Resistance&#039;&#039;&#039;: 66%&lt;br /&gt;
|| &lt;br /&gt;
* Slightly stronger than normal weeds.&lt;br /&gt;
* Allows eggs, nests and special hive structures to be built from them.&lt;br /&gt;
* Any alien standing on weeds will receive increased plasma regeneration and will regenerate their health slowly. They need to rest to heal at a faster rate. In addition to this, any alien on weeds will have their speed increased slightly.&lt;br /&gt;
* Humans moving through weeds will be slowed down, making it harder for them to evade and manoeuvre.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Weednode.png|64px]]&lt;br /&gt;
| Resin Sacs&lt;br /&gt;
| Resin Weed Sacs are the bases of every hive. Built by Drones, Hivelords, Carriers and Queens. From there, it will spread weeds tile by tile in a small, circular radius until stopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Do protect them as much as you can. In many cases, they can mean the difference between life and death for Aliens. They are tougher than the weeds it spawns but not by much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brute Damage Resistance&#039;&#039;&#039;: 66%&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
* It&#039;s the starting point of all weeds. If it is destroyed, all weeds spawned by it will be destroyed eventually.&lt;br /&gt;
* Any alien standing on weeds will receive increased plasma regeneration and will regenerate their health slowly. They need to rest to heal at a faster rate. In addition to this, any alien on weeds will have their speed increased slightly.&lt;br /&gt;
* Humans moving through weeds will be slowed down slightly, making it harder for them to evade and maneuver.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resinwall.png|64px]]&lt;br /&gt;
| Resin Walls&lt;br /&gt;
| Resin Walls are another important part of the Hive. Rarely will existing terrain be perfect for the Alien&#039;s use, and often they may wish to adjust it. Resin walls are big, opaque and fairly tough structures, capable of withstanding a reasonable amount of fire&amp;lt;br&amp;gt;&lt;br /&gt;
Their most obvious use is to delimit chambers inside a completed Hive, but their properties also make them excellent cover. As you will almost always be threatened with ranged weaponry, this makes resin walls invaluable in defensive setups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 900&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
|| &lt;br /&gt;
* Completely blocks line of sight. Aliens can use their special vision to see mobs through them regardless.&lt;br /&gt;
* Sturdiest structure available to the Aliens, making for good hardcover until destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Thick_Resinwall.png|64px]]&lt;br /&gt;
| Thick Resin Wall&lt;br /&gt;
| Thick Resin Walls are a major upgrade over regular Resin Walls, exclusive to the [[Hivelord]] caste. While normal Resin Walls will tend to fall rapidly to enemy fire, Thick Resin Walls will usually hold up for much longer, for little added cost to the Alien building and maintaining them. This makes a Hivelord invaluable when building Hives and forward positions, and can potentially stall Marine advances if positioned properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 1350&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
|| &lt;br /&gt;
* Straight upgrade over Resin Walls, able to soak up much more punishment before falling apart, for the almost the same initial investment and build time.&lt;br /&gt;
* Can only be built by a [[Hivelord]], replacing normal Resin Walls.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resinmembrane.png|64px]]&lt;br /&gt;
| Resin Membrane&lt;br /&gt;
| Resin Membranes are a transparent resin structure, with the strength of Resin Walls, allowing direct line of sight. Hivelords build an upgraded version of the resin membrane that has more health. (The name is the same, yet the sprite is darker)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Health Points&#039;&#039;&#039;: 300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thick Health Points&#039;&#039;&#039;: 600&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
|| &lt;br /&gt;
* Allows vision through, while giving the same protection as a resin wall.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Resin_door.gif|64px]]&lt;br /&gt;
| Resin Doors&lt;br /&gt;
| Resin Doors are specially crafted resin membranes, allowing Aliens to navigate through the Hive. Thanks to the special elastic resin used to shape them, they will collapse back to their original shape after a short while, opening and closing themselves for passing Aliens , although this ability means that a resin door must be placed next to a resin or normal (metal walls, cave wall, etc..) or it will collapse.&amp;lt;br&amp;gt;&lt;br /&gt;
Resin Doors are paramount to most Hives for obvious reasons. A chamber is of no use to anyone if it cannot be entered or left. However, you should consider adding more than one door. Faced with Resin Doors in multiple directions, no-one can be fully confident which one will open to reveal a Aliens. Hivelords can construct or upgrade existing resin doors to make them stronger (there is no name or skin change for upgraded doors).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Health Points&#039;&#039;&#039;: 600&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thick Health Points&#039;&#039;&#039;: 900&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Damage Multiplier&#039;&#039;&#039;: x 8.2 &lt;br /&gt;
||&lt;br /&gt;
* Allows Xenomorphs to pass through somewhat seamlessly while denying access to humans unless destroyed.&lt;br /&gt;
* Less sturdy than a wall, but capable of holding its own against limited punishment.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Nest.png|64px]]&lt;br /&gt;
| Resin Nests&lt;br /&gt;
| Resin Nests are an important structure for Hive nurseries, allowing Aliens to lay down and secure hosts using extra resin provided within the nest, preventing them from easily leaving and thus allowing a relatively large amount to be guarded safely. The medium it provides is particularly suited for incubation, meaning that Aliens Embryos will grow faster within nested hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
Nests are not particularly sturdy and will be destroyed fairly easily. While a nested host will find it impossible to break out on his own, it is effortless for him to be cut out by someone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 400&lt;br /&gt;
|| &lt;br /&gt;
* Allows the Hive to secure hosts for incubation.&lt;br /&gt;
* Increases Alien Embryo growth.&lt;br /&gt;
* Can only be built on hiveweeds.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:resin_sticky.png|64px]]&lt;br /&gt;
| Sticky Resin&lt;br /&gt;
| Sticky Resin is an arrangement of thick, stringy resin filament strewn across weeded floors able to easily delay and bog down any human going through them. This allows Aliens to make their Hive even more dangerous to navigate, with no other cost than making the selected space not usable for anything else until destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
A Hive might find it wise to fill empty spaces with sticky resin once the layout of the Hive is done. In a pinch, it is recommended to at least cover entrances, doorways and surround nests. Praetorians are capable of a ranged thin sticky resin spit, which can be helpful for quick stick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 45&lt;br /&gt;
|| &lt;br /&gt;
* Slows down and even halts non-Aliens movement&lt;br /&gt;
* A bit harder to get rid of compared to Resin Weeds.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:resin_fast.png|64px]]&lt;br /&gt;
| Fast Resin&lt;br /&gt;
| Fast Resin is an arrangement of sleek resin filament strewn across weeded floors able to easily hasten the movement of any fellow alien. This allows Aliens to make navigation from the hive to the front (and vice versa) much easier, with no other cost than making the selected space not usable for anything else until destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
Though the benefit of speed is somewhat mutual to the marines. Fast resin will not slow the marines down but it won&#039;t boost their speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Points&#039;&#039;&#039;: 30&lt;br /&gt;
|| &lt;br /&gt;
* Speeds up down Aliens movement when walking over it.&lt;br /&gt;
* Doesn&#039;t slow down marines.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hive Planning==&lt;br /&gt;
&lt;br /&gt;
While it is easy to throw down resin, it is essential to try and plan for what you want to do with the space you are using. Are you merely weeding the terrain? Are you planning to supplement existing structures with doors and walls? Are you making a full Hive chamber? Is it going to be a defensive chamber, a maze for assaulting unsuspecting marines, or a nest for captured hosts?&lt;br /&gt;
&lt;br /&gt;
Not planning can lead to severe errors, and once a Hive is well underway, it is incredibly time-consuming to tear down resin structures to try again. Be careful about the space available to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some standard tips to help you build a Hive worthy of your Aliens Hive:&lt;br /&gt;
&lt;br /&gt;
* As time goes on, any area that isn&#039;t weeded and can be, should be. Weeds are the life and blood of the Hive, and as the Resin Weeds spread and extend through the colony, the area where Marines can safely navigate shrinks proportionally. In the event of combat, remember that even the smallest patch of weeds can be used to rest and recover plasma and health.&lt;br /&gt;
&lt;br /&gt;
* An average chamber should be thoroughly sealed with Resin Walls and Resin Doors. A good hive should have wide entrances to make maneuvering easier and multiple exits to ensure that aliens don&#039;t get cornered and trapped by the USCM. &lt;br /&gt;
&lt;br /&gt;
* A wall of Resin Walls and Resin Doors is the most basic defensive setup. While it can be destroyed with concentrated fire, it allows Aliens to break line of sight and provides secure locations to ambush marines. More advanced tactics can involve stacking walls, or creating single Resin Walls for Aliens to hide behind.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;!--Usually, it is best to nest tall hosts near the smalls, to increase their burst speed. However --&amp;gt; If the marines are nearing the hive, it can be a good idea to move the tall hosts to a more secure location to ensure a safe burst.&lt;br /&gt;
&lt;br /&gt;
* Sticky Resin is a useful tool to hamper human maneuverability inside the hive, with the drawback of restricting construction on the tile it is built on. However, if you do choose to build, you can clear sticky resin in one swipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Check [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide] for information on building good Hives and visual examples.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Strains&amp;diff=40287</id>
		<title>Strains</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Strains&amp;diff=40287"/>
		<updated>2026-02-08T17:55:46Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Reverted edit by Suj67hawkinsweirdos (talk) to last revision by Nemesis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strains are variations of the alien you play as, changing up their play style to something either slightly or completely different to the normal alien. This allows you to change your play style to experiment with.&lt;br /&gt;
&lt;br /&gt;
You can pick your strain from the get go if your caste has any strains available to them. When you evolve you will lose the strain you previously picked. Each Xeno can purchase one Strain available to their caste and they are permanent.&lt;br /&gt;
Under the Alien tab you can buy strains for yourself with the Purchase Strains verb.&lt;br /&gt;
&lt;br /&gt;
= Strains =&lt;br /&gt;
*&#039;&#039;&#039;Each Strain will alter how the caste plays And can be reverted with a time limit on doing so again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 85%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 0 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45; width:150px;&amp;quot; |Strain:&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Facehugger.png|64px|link=Facehugger]] &amp;lt;br&amp;gt;[[Facehugger#Observer|&#039;&#039;&#039;Observer&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Facehugger)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Lose your ability to hide in exchange to see further. Stalk your prey and wait for the perfect opportunity. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 35&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 1 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45; width:150px;&amp;quot; |Strain:&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Drone (Gardener).png|64px|link=Drone#Gardener]] &amp;lt;br&amp;gt;[[Drone#Gardener|&#039;&#039;&#039;Gardener&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Drone)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade the ability to build resin structures for an ability to plant resin fruit on weeds that can be eaten by other aliens to regain health, gain an overshield, or decrease ability cooldowns, as well as an ability to resin surge (20 sec cool down), skipping 5 seconds in plant maturity, increasing a basic structure&#039;s health (+6000), or create a 3x3 of weak sticky resin or temporary wall (Wall is very weak).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Drone (Healer).png|64px|link=Drone#Healer]] &amp;lt;br&amp;gt;[[Drone#Healer|&#039;&#039;&#039;Healer&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Drone)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade the ability to build resin structures for an ability to transfer health to other aliens and enhanced pheromones.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Defender.png|64px|link=Defender#Steel Crest]] &amp;lt;br&amp;gt;[[Defender#Steel Crest|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Defender)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade the ability to tail sweep and 5 slash damage for the ability to use headbutt while your crest is lowered. Additionally, your headbutt does more damage, gains 1 tile extra range and you&#039;re able to move slowly while fortified.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 35&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Sentinel.png|64px|link=Sentinel#Scatter Spitter]] &amp;lt;br&amp;gt;[[Sentinel#Scatter Spitter|&#039;&#039;&#039;Scatter Spitter&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Sentinel)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Exchange your standard neurotoxin spit, corrosive acid melting abilities and some speed to gain a bit of armor and a potent, shotgun-like neurotoxic spit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Runner (Acider).png|64px|link=Runner#Acider]] &amp;lt;br&amp;gt;[[Runner#Acider|&#039;&#039;&#039;Acider&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Runner)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Lose your ability to pounce, long range sight, some speed and bone spur. In exchange, you get increased health to 345 HP, 15 base armor, and get a volatile acid gland that passively fills with acid. Gain an ability called For the Hive that when activated, will prime yourself to detonate in a large explosion of acid, depending on how much acid is stored. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 345&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 15&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45; width:150px;&amp;quot; |Strain:&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Carrier.png|64px|link=Carrier#Shaman]] &amp;lt;br&amp;gt;[[Carrier#Shaman|&#039;&#039;&#039;Shaman&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Carrier)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade the ability to carry and throw facehuggers for multiple powerful support abilities that require a channeling period and a egg. Cannot be affected by pheromones.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Carrier (Eggsac).png|64px|link=Carrier#Eggsac]] &amp;lt;br&amp;gt;[[Carrier#Eggsac|&#039;&#039;&#039;Eggsac&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Carrier)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade the ability to carry and throw facehuggers as well as the ability to make traps for the ability to generate an egg every 30 seconds, additionally gain stronger pheromones.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Hivelord.png|64px|link=Hivelord#Resin Whisperer]] &amp;lt;br&amp;gt;[[Hivelord#Resin Whisperer|&#039;&#039;&#039;Resin Whisperer&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Hivelord)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Lose the ability to make thick resin, acid items and lose some plasma reserves. In exchange, you gain the ability to see farther as well as the ability to remotely create resin structures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 550&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Warrior.png|64px|link=Warrior#Boxer]] &amp;lt;br&amp;gt;[[Warrior#Boxer|&#039;&#039;&#039;Boxer&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Warrior)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade the ability to fling and lunge for a lower cool down, increased damage and range on your punch ability. Punch loses the ability to immediately break bones. Gain a new ability, Jab: A stun ability that applies no damage but refreshes punch ability. Note: &#039;&#039;&#039;Currently removed from the game&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Warrior.png|64px|link=Warrior#Boxer]] &amp;lt;br&amp;gt;[[#X|&#039;&#039;&#039;X&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Spitter)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |X.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Lurker (Vampire).png|64px|link=Lurker#Vampire]] &amp;lt;br&amp;gt;[[Lurker#Vampire|&#039;&#039;&#039;Vampire&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Lurker)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |You lose all of your abilities and you forfeit a chunk of your health and damage in exchange for a large amount of armor, a little bit of movement speed, increased attack and brand new abilities that make you an assassin. Rush on your opponent to disorient them and Flurry to unleash a forward cleave that can hit and slow three marines and heal you for every marine you hit. Use your special AoE Tail Jab to knock marines away, doing more damage with direct hits and even more damage and a stun if they smack into walls. Finally, execute unconscious marines with a headbite that bypasses armor and heals you for a grand amount of health.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 390&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45; width:150px;&amp;quot; |Strain:&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Crusher.png|64px|link=Crusher#Charger]] &amp;lt;br&amp;gt;[[Crusher#Charger|&#039;&#039;&#039;Charger&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Crusher)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade your base abilities for a life dedicated to Charging. You gain the ability to start running to charge directly into your enemies instead of winding up for a charge. Gain the ability to tumble, quickly maneuvering yourself. In exchange of your regular stomp, you gain the ability to do massive damage to the poor soul under you when you stomp although it doesn&#039;t stun. You also gain the ability to Ram enemies away from you, much like the [[Warrior|&#039;&#039;&#039;Warrior&#039;&#039;&#039;]] fling.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 780&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Praetorian (Dancer).png|64px|link=Praetorian#Dancer]] &amp;lt;br&amp;gt;[[Praetorian#Dancer|&#039;&#039;&#039;Dancer&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Praetorian)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade the ability to spit/spray acid and a hefty chunk of your armor for greatly increased speed and three new abilities: Impale, Dodge, and Tail trip. Dodge is an active ability that greatly buffs your speed and allows you to phase past tall hosts. Tail trip is also an active ability that trips your target, causing a daze and if they are tagged, a short knockdown. Impale deals direct damage and if they&#039;ve been tagged, stab them twice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Praetorian (Oppressor).png|64px|link=Praetorian#Oppressor]] &amp;lt;br&amp;gt;[[Praetorian#Oppressor|&#039;&#039;&#039;Oppressor&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Praetorian)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade most of your speed and acid spit to become a nigh-indestructible bulwark of the Queen. Your slashes deal increased damage to prone targets, and you gain a stomp that knocks over opponents in front of you as well as a ability that buffs your next slash and one that knocks your opponents back.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Praetorian (Vanguard).png|64px|link=Praetorian#Vanguard]] &amp;lt;br&amp;gt;[[Praetorian#Vanguard|&#039;&#039;&#039;Vanguard&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Praetorian)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade your corrosive acid to get a shield that perfectly blocks one attack, which recharges out of combat. Gain the ability to use pierce that penetrates through opponents, also instantly recharging your shield if you hit 2 targets. You also gain cleave, which has two states: Root, which&#039;ll immobilise a target; Fling, which&#039;ll fling a target away from you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 590&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Praetorian (Warden).png|64px|link=Praetorian#Valkyrie]] &amp;lt;br&amp;gt;[[Praetorian#Valkyrie|&#039;&#039;&#039;Valkyrie&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Praetorian)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |You trade your ranged abilities and acid to gain the ability to emit strong pheromones and buff other Xenomorphs, giving them extra armor. An ability that knocks down people in a 2 by 3 in front of you while also throwing back grenades. You get an ability that rejuvenates everyone in a certain range depending on your rage. You also trade your tailstab for an extinguisher, while it doesn&#039;t do damage it can put out both enemies and allies. This can be used to extinguish people on fire to help capture them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 35&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Boiler.png|64px|link=Boiler#Trapper]] &amp;lt;br&amp;gt;[[Boiler#Trapper|&#039;&#039;&#039;Trapper&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Boiler)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade your long range bombarding and long distance view range buffer for unavoidable acid mines, rooting traps to slow down your enemies and short range acid shotgun.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 590&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Boiler.png|64px|link=Boiler#Globber]] &amp;lt;br&amp;gt;[[Boiler#Globber|&#039;&#039;&#039;Globber&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Boiler)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Globber is a heavy support caste that combines deadly acid and noxious neuro gases with a powerful acid spray. While fragile on the frontlines, it is a powerful asset to the hive if used correctly. Also fires globs of acid vs base boiler which fires a line of sight shot, make sure to hit your targets for a knockdown!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Ravager (Berserker).png|64px|link=Ravager#Berserker]] &amp;lt;br&amp;gt;[[Ravager#Berserker|&#039;&#039;&#039;Berserker&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Ravager)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade your base abilities for increased health, mobility and new abilities that turn you into a immobile death machine. Build up your rage levels through slashes and unleash terror upon thy foe with your new abilities. Apprehend allows you to close the distance between you and your target. Clothesline allows you to deal moderate damage to a target next to you in exchange for using a level of rage. Annihilate your targets all around you with the new eviscerate ability to rip and tear your enemies guts out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 590&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Ravager (Hedgehog).png|64px|link=Ravager#Hedgehog]] &amp;lt;br&amp;gt;[[Ravager#Hedgehog|&#039;&#039;&#039;Hedgehog&#039;&#039;&#039;]] &amp;lt;br&amp;gt;(Ravager)&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Trade your base abilities and plasma for a shrapnel based powers. Gain shards of spikes passively or when you get hit. Gain 3 new abilities to replace the old ones. Spike Shield allows you to gain a temporary shield that, when damaged, sprays shards of shrapnel outwards. Fire Spikes allows you to launch spikes in the a desired direction. Spike shed allows you to shed all your spikes, launching them all around you, for a quick boost in speed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25,5&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pathogen_Creatures&amp;diff=40286</id>
		<title>Pathogen Creatures</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pathogen_Creatures&amp;diff=40286"/>
		<updated>2026-02-08T17:55:38Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Reverted edit by Suj67hawkinsweirdos (talk) to last revision by Forest2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pathogen Creature&#039;&#039;&#039; is a rare opposing force of the [[Marines|USCM Marines]] during rounds on CM-SS13. The Pathogen Creatures are fearsome, perfected for combat to the point of challenging the Marine force with fewer numbers.&lt;br /&gt;
&lt;br /&gt;
You are part of the Confluence, under the [[Overmind]]. You are but a manifestation of its will, and your primary and only task is &#039;&#039;&#039;to expand and protect the Confluence&#039;&#039;&#039;. You are reasonably intelligent and capable of quickly learning from the events during the infestation of the colony, yet you show no compassion or empathy. Your job will only be done when the Confluence reigns over all that you can reach.&lt;br /&gt;
&lt;br /&gt;
== First Contact ==&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Pathogen Creatures are on FIRST CONTACT, meaning every encounter with them - unless specified otherwise by a staff member running an event - should be treated as the very first time they&#039;ve been seen.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
If you are chosen as one of the first Aliens, you will spawn as a [[Bloodburster]] inside the colony that has just days before been pillaged and demolished, allowing you to spread out of control and infect or slaughter the entire colonist population. While the colony is mostly safe aside from a handful of hardened [[Survivor]]s stubbornly clinging to life, this may not hold true long.&lt;br /&gt;
&lt;br /&gt;
The Mycelial Link has full knowledge of the colony on which you were born, and many of its facets, even the most complex; its entire layout, how power and lighting functions, and where particular locations are. The little of resistance the Mycelial Link met also granted you some knowledge on the weapons you may expect to be used against you, like guns, knives, and grenades.&lt;br /&gt;
&lt;br /&gt;
One of the first tasks of the Confluence is to find a nesting ground. Due to how vital this nest is and how disastrous it would be for Marines to find and destroy it, it is recommended to put it in the most secluded and secure location available. Nothing prevents you from making smaller nests closer to the action, but it could mean that the hosts manage to escape if the nesting area is pushed upon by the Marines.&lt;br /&gt;
&lt;br /&gt;
If this is your first time as an Alien, check the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide]. Here are additional tips:&lt;br /&gt;
* Speak in Mycelial Link by using &#039;&#039;&#039;:q&#039;&#039;&#039; or &#039;&#039;&#039;;&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:q My life for the Overmind!&amp;quot;&#039;&#039; or &#039;&#039;&amp;quot;; My life for the Overmind!&amp;quot;&#039;&#039;  instead.&lt;br /&gt;
* You are a manifestation of the Overmind&#039;s will. Follow its orders or die trying. If the orders appear to break server rules, you should warn the admins.&lt;br /&gt;
* Grow the Confluence. Gather together any hosts (living monkeys and humans) and bring them to the nest to incubate more Larvae.&lt;br /&gt;
* Weeds are paramount to you. While off weeds, your plasma will regenerate very slowly and you will not heal. If you do need to stray off weeds, remember this dearly, do not get caught exhausted and badly wounded far from weeds. Keep in mind that to heal at a fast, steady rate on weeds you need to be resting as if you stand while on weeds to heal you&#039;ll heal significantly slower.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Creatures ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 0 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Drone.png|64px|link=Pathogen Popper]]&amp;lt;br&amp;gt;[[Pathogen Popper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| An endless wave of spores sent forth by the Overmind, Poppers exist to die and spread Pathogen and Mycelium.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Larva.png|64px|link=Bloodburster]]&amp;lt;br&amp;gt;[[Bloodburster]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scurry and hide away from danger and evolve into a more suitable alien .&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px|link=Pathogen Walker]]&amp;lt;br&amp;gt;[[Pathogen Walker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A walking monster, created from the dead.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 1 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;As soon as your Bloodburster has matured, you will be able to progress to the next stage of growth, Sprinter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|128px|link=Sprinter]]&amp;lt;br&amp;gt;[[Sprinter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scout for the Hive. Harass and ambush Marines, especially lone wolves. Flank positions during sieges and stand-offs. Gather hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;After a while as a Tier 1 Alien, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Aliens, you may be able to Evolve on the spot, or have to wait for another spot to free up, continuing to Upgrade in your current caste in the meantime. Whatever the case, you will no doubt see yourself becoming one of these castes should you stay alive long enough.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Lurker.png|128px|link=Neomorph]]&amp;lt;br&amp;gt;[[Neomorph]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| The frontline strike package of the Pathogen Creatures. Kill and don&#039;t stop.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Lurker.png|128px|link=Blight]]&amp;lt;br&amp;gt;[[Blight]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hiding in the shadows and striking from them, the Blight spreads Mycelium everywhere it goes.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;While you can rapidly access Tier 3 by evolving again, it is certainly a serious responsibility. There will usually only be one or two of each of these castes in every Hive, and their loss can throw the Hive into disarray. If you do decide to Evolve, wield your new power carefully. Remember that even Tier 3 Aliens can quickly die if not being careful.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Crusher.png|128px|link=Brute]]&amp;lt;br&amp;gt;[[Brute]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scout for the Hive. Harass and ambush Marines, especially lone wolves. Flank positions during sieges and stand-offs. Gather hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Ravager.png|128px|link=Venator]]&amp;lt;br&amp;gt;[[Venator]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scout for the Hive. Harass and ambush Marines, especially lone wolves. Flank positions during sieges and stand-offs. Gather hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 4 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:King.png|128px|link=Matriarch]]&amp;lt;br&amp;gt;[[Matriarch]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring dominion over the world in the name of the Confluence.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
Rank or age is determined by time played.  The time to reach each rank is as followed.  Bloodbursters do not show maturation via playtime, instead differing on fresh bloodburster to mature larva as they gain evolution points.&lt;br /&gt;
&lt;br /&gt;
*Scarred: 10 hours&lt;br /&gt;
*Enduring: 25 hours&lt;br /&gt;
*Apex:  70 hours&lt;br /&gt;
*Centennial: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Discord_Verification&amp;diff=40192</id>
		<title>Discord Verification</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Discord_Verification&amp;diff=40192"/>
		<updated>2026-01-20T11:13:06Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 | PrimaryColor = #A6611A&lt;br /&gt;
 | SecondaryColor = &lt;br /&gt;
 | HeaderContent = Certification Requirements&lt;br /&gt;
 | SubContent = You will need at least 180 minutes of living time in game before being able to complete this process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Never Certified before=&lt;br /&gt;
If you&#039;re attempting to appeal a ban, you will not be able to join the Discord server. Ban appeals are handled entirely through our forums, which you can find [https://forum.cm-ss13.com here].&lt;br /&gt;
# Go [https://login.cm-ss13.com/if/flow/link-discord/ to the Discord linking form].&lt;br /&gt;
# You can create an account using the Discord button.&lt;br /&gt;
# When prompted, link your CKEY. If that doesn&#039;t appear, use [https://login.cm-ss13.com/if/flow/link-byond/ the BYOND linking form].&lt;br /&gt;
&lt;br /&gt;
= Certified before=&lt;br /&gt;
# Use this command in #the-dropship: &amp;lt;pre&amp;gt;/verify&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You will be certified as long as you had a previous valid certification on your current Discord account.&lt;br /&gt;
&lt;br /&gt;
=New Discord account, but previously Certified =&lt;br /&gt;
# Use [https://login.cm-ss13.com/if/flow/link-discord/ the Discord linking form] and confirm that you need to remove your existing Discord account.&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Space_Station_13_Guide&amp;diff=38839</id>
		<title>Space Station 13 Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Space_Station_13_Guide&amp;diff=38839"/>
		<updated>2025-10-01T09:28:47Z</updated>

		<summary type="html">&lt;p&gt;Harryob: macros are deprecated in favor of keybinds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outdated}}&lt;br /&gt;
&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to Space Station 13!&#039;&#039;&#039; This is a 2D game that takes place on a space station. It looks very basic, but the game is very complex. Almost every mob is player controlled! There are many different servers with their own style of playing. I hope this &#039;&#039;&#039;guide&#039;&#039;&#039; helps you learn how to play this amazing game!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For this guide, we&#039;ll be focusing on how to play &#039;&#039;&#039;CM-SS13&#039;&#039;&#039;, a &#039;&#039;SS13&#039;&#039; server that was inspired by the &#039;&#039;&#039;&amp;quot;Aliens&amp;quot;&#039;&#039;&#039; film and that forked from the &#039;&#039;&#039;&amp;quot;Baystation 12&amp;quot;&#039;&#039;&#039; codebase, which is also an SS13 server. This guide (as well as a few roles) may also apply to other servers, so keep in mind that not every server is the same as CM-SS13! Don&#039;t apply your usual Security moves in other SS13 servers as opposed to this one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CM-SS13&#039;&#039;&#039; is a fan-based server that, while it is inspired by the &#039;&#039;Alien&#039;&#039; franchise, it is &#039;&#039;&#039;NOT&#039;&#039;&#039; affiliated with &#039;&#039;20th Century Fox&#039;&#039;, &#039;&#039;Disney Studios&#039;&#039; and/or its other companies in the production of other games or films.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Downloading BYOND =&lt;br /&gt;
First things first, you&#039;ll need to download the BYOND Client in order to run the game. Head over to [http://www.byond.com/download/ here] and download the windows version of BYOND. Additionally, you&#039;re going to need a BYOND account as well.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve downloaded the client and made an account. Open the BYOND client and enter your Login details. Once done you&#039;re all set to join a Space Station 13 server.&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
Every server has their own set of &#039;&#039;&#039;[[Rules]]&#039;&#039;&#039;. You &#039;&#039;&#039;MUST&#039;&#039;&#039; read all of the server rules before you start playing. If you don&#039;t, you&#039;re likely to get banned. Not reading the rules (just because &amp;quot;you know the rules&amp;quot; and whatnot) is &#039;&#039;&#039;NOT&#039;&#039;&#039; an excuse!&lt;br /&gt;
&lt;br /&gt;
===Setting up a character===&lt;br /&gt;
At the start of your game, you&#039;ll be in the Lobby Menu. From there, you have four options to choose from. Click &#039;&#039;&#039;Setup Character&#039;&#039;&#039; to open the window for customizing your human character and setting your roles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ServerPopUpWindow.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Setup_Character.gif]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Name and Physical Information&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the name of your character&#039;&#039;&#039;. Many servers want your name to be realistic, but not based off something popular or something that is part of the game&#039;s [[lore]], which includes this server. If you click (&amp;lt;big&amp;gt;&#039;&#039;&#039;®&#039;&#039;&#039;&amp;lt;/big&amp;gt;) the name will be randomized. You may include a nickname in between your first name and last name. The usual naming format is &#039;&#039;&amp;quot;First Name &#039;Nickname&#039; Last Name&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Always Pick Random Name&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose if your character&#039;s name will be randomized each round&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Always Pick Random Appearance&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose if your character&#039;s appearance will be randomized each round&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Physical Information&#039;&#039;&#039;||&lt;br /&gt;
Lets you choose your character&#039;s age, gender, skin colour, eyesight and body type. If you click (&amp;lt;big&amp;gt;&#039;&#039;&#039;®&#039;&#039;&#039;&amp;lt;/big&amp;gt;) the settings will be randomized.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Age&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the age of your character&#039;&#039;&#039;. &#039;&#039;This DOES NOT change the look of your character.&#039;&#039; It&#039;s just for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gender&#039;&#039;&#039;|| &lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s gender&#039;&#039;&#039; between male and female. A few audible emotes will be affected by this.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethnicity&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your body colour&#039;&#039;&#039; preselected from the options in it. By default, you&#039;ll start with the &amp;quot;Western&amp;quot; skin colour.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Type&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s body type&#039;&#039;&#039; - Underweight, Average or Overweight. Changes how your body looks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Poor Eyesight&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;decide if your character requires glasses in order to see correctly or not&#039;&#039;&#039;. If you do, you&#039;ll spawn with a pair of Prescription Glasses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hair&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your hair type and colour&#039;&#039;&#039;. By default, you&#039;ll start with the &amp;quot;Crewcut&amp;quot; haircut.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facial Hair&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your facial hair type and colour&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eyes&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your eye colour&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Occupation Choices&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno prefix&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the first two letters of your xenomorph&#039;&#039;&#039;. The prefix and postfix can be anything as long as it is not offensive or explicit. If there are no prefixes inputted, it will be &amp;quot;XX&amp;quot;. 1 or 2 letters max.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno postfix&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change the last letter and optional digit of your xenomorph&#039;&#039;&#039;. The prefix and postfix can be anything as long as it is not offensive or explicit. If there are no postfixes inputted, it will be blank. 1 letter max, with 1 digit optional. The positions of the letter and the digit cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enable playtime perks&#039;&#039;&#039;||&lt;br /&gt;
This will enable you to use your xenomorph name and when playing marine it will spawn you with the respective job playtime medals if set to yes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xeno sample name&#039;&#039;&#039;||&lt;br /&gt;
Shows a sample name of your xenomorph using the completed prefix and/or postfix. The middle digits are randomly changed in each edit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Be Xenomorph after unrevivably dead&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;You will roll xenomorph  but only if you cannot be revived once you are dead (like decapitation, gibbed, etc).&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Be Agent&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Currently a defunct role that is not in the active gameplay loop. &#039;&#039;&#039;Can be safely ignored.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SEA grade path&#039;&#039;&#039;||&lt;br /&gt;
Allows Senior Enlisted Advisor players (Mentors) to pick what grading path their SEA will have. The choices are Command or Technical.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Set Role Preferences&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Allows you to pick what role you play when the round starts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*You can pick to play as a marine by setting one of the marine jobs as &#039;&#039;&#039;High&#039;&#039;&#039;. It&#039;s recommended that you set squad marine has high for your first few rounds.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* You can pick to play as a [[Aliens|Xenomorph]] and reap terror onto the marines by setting Xenomorph to &#039;&#039;&#039;High&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whitelisted Roles can also be found here:&#039;&#039;&#039;&lt;br /&gt;
* Allows you to choose to be Synthetic survivor or[[Synthetic]] when the round starts. &#039;&#039;You must be whitelisted to play as a synthetic!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allows you to choose to be a predator when the round starts&#039;&#039;&#039;. &#039;&#039;You must be whitelisted to play as a predator!&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Background Information&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Citizenship&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s citizenship&#039;&#039;&#039; e.g where you come from. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;change your character&#039;s religion&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporate Relationship&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;set your character&#039;s relationship to [[Lore|The Company]]&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Preferred Squad&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;set your character&#039;s preferred squad (Alpha, Bravo, Charlie, Delta or None)&#039;&#039;&#039;. This increases the chance of being spawned in that squad. Unless if you are a Squad Marine, then you&#039;ll always spawn as that squad.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Character Records&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to edit your medical, employment, and security records&#039;&#039;&#039;. This is only for roleplaying.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Character Description&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Lets you describe your character&#039;s physical description in a more in-depth form&#039;&#039;&#039;. This is shown to another player when they examine your character. You do, however, have a two-hundred-fifty-five (255) hidden character limit while making your description.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Marine Gear&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Marine Gear&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;choose your underwear, undershirt, backpack type and your custom loadout&#039;&#039;&#039; for your character.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Loadout&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;pick items like berets and cigars to spawn with&#039;&#039;&#039; at the start of the round. You can only have 7 loadout points at maximum.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UI Customization&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UI Customization&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Changes the look of your in-game interface&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom UI&#039;&#039;&#039;||&lt;br /&gt;
While not listed directly in the setup, this &#039;&#039;&#039;changes the color and transparency of the UI&#039;&#039;&#039;. White UI is recommended.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Game Settings&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Option:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Play Admin Midis&#039;&#039;&#039;||&lt;br /&gt;
If enabled &#039;&#039;&#039;you will hear sounds that admins play during the round&#039;&#039;&#039;, like music or round-related noises.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Play Lobby Music&#039;&#039;&#039;||&lt;br /&gt;
If enabled &#039;&#039;&#039;you will hear the lobby music while you&#039;re in the lobby&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Ears&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose to see all the /say dialogue in the round or only sounds in sight while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Sight&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose to see all the certain emotes (Like &#039;&#039;Bob gasps!&#039;&#039; or /me actions) in the round or only the /me actions in sight while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Radio&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose between hearing all the radio chatter or only the radio chatter of the people near you while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Hivemind&#039;&#039;&#039;||&lt;br /&gt;
Lets you &#039;&#039;&#039;chose between hearing all the Hivemind chatter or only the Hivemind chatter of the aliens near you while you&#039;re a ghost&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Being Able to Hurt Yourself&#039;&#039;&#039;||&lt;br /&gt;
If enabled, it &#039;&#039;&#039;allows you to hurt yourself&#039;&#039;&#039; in non-help intent.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Help Intent Safety&#039;&#039;&#039;||&lt;br /&gt;
If enabled, it &#039;&#039;&#039;disallows you to hurt anyone&#039;&#039;&#039; in help intent, like firing guns or attacking in melee.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Joining a Round===&lt;br /&gt;
*If a round hasn&#039;t started yet you can select&#039;&#039;&#039; &amp;quot;Ready Up&amp;quot; &#039;&#039;&#039; and you&#039;ll spawn in when the round starts. &lt;br /&gt;
&lt;br /&gt;
*If you join in the middle of the round and want to play as a marine you select&#039;&#039;&#039; &amp;quot;Join the USCM!&amp;quot; &#039;&#039;&#039;. When you select &amp;quot;Join the USCM!&amp;quot; you&#039;ll get a list of roles you can play. Select one, and you&#039;ll spawn in.&lt;br /&gt;
&lt;br /&gt;
*If you join in the middle of the round and want to play as an alien select&#039;&#039;&#039; &amp;quot;Join the Hive!&amp;quot; &#039;&#039;&#039;. When you select &amp;quot;Join the Hive!&amp;quot; you&#039;ll need to wait until a larva bursts for you to play.&lt;br /&gt;
&lt;br /&gt;
*If you want to spectate the entire round and learn the basics while you&#039;re not playing select &#039;&#039;&#039;&amp;quot;Observe&amp;quot;&#039;&#039;&#039;. When you select &amp;quot;Observe&amp;quot; you&#039;ll receive a confirmation if you wanted to join as a ghost. &#039;&#039;You cannot respawn as a Marine once you spectate the round!&#039;&#039; You can respawn, however, as an alien or other characters that might be in this round. Keep in mind that the Metagaming rule applies when respawning as a character from a ghost.&lt;br /&gt;
&lt;br /&gt;
=In the Game=&lt;br /&gt;
===The Tabs===&lt;br /&gt;
On the top right side of your screen, you will see the tabs for the game.&lt;br /&gt;
&lt;br /&gt;
[[File:TopRightTabs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions of what each tab does can be found in the table below:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name Of The Button:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Text&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Hides the tabs and shows the game&#039;s logs instead.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Info&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Shows the tabs on the top right corner instead of the game logs.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Changelog&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/changelog changelog]&#039;&#039;&#039;. The red changelog indicates a changelog update, showing the new update of the game.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rules&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [[Rules]]&#039;&#039;&#039; page on the CM-SS13 wiki.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wiki&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/wiki/Main_Page CM-SS13 wiki]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forum&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [http://cm-ss13.com/index.php CM-SS13 forum]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Submit Bug&#039;&#039;&#039;||&lt;br /&gt;
A popup message appears saying &amp;quot;Please search for the bug first to make sure you aren&#039;t posting a duplicate.&amp;quot;&amp;lt;br&amp;gt;Clicking Ok opens the &#039;&#039;&#039;[https://gitlab.com/cmdevs/ColonialMarines/issues CM-SS13 Gitlab page]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discord&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Opens the [https://discordapp.com/invite/TByu8b5 CM-SS13 Discord invitation link]&#039;&#039;&#039; in your internet browser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Status&#039;&#039;&#039;||&lt;br /&gt;
Shows &#039;&#039;&#039;the status of your character&#039;&#039;&#039;. Like mission time for Marines and Plasma amount for Aliens.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lobby&#039;&#039;&#039;||&lt;br /&gt;
&#039;&#039;&#039;Shows how many players are ready&#039;&#039;&#039; and &#039;&#039;&#039;how long until the round starts&#039;&#039;&#039;, as well as &#039;&#039;&#039;the current gamemode&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Lobby tab when you&#039;re in the lobby of the game.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Admin&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to access certain administration commands&#039;&#039;&#039; either administrating the server or for fun.&lt;br /&gt;
(Note: You will only see the Admin tab if you have sufficient permission (such as being an Admin, etc) from the admins.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debug&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to fixes various bugs&#039;&#039;&#039; when encountered in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Debug tab if you have sufficient permission (such as being an Admin, etc) from the admins.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost&#039;&#039;&#039;||&lt;br /&gt;
Allows you to &#039;&#039;&#039;do many things as a ghost&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Ghost tab if you used the ghost verb.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can currently do as an Alien&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Alien tab if you&#039;re (obviously) currently playing as a Xenomorph.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IC&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can currently do &amp;quot;In Character&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do &amp;quot;Out of Character&amp;quot;&#039;&#039;&#039;. You can also become a ghost when you died. It also allows you &#039;&#039;&#039;to send an Adminhelp (shortened to ahelp)&#039;&#039;&#039; and &#039;&#039;&#039;see the online staff&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Object&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do to various objects&#039;&#039;&#039; around or on your character.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Preferences&#039;&#039;&#039;||&lt;br /&gt;
Allows you &#039;&#039;&#039;to enable and disable many different preferences&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||&lt;br /&gt;
Shows you &#039;&#039;&#039;what you can do to your current weapon&#039;&#039;&#039; (Such as switching firing modes).&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: You will only see the Weapon tab if you currently have a weapon on your inventory.)&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Marine Interface==&lt;br /&gt;
[[File:Marine_Ui.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the human interface in CM.&#039;&#039;&#039; &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Green Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-inventory.png]]||Toggle to open or close the clothes menu.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Headgear.png]]||&lt;br /&gt;
This is the headgear slot, you place hats and helmets here to wear them. &#039;&#039;Helmets provide protection to your head and provide some storage slots.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Eyewear.png]]||&lt;br /&gt;
This is the eyewear slot, you place glasses, welding goggles and other optical gear here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Mask.png]]||&lt;br /&gt;
This is the mask slot, you place gas masks, coifs and cigars here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Ear.png]]||&lt;br /&gt;
This is the ear slot, you place radio headsets or earmuffs here. &#039;&#039;Keep your headset to listen to your Squad and locate the SL if you&#039;re lost.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Jumpsuit.png]]||&lt;br /&gt;
This is the jumpsuit slot, you place your marine, medical or engineering uniform here. &#039;&#039;You&#039;re going to need uniforms to wear armor and ensure you&#039;re safe and ready to serve the corps.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Exosuit.png]]||&lt;br /&gt;
This is the exosuit slot, you place marine armor, jackets and coats here. &#039;&#039;Armor is essential to surviving in the field.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Handwear.png]]||&lt;br /&gt;
This is the hand wear slot, you place latex gloves, insulated gloves and squad gloves here. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-feet.png]]||&lt;br /&gt;
This is the foot wear slot, you place combat boots and business shoes here. &#039;&#039;Boots increases movement speed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Exosuitstorage.png]]||&lt;br /&gt;
This is the exosuit storage slot, you will commonly place weapons here to store them for while you are out of combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ID-Slot.png]]||&lt;br /&gt;
This is the identification card slot, you place your Id (Identification card) here. &#039;&#039;Always keep your ID here.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Belt-slot.png]]||&lt;br /&gt;
This is the belt slot, you place belts and rigs here.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-backslot.png]]||&lt;br /&gt;
This is the back slot, you place backpacks, satchels and other weapons here. &#039;&#039;It is recommended that you hold a satchel at your back.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Red Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-hands.gif]]||&lt;br /&gt;
These are your character&#039;s hands, you use these to pick up items by clicking on them. Your active hand, will be highlighted this means anything you pick up will go to this hand. To switch hands either click on the other hand, use middle mouse button or press X if you have [[Space_Station_13_Guide#Hotkeys|hotkey mode]] toggled on. While an item is in your active hand, you can use that item (Such as holding two hands for rifles) by either clicking the item in your active hand or by pressing Z while in hotkey mode. If you have a missing hand however, you&#039;re unable to use or pick up the item with that hand unless if you&#039;re able to get a robotic replacement.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Orange Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible &amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Pockets.png|120px]]||&lt;br /&gt;
These are your characters pockets, you use these to store tiny items or pouches on your character.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pink Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle-Rail-Flashlight.png]]||&lt;br /&gt;
This is the toggle rail flashlight button, when pressed it will toggle the rail light on your gun if you have one attached. In addition, when pressed it will also toggle scopes if attached to the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Use-Unique-Action.png]]||&lt;br /&gt;
This is the use unique action button, you can use this to pump a shotgun or clear a round in the chamber of your rifle or to light the flamethrower so that it can be used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eject-Magazine.png]]||&lt;br /&gt;
This is the eject magazine button, you eject the magazine or shell in the gun you are holding in your active hand if you press it. &#039;&#039;Alternatively, use the active empty hand to the gun to unload the magazine.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Activate-Weapon-Attachment.png]]||&lt;br /&gt;
This is the activate weapon attachment button, once clicked it will toggle any underbarrel attachment on the gun in your active hand (If applicable). This is also how you switch to reloading the attachment, remember to switch back to normal ammo after reloading attachment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle-Burst-Fire.png]]||&lt;br /&gt;
This is the toggle burst fire button, once clicked it will toggle burst fire on the gun in your current active hand (If applicable).&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purple Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intent-Wheel.gif]]||&lt;br /&gt;
This is the intent wheel, there are 4 types of intents colored in each square. You can cycle through these intents using 1-4 with [[Space_Station_13_Guide#Hotkeys|hotkey mode]] toggled on.&lt;br /&gt;
*The green square in the top left is &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;Help&amp;lt;/span&amp;gt; intent, helping marines either with by pulling out the flames of another human character or an encouraging hug. &#039;&#039;&#039;You can walk through other characters with Help intent on, exchanging your character&#039;s position to another character&#039;s position, but once you&#039;re in an intent other than Help, you&#039;ll push and block other character&#039;s movement&#039;&#039;&#039;. This is important during a fight. Read [[Marine Quickstart Guide#Intents|this]] for more details.&lt;br /&gt;
*The blue square to the right is &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;Disarm&amp;lt;/span&amp;gt; intent, disarming and shoving other human characters.&lt;br /&gt;
*The yellow square below disarm intent is the &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;Grab&amp;lt;/span&amp;gt; intent, grabbing another character (Which is the same as pulling).&lt;br /&gt;
* The red intent is &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;Harm&amp;lt;/span&amp;gt; intent, punching other characters and allows you to fire point blank. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-target.png]]||&lt;br /&gt;
This is the aiming target, which allows you to click on different parts of the body to aim for. You can use the numpad to quickly switch between parts. &#039;&#039;If you&#039;re a Combat Marine, aim at the chest for minimal friendly fire. If you&#039;re treating a wound, aim at the wounded part and click at your character.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-resist.png]]||&lt;br /&gt;
This is the resist button, press this when you are on fire to stop, drop and roll or if you in a nest you can press it to start breaking out. You can set a [[Macros|Macro]] as a hotkey for this action.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-drop.png]]||&lt;br /&gt;
This is the drop button, once clicked it will drop any item or stop pulling in your active hand. Alternatively, you can press Q to drop an active item or stop pulling a character with [[Space_Station_13_Guide#Hotkeys|hotkey mode]] on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-throw.png]]||&lt;br /&gt;
This is the throw button, press this when you want to throw what&#039;s in your active hand. To throw just click the throw button then click on a tile. You can also catch things if you have throw toggled on. You can also press R to toggle throwing on/off in [[Space_Station_13_Guide#Hotkeys|hotkey mode.]] &#039;&#039;Grenades (once primed) or flares (once lit) will automatically allow you to throw, so just prime and click to a location to throw.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-Fire.png]]||&lt;br /&gt;
This is the toggle firing mode button, press this and you&#039;ll toggle between normal firing and aimed firing. Aimed firing means if you click on someone you&#039;ll aim at them instead of firing, this then pops up with more options where you can allow them to pickup items and move about. &#039;&#039;If you are taking prisoners as a CLF/UPP, the firing mode may help you.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Yellow Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squad_Lead_Locator.png]]&lt;br /&gt;
||&lt;br /&gt;
This is the squad leader locator, the arrow points to where the squad leader is so you can always stay with them. &#039;&#039;The Squad Leader locator locates ever 10 seconds, so don&#039;t complain where is your SL at when you&#039;re gone.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-internals.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the internals button, when pressed it will toggle the between the use of internals, aka on or off. To use internals hold an oxygen tank and then equip a mask, after this toggle internals on. &#039;&#039;You&#039;re not going to use this a lot, except when you are a Medical Doctor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-health.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the the icon that shows the state of your characters health, from green with a 100% bar indicates healthy status, which is full health to crit indicates critical status, that being, almost dead. &#039;&#039;If you get to Crit, fall back and go to a medic immediately.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-hunger.gif]]&lt;br /&gt;
||&lt;br /&gt;
This is the hunger meter for your character, it will display how hungry you are by the colour. If you&#039;re full it&#039;ll disappear, if you&#039;re hungry it will be coloured  orange and grey if you ate too much. &#039;&#039;You&#039;ll start to lose movement speed once you get hungry, so try to eat some food before heading down.&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Cyan Highlighted Area&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud-togglestate.png]]||&lt;br /&gt;
This section is for toggle state buttons, when pressed they will toggle the state of the item they are depicting, for example the armor box when clicked will toggle the armor light on or off.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Interface==&lt;br /&gt;
[[File:XenoUi.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the alien interface.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 1&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_hands.png|120px]]||&lt;br /&gt;
These are your xenomorph hands; you use these to grab people by pulling or grabbing them (via Grab intent) or pick up facehuggers by clicking on them. To switch hands either click on the other hand, use the middle mouse button or press X if you have hotkeys toggled on. &#039;&#039;Remember, switch hands while your active hand is occupied (via Facehugger or pulling).&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 2&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Resist_button.png]]||&lt;br /&gt;
This is the resist button, to use the resist button click on it. The uses of the resist button for xenos is limited to putting yourself out when set ablaze, if the flames do not go out keep resisting to stop drop and roll to extinguish the flames.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 3&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hunt_stalk_HUD.gif]]||&lt;br /&gt;
This is the hunt/stalk button, when pressed it will toggle between Hunt (Which is running mode) and Stalk (Which makes your xenomorph walk). However, when Lurkers are in Stalk mode it makes them partially invisible. &#039;&#039;Always keep it at Hunt mode unless if you&#039;re playing as the [[Lurker]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intent-Wheel.gif|58px]]||&lt;br /&gt;
This is the intent wheel. Like the Human interface, the Xenomorph interface contains the same 4 intents, but with different actions. Note that you can use hotkeys to cycle through intents by pressing 1 - 4.  &#039;&#039;&#039;Disarming other Xenomorphs does not help put them out if they&#039;ve been set on fire.&#039;&#039;&#039;&lt;br /&gt;
* The green intent is &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;Help&amp;lt;/span&amp;gt; which allows you to help other Xenomorphs get up faster after being stunned as well as that it enables you to help extinguish any Xenomorph sister that has been set on fire. Like the Marines, other &#039;&#039;&#039;Xenomorphs in Help intent can walk through other Xenomorphs with Help intent, exchanging positions. However, if your intent is anything other than help, you&#039;ll be able to push other Xenomorphs out of your way. &#039;Bodyblocking&#039; other Xenomorphs (pushing Xenomorphs to dangers such as marine gunfire while the aforementioned is getting out of danger) is frowned upon and usually against the rules. Big Xenomorphs as well as all Tier 3 Xenomorphs will always push and bodyblock other Xenomorphs regardless of intent.&#039;&#039;&#039;&lt;br /&gt;
* Blue intent is &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;Disarm&amp;lt;/span&amp;gt; and when this is active you&#039;ll attempt to tackle any mob you click on. This intent does not affect xenomorphs with the exception of the Queen.&lt;br /&gt;
* Yellow intent is &amp;lt;span style=&amp;quot;background-color: yellow;&amp;quot;&amp;gt;Grab&amp;lt;/span&amp;gt;, this allows you to grab mobs and move them (Which takes up your current hand, similar to pull). &lt;br /&gt;
* Red intent is &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;Harm&amp;lt;/span&amp;gt;, when active you&#039;ll slash any mob or object you click on (With a few exceptions). &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hud_Target_xeno.png]]||&lt;br /&gt;
This is the aiming target, which allows you to click on different parts of the body to aim for when you attack something/someone. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Drop.png]]||&lt;br /&gt;
This is the drop button, once clicked it will stop pulling the mob your Xenomorph grabbed on or drop the facehugger in your active hand. You can also press Q to drop something or stop pulling when you have hotkey mode toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Throw.png]]||&lt;br /&gt;
This is the throw button, press this when you want to throw what&#039;s in your active hand. To throw just click the throw button then click on a tile. Note that the Xenomorph throw distance is about 1-2 tiles, unless you&#039;re a [[Carrier]] in which case they have an ability to launch huggers vast distances using shift-click or middle mouse button.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Pull.png]]||&lt;br /&gt;
Appears when you are pulling, click to stop pulling.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 4&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma_Meter.png]]||&lt;br /&gt;
This is the plasma meter, it shows how much plasma you have left in a visual form, aka if the meter is full of blue your plasma is full. To get a more accurate reading of how much plasma you have go to the status tab and it&#039;ll be displayed there. &#039;&#039;Fall back and stay in weeds when you&#039;re out of plasma.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Queen_indicator.png]]||&lt;br /&gt;
This is the queen locator, normally there is an arrow pointing to which way the queen is so you can always help her, when she is in need. When the Queen dies or isn&#039;t in-game there won&#039;t be an arrow there due to there being no queen. &#039;&#039;Note that when you are playing as the queen an arrow will not appear like in Figure 4.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno-Health.png]]||&lt;br /&gt;
This is your health meter, the green acid blood empties as you take damage, note that currently the xeno players health is full. &#039;&#039;Retreat to weeds and rest on them to regain lost health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Toggle_night_vision.png]]||&lt;br /&gt;
Clicking this will toggle on and off your ability to see in the dark as a xenomorph, useful when looking for light sources from marines or survivors.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 5&amp;quot;&amp;gt;&lt;br /&gt;
Note all of these are xeno abilities of which are detailed on each [[Aliens|xenomorph castes page]].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grow_Ovipositor.png]]&amp;lt;br&amp;gt;Grow Ovipositor&lt;br /&gt;
|Grows an ovipositor from which the queen begins to passively create eggs from.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 700 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Screech&lt;br /&gt;
|A wide area of effect stun, screeches upon activation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 250 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 6&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plasma_And_health.png|10px]]&amp;lt;br&amp;gt;Plasma and Health Indicator&lt;br /&gt;
|Visual indicator of the level of plasma and health a xeno has.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Figure 7, 8 and 9&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mature_Icon.png|32px]]&amp;lt;br&amp;gt;Mature Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the mature level in the upgrade system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Elite_Icon.png|28px]]&amp;lt;br&amp;gt;Elder Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the elder level in the upgrade system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ancient_Icon.png|28px]]&amp;lt;br&amp;gt;Ancient Xeno Icon&lt;br /&gt;
|Visual indicator that the xeno is at the ancient level in the upgrade system.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pheromones&amp;quot;&amp;gt;&lt;br /&gt;
See [[Pheromones]] for the details.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Interface:&lt;br /&gt;
!Function:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|32px]]&amp;lt;br&amp;gt;Frenzy Pheromone&lt;br /&gt;
|Increases movement speed and damage from slashes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|32px]]&amp;lt;br&amp;gt;Warding Pheromone&lt;br /&gt;
|Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Xenos. Additionally provides a small health boost to critically wounded xenomorphs. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor..&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|32px]]&amp;lt;br&amp;gt;Recovery Pheromone&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, reduces stun times of affected Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pheromones_HUD.png|64px]]&amp;lt;br&amp;gt;Examples&lt;br /&gt;
|The yellow glow around the Recovery pheromone symbol means that Xenomorph is the one emitting the pheromone.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How To Play==&lt;br /&gt;
*&#039;&#039;&#039;Movement&#039;&#039;&#039;- You move your character around with the &#039;&#039;&#039;ARROW KEYS&#039;&#039;&#039;. Alternately if you press the tab key you can enable hot keys which allows you to run with WASD.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Interacting with People and Objects&#039;&#039;&#039;- The game mostly involves using the mouse. You can pick up objects by clicking on them, and they&#039;ll go into your active hand. To set them down, find a table to set them on or use the drop button on your HUD. You can also throw objects using the throw button on your HUD. You can grab people and certain objects with your grab intent. You can also hurt people using your harm intent. Advanced interactions can be found on the [[FAQ]] page.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To contact Marines or Aliens over a long distance you can use a radio/hivemind. Here is a list of radio keys: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:42%&amp;quot;&lt;br /&gt;
!Channel:&lt;br /&gt;
!Key(s):&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#004080&amp;quot;&amp;gt;Command&amp;lt;/span&amp;gt;|| :v&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A30000&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;|| :p&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#5F4519 &amp;quot;&amp;gt;Requisitions&amp;lt;/span&amp;gt;|| :u&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#008160&amp;quot;&amp;gt;Medical|| :m&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#A66300&amp;quot;&amp;gt;Engineering&amp;lt;/span&amp;gt;|| :n&lt;br /&gt;
|-&lt;br /&gt;
|Your squad&#039;s channel or &amp;lt;span style=&amp;quot;color:#4E4E4E&amp;quot;&amp;gt;Common channel&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;Alien hivemind&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;The Queen and designated Alien Leaders have larger text when they communicate through the hivemind.&#039;&#039;|| ;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#EA0000&amp;quot;&amp;gt;Alpha Squad&amp;lt;/span&amp;gt; (command headset)|| :a&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;Bravo Squad&amp;lt;/span&amp;gt; (command headset)|| :b&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#AA55AA&amp;quot;&amp;gt;Charlie Squad&amp;lt;/span&amp;gt; (command headset)|| :c&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#007FCF&amp;quot;&amp;gt;Delta Squad&amp;lt;/span&amp;gt; (command headset)|| :d&lt;br /&gt;
|-&lt;br /&gt;
|Responder channel (Both &amp;lt;span style=&amp;quot;color:#5C5C8A&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#6D3F40&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;)&amp;lt;br&amp;gt;Department channel (based on headset)|| :h&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intel&#039;&#039;&#039;|| :t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:#702963&amp;quot;&amp;gt;JTAC&amp;lt;/span&amp;gt;|| :j&lt;br /&gt;
|-&lt;br /&gt;
|Hellhound hivemind|| :&lt;br /&gt;
 |}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Hotkeys==&lt;br /&gt;
To toggle hotkey mode on/off press the &#039;&#039;&#039;Tab&#039;&#039;&#039; button. Below is a list of hotkeys which can make your everyday round of SS13 that much easier. You can also make your own key bindings and one-click multi-functions for in-game actions with [[Macros]]. &#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hotkeys}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Keybinds==&lt;br /&gt;
&lt;br /&gt;
Keybinds are an editable set of keybindings (like any modern game) where you can change certain keys for certain commands. Keybindings have a set command (For example &amp;quot;Toggle Weapon Safety&amp;quot; is a command and it&#039;s default keybinding is Shift+V) . &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Keybinding_Menu.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
*You can press &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Clear&#039;&#039;&#039;&amp;lt;/span&amp;gt; to clear the keys in the input section. &lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;An example is the input key for the command: &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;select help intent&amp;lt;/span&amp;gt;  is &#039;&#039;&#039;1&#039;&#039;&#039; which can be cleared and changed to what you would like.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*The plus symbol when clicked will turn &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;, when it does the next key you press will be used as the input key.&lt;br /&gt;
&lt;br /&gt;
= More Information =&lt;br /&gt;
There are more guides to help you start your first few rounds in CM-SS13.&lt;br /&gt;
&lt;br /&gt;
The [http://cm-ss13.com/wiki/Marine_Quickstart_Guide Marine Quickstart Guide] and the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide] are very helpful.&lt;br /&gt;
&lt;br /&gt;
== List of other guides ==&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Equipment Marine Equipment Guide]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Requisitions Requisitions]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marine_Law Marine Law]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Rank Marine Ranks]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Marines About the Marines]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Aliens About the Aliens]&lt;br /&gt;
*[http://cm-ss13.com/wiki/Hives Alien Hive Guide]&lt;br /&gt;
*[[Macros]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Macros_and_Hotkeys&amp;diff=38838</id>
		<title>Macros and Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Macros_and_Hotkeys&amp;diff=38838"/>
		<updated>2025-10-01T09:08:21Z</updated>

		<summary type="html">&lt;p&gt;Harryob: macros are deprecated in favor of hotkeys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Space Station 13 Guide#Keybinds]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=37768</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=37768"/>
		<updated>2025-05-13T10:05:41Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Main Page/Shared}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Logo.png|link=http://cm-ss13.com]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p align=center&amp;gt;CM-SS13 is a heavily modified [http://www.byond.com/games/Exadv1/SpaceStation13 SS13] server inspired by the &#039;&#039;[http://en.wikipedia.org/wiki/Aliens_(film) Aliens]&#039;&#039; film and built from [https://bay.ss13.me/ Baystation 12]. If you&#039;re new to Space Station 13, check out our [[Space Station 13 Guide]]. &amp;lt;b&amp;gt;We are not in any way affiliated with Fox/Disney, or the Aliens IP.&amp;lt;/b&amp;gt; This is an entirely fan-made project.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p align=center&amp;gt;This wiki is entirely community made - you just need to [https://cm-ss13.com/w/index.php?title=Special:UserLogin&amp;amp;returnto=Main+Page sign up] to get started!&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Main page/search}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-content&amp;quot; class=&amp;quot;home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-marines&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Marines&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine_Quickstart_Guide | Quickstart Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marines | About the Marines]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Responders | Response Teams]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine_Equipment | Marine Equipment]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Non-USCM_Equipment | Non-USCM Equipment]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Requisitions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Standard Operating Procedure]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine Law]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Rank]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-xenos&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Xenos&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Xeno_Quickstart_Guide | Quickstart Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Aliens | About the Aliens]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Hives]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Pheromones]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Strains]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/5/53/Evolution.png Evolution Diagram] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-other-factions&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Other Factions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Hunters]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[UPP]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[The Colonial Liberation Front | CLF]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Weyland Yutani&#039;s PMCs | PMCs]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[The Colonial Marshal Bureau | Colonial Marshal Bureau]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Dutch&#039;s Mercenary Team | Dutch&#039;s Dozen]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Military Contractors | VAIPO Mercenaries]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-guides&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Guides&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://forum.cm-ss13.com/c/general/guides/22 Gameplay Guides on the Forum]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide to construction | Construction]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide_to_Engineering | Engineering]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[S-52 Fusion Reactor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide to Medicine | Medicine]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Surgery]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Chemistry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Researcher | Research]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide_to_Paperwork| Paperwork]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Drinks]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-maps&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Maps&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/ WEBMAPS]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link home-grid--col2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/5/54/USS_Almayer.png USS Almayer]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/almayer/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/6/6f/LV624.png LV-624]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/lv624/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/1/18/Map_icecolony.png Shivas Snowball]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/shivas/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/7/78/Whiskey_outpost.png Whiskey Outpost]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/whiskey/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/9e/Solaris_Ridge.png Solaris Ridge]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/solaris/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/e/e0/Prison_Station_Science_Annex.png  Fiorina Science Annex]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/fiorina/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/92/Trijent_Dam.png Trijent Dam]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/trijent/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/2/21/Sorokyne_Wiki_Map.jpg  Sorokyne Strata]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/sorokyne/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/0/0d/Kutjevo_a1.jpg Kutjevo Refinery]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/kutjevo/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/b/bb/C_claim.png Chance&#039;s Claim] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/lv522/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/94/New_Varadero.png New Varadero]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/newvaradero/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/8/88/Ice_V1.png Ice V1]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/c/cf/Ice_Colony_v2.png Ice V2]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/6/60/LV759_Hybrisa_Prospera.png LV-759 Hybrisa Prospera]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/8/8e/CORSAT_Satellite.png CORSAT &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/4/4c/Map_Prison.png Fiorina Cellblocks &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-other&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Other&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Rules]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Helping Out| Wiki Contribution]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Contributing to the Game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[FAQ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Lore_Home|Lore]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Slang]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Alternate Gamemodes]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Macros and Hotkeys]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Space_Station_13_Guide#Keybinds|Keybindings]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;span style=&amp;quot;color:red;font-size:0.7em;font-weight:bold&amp;quot;&amp;gt;(New!)&amp;lt;/span&amp;gt;---&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=35070</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=35070"/>
		<updated>2025-02-05T12:59:42Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
#wpTextbox1 {&lt;br /&gt;
  width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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    opacity: 0;&lt;br /&gt;
    white-space: normal;&lt;br /&gt;
    text-align: left;&lt;br /&gt;
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    background-color: #333333;&lt;br /&gt;
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&lt;br /&gt;
.tooltipshown:hover &amp;gt; .tooltiptext {&lt;br /&gt;
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    opacity: 1&lt;br /&gt;
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.tabs-input {&lt;br /&gt;
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}&lt;br /&gt;
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#pt-createaccount {&lt;br /&gt;
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}&lt;br /&gt;
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#pt-anonuserpage:after {&lt;br /&gt;
    content: &amp;quot;Click below to log in with CM-SS13 forums.&amp;quot;;&lt;br /&gt;
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    padding-top: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.citizen-body img {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.citizen-body a.image:hover:not(.lazy):not(.new) &amp;gt; img {&lt;br /&gt;
    transform: unset !important;&lt;br /&gt;
}&lt;br /&gt;
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/* mw.loader.load(&#039;//kit.fontawesome.com/90136e7f9b.js&#039;) */&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=35069</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=35069"/>
		<updated>2025-02-05T12:58:19Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
#wpTextbox1 {&lt;br /&gt;
  width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.tooltipshown {&lt;br /&gt;
    position:relative&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltiptext {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    display: block;&lt;br /&gt;
    z-index: 2;&lt;br /&gt;
    width: 250px;&lt;br /&gt;
    padding: 10px;&lt;br /&gt;
    visibility: hidden;&lt;br /&gt;
    opacity: 0;&lt;br /&gt;
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&lt;br /&gt;
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    content: &amp;quot;Click below to log in with CM-SS13 forums.&amp;quot;;&lt;br /&gt;
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/* mw.loader.load(&#039;//kit.fontawesome.com/90136e7f9b.js&#039;) */&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CM13_Mapping_Crash_Course&amp;diff=34495</id>
		<title>CM13 Mapping Crash Course</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CM13_Mapping_Crash_Course&amp;diff=34495"/>
		<updated>2024-12-15T22:41:51Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=This page is a work in progress.&lt;br /&gt;
|Note=This page is heavily work in progress. Until it is complete, it is suggested to use this guide. https://hackmd.io/@tgstation/SyVma0dS5#Ingredients&lt;br /&gt;
|Color=Cyan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= CM13 Mapping Crash Course =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Disclaimer: BEFORE YOU START!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
This guide assumes you’re using the most recent of StrongDMM, and already have a working&lt;br /&gt;
knowledge of how to use Git, and are familiar with CM13&#039;s general Git Practices. As long as you&lt;br /&gt;
know how Git works, and you have StrongDMM installed you’re ready to start mapping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can learn about Git, and how to use it [https://cm-ss13.com/wiki/Contributing_to_the_Game#Git &#039;&#039;&#039;here&#039;&#039;&#039;].&lt;br /&gt;
* You can get a copy of StrongDMM &#039;&#039;&#039;[https://github.com/SpaiR/StrongDMM/releases here]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you’re looking for the guide on how to make Nightmare Creator (NMC) inserts, it will be here when they&#039;re finished.&lt;br /&gt;
You can still use Byond’s map editor, but we strongly recommend you use StrongDMM for your own sanity. &lt;br /&gt;
&lt;br /&gt;
Merge Requests with un-merged maps cannot be accepted. You will need to use StrongDMM if you want any chance of submitting a mapping change!&lt;br /&gt;
&lt;br /&gt;
For international readers, this guide is written assuming your keyboard is using the US Standard&lt;br /&gt;
QWERTY Layout. Some keystrokes may be different, or not work entirely. Unfortunately,&lt;br /&gt;
StrongDMM (And Byond’s built in map editor) cannot have their hotkeys rebound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This document is a work in progress, some information may be incorrect, there might be&lt;br /&gt;
typos, and some information outright may be missing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== StrongDMM Reference ==&lt;br /&gt;
==== File commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Open Environment... ||&lt;br /&gt;
Opens a dialogue to locate a compiled DME file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Only one DME may be loaded at a&lt;br /&gt;
time. Loading a DME will close all map&lt;br /&gt;
windows. You will be asked to save all&lt;br /&gt;
unsaved changes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Recent Environments...|| Opens a side menu listing recently opened DME files.&lt;br /&gt;
|-&lt;br /&gt;
| New Map...&#039;&#039;&#039;Ctrl + N&#039;&#039;&#039; || Creates a new map. You will be asked to enter X and Y bounds, as well as the amount of Z levels to include.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;CM13 does not use traditional Z levels, so always enter 1.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Open Map… &#039;&#039;&#039;Ctrl + O&#039;&#039;&#039; || Opens any map on a local hard-disk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Opening a map will open a new map&lt;br /&gt;
window, and will not close any other open&lt;br /&gt;
map windows.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Open Available Map… &#039;&#039;&#039;Ctrl + Shift + O&#039;&#039;&#039;|| Opens any map recognized in the current DME.&lt;br /&gt;
|-&lt;br /&gt;
| Recent Maps || Opens a side menu listing recently opened .dmm files for the currently loaded DME.&lt;br /&gt;
|-&lt;br /&gt;
| Close Map &#039;&#039;&#039;Ctrl + W&#039;&#039;&#039;|| Closes the current map window.&lt;br /&gt;
|-&lt;br /&gt;
| Close All Maps &#039;&#039;&#039;Ctrl + Shift + W&#039;&#039;&#039; || Closes all open map windows.&lt;br /&gt;
|-&lt;br /&gt;
| Save &#039;&#039;&#039;Ctrl + S&#039;&#039;&#039; || Saves current changes to the open map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; &#039;&#039;This will save the currently opened&lt;br /&gt;
map using the map format selected in the&lt;br /&gt;
Preferences window. Make sure to use the&lt;br /&gt;
&#039;&#039;&#039;TGM format&#039;&#039;&#039; always!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2:&#039;&#039;&#039; &#039;&#039;If the currently opened map is of a&lt;br /&gt;
different format than the selected format in&lt;br /&gt;
preferences, it will be saved in the new&lt;br /&gt;
format, even if no changes were made.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Save All &#039;&#039;&#039;Ctrl + Shift + S&#039;&#039;&#039;|| Saves current changes on all maps.&lt;br /&gt;
|-&lt;br /&gt;
| Save As... || Opens a dialogue to save the current map under an alternate title.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;The newly saved version will not be automatically opened in the program. The new file will also not be appended with a valid file extension, you will need to type .dmm yourself in the save dialogue&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Preferences...|| Opens the program Preferences window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Make sure you’re configured for CM13&lt;br /&gt;
properly.&lt;br /&gt;
|-&lt;br /&gt;
| Exit &#039;&#039;&#039;Ctrl + Q&#039;&#039;&#039; || Exits the program.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;This closes all map windows, you will&lt;br /&gt;
be asked to save all unsaved changes before&lt;br /&gt;
quit.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Edit Commands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Undo &#039;&#039;&#039;Ctrl + Z&#039;&#039;&#039;|| Moves a step back in edit history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;One step in edit history is one action,&lt;br /&gt;
click, keystroke, etc, that makes a change to&lt;br /&gt;
the map that can be saved.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Redo &#039;&#039;&#039;Ctrl + Shift + Z&#039;&#039;&#039;|| Moves a step forward in edit history (if there are any available).&lt;br /&gt;
|-&lt;br /&gt;
| Cut &#039;&#039;&#039;Ctrl + X&#039;&#039;&#039;|| Removes the current selection from the map, and adds it to the clipboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Cut only removes content from the&lt;br /&gt;
currently enabled layers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copy &#039;&#039;&#039;Ctrl + C&#039;&#039;&#039; || Copies the current selection of the map, and adds it to the clipboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Copy only copies content from the&lt;br /&gt;
currently enabled layers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Paste &#039;&#039;&#039;Ctrl + V&#039;&#039;&#039; || Pastes the current clipboard at the turf closest to the cursor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;The clipboard is always pasted relative&lt;br /&gt;
to the bottom left corner of the clipboard&lt;br /&gt;
selection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Delete &#039;&#039;&#039;Delete&#039;&#039;&#039; || Deletes the current selection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Delete only removes objects from the&lt;br /&gt;
currently enabled layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Deselect All &#039;&#039;&#039;Ctrl + D&#039;&#039;&#039;|| Deselects the current selection.&lt;br /&gt;
|-&lt;br /&gt;
| Set Map Size... || Opens a dialogue that allows you to edit the X and Y bounds of the map, as well as add or subtract additional Z layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1&#039;&#039;&#039;: CM13 does not make use of Z layers&lt;br /&gt;
in its map files, as such you shouldn’t need to&lt;br /&gt;
ever touch this option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;: There is no 0,0 coordinate, the origin&lt;br /&gt;
coordinate is 1,1 located in the bottom left&lt;br /&gt;
corner of the map&lt;br /&gt;
|-&lt;br /&gt;
| Find Instance… &#039;&#039;&#039;Ctrl + F&#039;&#039;&#039; || Opens a dialogue that allows you to find all&lt;br /&gt;
instances of a certain typepath. Once an object or instance is found, the search results menu will appear, allowing you to jump to each located object, as well as replace the objects via typepath substitution.&lt;br /&gt;
&lt;br /&gt;
Note: This dialogue also functions as the&lt;br /&gt;
Find and Replace function native to Byond’s&lt;br /&gt;
Map Editor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Options Command ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Layers Filter... || Opens up the Layer Filter menu. Checking the box next to a typepath, enables it. Unmarked boxes are disabled. Permits precise filtering of typepaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Layer in mapping terms refers to Areas, Turfs, Objects, and Mobs, and aids in filtering what needs to be viewed while mapping. What actually controls how objects layer in game, is the layer variable locally stored on objects.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Area Ctrl + 1 || Toggles the Areas “Layer” appearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Area Layer is never rendered in&lt;br /&gt;
game, and can obstruct the cursor during the&lt;br /&gt;
mapping process if not disabled.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Turf Ctrl + 2 || Toggles the Turf Layer appearing.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Object Ctrl + 3 || Toggles the Object Layer appearing.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Mob Ctrl + 4  || Toggles the Mob Layer appearing.&lt;br /&gt;
|-&lt;br /&gt;
| Frame Areas || When enabled, draws a white frame at and&lt;br /&gt;
around Area borders, scaling with viewport&lt;br /&gt;
zoom level.&lt;br /&gt;
|-&lt;br /&gt;
| Synchronize Maps View || When enabled, forces all open map windows&lt;br /&gt;
viewport cameras to mirror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This is used to match Z levels together&lt;br /&gt;
across map files, since CM13 doesn’t use Z&lt;br /&gt;
levels like this, you probably won’t need this&lt;br /&gt;
option.&lt;br /&gt;
|-&lt;br /&gt;
| Screenshot...  || Opens the Screenshot dialogue, allowing you&lt;br /&gt;
to export either the full view of map, or the&lt;br /&gt;
current selection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1&#039;&#039;&#039;: The “Full” screenshot option does not&lt;br /&gt;
work, and renders a black image. To export&lt;br /&gt;
your entire map, make a full map selection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;: The Area Layer, and white borders&lt;br /&gt;
from the Frame Areas option will not be&lt;br /&gt;
rendered in the screenshot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 3&#039;&#039;&#039;: The .png file extension needs to be&lt;br /&gt;
manually typed in the save dialogue. It will&lt;br /&gt;
not auto-append. This does not affect the&lt;br /&gt;
saving process.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Window Commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Reset Windows &#039;&#039;&#039;F5&#039;&#039;&#039; || Moves all floating UI windows to their default&lt;br /&gt;
positions.&lt;br /&gt;
|-&lt;br /&gt;
| Fullscreen &#039;&#039;&#039;F11&#039;&#039;&#039; || Makes the application fullscreen, or&lt;br /&gt;
windowed if already fullscreen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Help Commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Changelog... || Opens up the Changelog window.&lt;br /&gt;
|-&lt;br /&gt;
| About... || Displays Copyright Information, Program&lt;br /&gt;
License, and Revision #.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Viewport Controls ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Drag Viewport &#039;&#039;&#039;MMB&#039;&#039;&#039;|| Drags the viewport relative to cursor&lt;br /&gt;
movement.&lt;br /&gt;
|-&lt;br /&gt;
| Adjust Viewport ← → ↑ ↓ / &#039;&#039;&#039;Arrow Keys&#039;&#039;&#039;|| Moves the viewport one tile distance in the&lt;br /&gt;
direction pressed regardless of zoom level.&lt;br /&gt;
|-&lt;br /&gt;
| Zoom Viewport &#039;&#039;&#039;Scroll Up / Down, Ctrl + +,&lt;br /&gt;
Ctrl + -&#039;&#039;&#039;|| Zooms the viewport in or out relative to the&lt;br /&gt;
tile closest to the cursor. There are 14 zoom levels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mapping Hotkeys ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Place Object &#039;&#039;&#039;LMB&#039;&#039;&#039; || Places the Active Object on the tile beneath&lt;br /&gt;
the cursor. The Active Object will be placed&lt;br /&gt;
above all other existing objects of its type. If&lt;br /&gt;
the Active Object is a turf, it will replace the&lt;br /&gt;
current turf on the tile.&lt;br /&gt;
|-&lt;br /&gt;
| Delete Topmost Object &#039;&#039;&#039;Ctrl + LMB&#039;&#039;&#039;|| Deletes the top most object on the clicked&lt;br /&gt;
turf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only deletes objects from enabled&lt;br /&gt;
layers.&lt;br /&gt;
|-&lt;br /&gt;
| Make Active Object &#039;&#039;&#039;Shift + LMB&#039;&#039;&#039;|| Makes the currently highlighted object the&lt;br /&gt;
Active Object. Only works on enabled layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: StrongDMM uses the term Active&lt;br /&gt;
Object and Selected Object interchangeably.&lt;br /&gt;
This guide will use the term Active Object for&lt;br /&gt;
all instances of Selected Object for clarity’s&lt;br /&gt;
sake.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Edit Menu &#039;&#039;&#039;RMB&#039;&#039;&#039; || Brings up a menu containing most all of the&lt;br /&gt;
Edit Commands. This menu also contains all&lt;br /&gt;
objects on the clicked turf, including one’s on&lt;br /&gt;
disabled layers. You can edit objects from&lt;br /&gt;
here as well.&lt;br /&gt;
|-&lt;br /&gt;
| Edit Object &#039;&#039;&#039;Shift + RMB&#039;&#039;&#039; || Opens up the variables window of the&lt;br /&gt;
highlighted object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: All edits made to variables generate&lt;br /&gt;
new instances, even if all edits were made at&lt;br /&gt;
the same time! Unused instances are cleared&lt;br /&gt;
when the map is saved. Don’t worry about&lt;br /&gt;
making extras.&lt;br /&gt;
|-&lt;br /&gt;
| Delete Object &#039;&#039;&#039;Ctrl + Shift + LMB&#039;&#039;&#039; || Deletes the highlighted object.&lt;br /&gt;
|-&lt;br /&gt;
| Replace with Active Object &#039;&#039;&#039;Ctrl + Shift + RMB&#039;&#039;&#039; || Replaces the highlighted object with the&lt;br /&gt;
Active Object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This command, in-editor is called&lt;br /&gt;
Replace with Selected Object.&lt;br /&gt;
|-&lt;br /&gt;
| Reset To Default || Resets the clicked object to its most basic&lt;br /&gt;
form, removing all instance edits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only available through the Quick Edit Menu.&lt;br /&gt;
|-&lt;br /&gt;
| Tile Mode &#039;&#039;&#039;1&#039;&#039;&#039;|| Changes placement mode to single tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This is the closest you’ll get to a brush&lt;br /&gt;
tool in StrongDMM.&lt;br /&gt;
|-&lt;br /&gt;
| Fill Mode &#039;&#039;&#039;2&#039;&#039;&#039;|| Changes placement mode to square&lt;br /&gt;
selections using &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Selection Mode &#039;&#039;&#039;3&#039;&#039;&#039;|| Changes mode to Selection only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Selection Mode has its own unique&lt;br /&gt;
mouse behaviors, listed below.&lt;br /&gt;
|-&lt;br /&gt;
| Select Area &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039;|| Selects a square area relative to the initial&lt;br /&gt;
click, and where the cursor is dragged. The&lt;br /&gt;
selection will be highlighted and given a&lt;br /&gt;
green border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only selects objects from enabled&lt;br /&gt;
layers.&lt;br /&gt;
|-&lt;br /&gt;
| Move Area &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039;|| Moves the selected area relative to the&lt;br /&gt;
cursor, overwriting tile contents when &#039;&#039;&#039;LMB&#039;&#039;&#039; is&lt;br /&gt;
released, and leaving blank space where the&lt;br /&gt;
original selection was made.&lt;br /&gt;
|-&lt;br /&gt;
| Edit Direction / Dir Slider|| Allows manipulation of an object’s cardinal&lt;br /&gt;
direction in the form of a slider, creating an&lt;br /&gt;
instance if required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only available through the Quick Edit&lt;br /&gt;
Menu. Can also be done through Variable&lt;br /&gt;
Edits.&lt;br /&gt;
|-&lt;br /&gt;
| Nudge X/Y-Axis || Allows manipulation of an object’s offset via&lt;br /&gt;
Step, or Pixel, from its origin on a tile,&lt;br /&gt;
creating an instance if required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1&#039;&#039;&#039;: Only available through the Quick Edit&lt;br /&gt;
Menu. Can also be done through Variable&lt;br /&gt;
Edits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;: Never, ever edit Step_X or Step_Y.&lt;br /&gt;
The default nudge type can be set in the&lt;br /&gt;
Preferences window.&lt;br /&gt;
|-&lt;br /&gt;
| Move To Top / Bottom || Sends an object to the top, or bottom, in&lt;br /&gt;
terms of Byond sorting, of the same type.&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only available through the Quick Edit&lt;br /&gt;
Menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Instance Commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Find Instance On Map || Brings up the instance locator menu, as well&lt;br /&gt;
as the search results. The instance locator&lt;br /&gt;
menu can be used to locate instances&lt;br /&gt;
identical to the one you’ve got selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: You’ll need to manually define the&lt;br /&gt;
search rectangle though, as it’ll default to the&lt;br /&gt;
single tile you have selected.&lt;br /&gt;
|-&lt;br /&gt;
| Find Object On Map || Brings up the instance locator menu, as well&lt;br /&gt;
as the search results. Instead of having an&lt;br /&gt;
instance ID entered by default, the typepath&lt;br /&gt;
of the selected object will be searchable&lt;br /&gt;
instead.&lt;br /&gt;
|-&lt;br /&gt;
| New Instance... || Opens up a variable editing window. Any&lt;br /&gt;
changes made to this window will generate a&lt;br /&gt;
new instance in the instance viewer window&lt;br /&gt;
for use later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Instances not placed on a map will be&lt;br /&gt;
deleted upon the next load, and will have to&lt;br /&gt;
be made again if you wish to use them.&lt;br /&gt;
|-&lt;br /&gt;
| Generate Instances from Icon-States || Makes instances of the active object out of all&lt;br /&gt;
other valid icon-states within the icon file the&lt;br /&gt;
active object is derived from.&lt;br /&gt;
|-&lt;br /&gt;
| Generate Instances from Directions || Makes instances of the active object out of&lt;br /&gt;
any valid directional icons stored within its&lt;br /&gt;
original icon-state.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Key Mapping Terms ==&lt;br /&gt;
&#039;&#039;&#039;Tile&#039;&#039;&#039;: Byond maps are giant grids. Each grid mark is a tile. Tiles always contain a space turf, this&lt;br /&gt;
is as empty as a tile can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Object&#039;&#039;&#039;: The object currently selected / active. This is the object you’ll be placing down&lt;br /&gt;
when you click. The object will be viewable in the Environment Tree to the left, and highlighted.&lt;br /&gt;
If you have an instance selected, it will be highlighted in the instance window below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area(s)&#039;&#039;&#039;: Areas are part of how Byond handles maps, and for CM13 it’s how we determine what&lt;br /&gt;
portions of the map are valid for fire missions, what does, and does not require power (and thusAPCs), where resin, tunnels, Xeno Structures, Marine Structures, and other things are allowed&lt;br /&gt;
or disallowed. Areas are never drawn in game. Anywhere without an area will not have lighting,&lt;br /&gt;
and will kill any mob that enters it, just very very slowly. Areas are like the nervous system of a&lt;br /&gt;
map. Without it, maps just don’t function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turf(s)&#039;&#039;&#039;: Turfs are the walls, and the floors that make up the world. There can only be one turf&lt;br /&gt;
per tile. If you’ve managed to get two on one, you’ve made a big mistake. Turfs are like the&lt;br /&gt;
skeleton of a map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-Turf(s)&#039;&#039;&#039;: Floor turfs that dynamically place borders around them when the map loads, or&lt;br /&gt;
when they take damage in game. They look nice, but can get expensive when used en-masse.&lt;br /&gt;
If your map’s tileset is primarily made of Auto-Turfs (Ice Colony and Kutjevo are good examples&lt;br /&gt;
of this), make sure to be sparing on the Decals and other objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open (Turf)&#039;&#039;&#039;: Turfs that aren’t walls. Mobs can move through these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Closed (Turf)&#039;&#039;&#039;: Turfs that are walls. Mobs cannot move through these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invisible Wall Blocker&#039;&#039;&#039;: A type of Object (see below) that acts like an indestructible Closed turf.&lt;br /&gt;
Used to deny access to areas that are out of bounds, but composed of Open turfs.&lt;br /&gt;
Reinforced Wall: Walls that are destructible, but require extra effort to punch through. They can&lt;br /&gt;
only be melted by higher tier Aliens, and stronger explosives (they may need multiple to break).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hull&#039;&#039;&#039;: Walls that are indestructible. Usually denoted in-editor with a different icon. Often the&lt;br /&gt;
subtype of another wall type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;: These are Aliens, Humans, and NPC mobs. Mobs are divided into two categories,&lt;br /&gt;
Carbons, and Simples. Carbons are complex and simulated, while Simples aren’t. For Example,&lt;br /&gt;
Humans and Aliens are Carbon mobs, while Jones and AI Aliens are Simple mobs. Mobs have&lt;br /&gt;
no comparative bodily analogy, sorry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Sorting Layers&#039;&#039;&#039;: In StrongDMM, what is, and isn’t enabled in the viewport is referred to as&lt;br /&gt;
a ‘Layer’, which can be sorted. This isn’t wholly accurate, but it is the term that gets used.&lt;br /&gt;
Sorting Layers are NOT the same as Byond sorting, or CM13’s Object Layers.&lt;br /&gt;
var/layer: This is the CM13 Object Layer, which is used to determine visual hierarchy in terms&lt;br /&gt;
of drawing objects on a tile. Take note, this variable can be edited, though some map instances&lt;br /&gt;
are overwritten upon server initialization, so it doesn’t always work!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Top / Bottom&#039;&#039;&#039;: When numerous objects of the same type are on the same visual layer (not to be&lt;br /&gt;
confused with map sorting layers), some will appear above others and obscure them, this is&lt;br /&gt;
determined by what is on Top, and what is on Bottom. This is what we’ve been referring to asByond Sorting. Since Byond isn’t 3D, Z-fighting isn’t possible, though if that could happen, this is&lt;br /&gt;
what would prevent it. You usually don’t need to mess around with this at all. Players may also&lt;br /&gt;
bring objects to the Top, or Bottom ingame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Object(s)&#039;&#039;&#039;: These are guns, clothing, windows, window frames, and pretty much everything else&lt;br /&gt;
that isn’t a wall or floor. Everything you can interact with (save for mobs), are objects. Objects&lt;br /&gt;
are the meat of a map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: A subtype of Objects, these are a whole host of things, from the holes Aliens melt in&lt;br /&gt;
walls and the acid that gets vomited on items, to the sparks that come off of explosions. You&lt;br /&gt;
shouldn’t be manually placing these unless they’re Decals or Landmarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landmarks&#039;&#039;&#039;: A subtype of Effects, these are map objects that do something when the server&lt;br /&gt;
loads the map, or function as a saved set of coordinates for a specific event (like the CORSAT&lt;br /&gt;
teleporter). You’ll mostly be placing these as spawn points for various factions, and not much&lt;br /&gt;
else save for a few other cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decals&#039;&#039;&#039;: A subtype of Effects, these are non-interactable details on maps. Blood is the most&lt;br /&gt;
common decal. Fun fact: The catwalks on Sorokyne Strata are also decals. Decals get&lt;br /&gt;
expensive when placed en-masse, so try to be sparse with them&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Item&#039;&#039;: A subtype of Objects, these are all the things you, as a player can pick up, ranging from&lt;br /&gt;
clothing and guns to cigarettes and unplanted Alien eggs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structures&#039;&#039;&#039;: A subtype of Objects, these include pretty much anything static (with some&lt;br /&gt;
exceptions) on a map. Some examples include: chairs, lockers, windows, window frames,&lt;br /&gt;
platforms, tall grass bushes, and potted plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machines / Machinery&#039;&#039;&#039;: Machines, a subtype of Structures, are objects (mostly static) that have&lt;br /&gt;
some sort of interaction with other objects. For example, Thermal Generators, APCs, wall lights&lt;br /&gt;
are machines. All atmospheric objects are machines, but they have their own terminology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe&#039;&#039;&#039;: This is what a single pipe object is referred to in terms of Atmospherics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piping&#039;&#039;&#039;: This is what two or more pipe objects that are connected, are referred to in terms of&lt;br /&gt;
Atmospherics. Note: This term should not be confused with the Pipeline, which more&lt;br /&gt;
importantly, refers to the process by which Gitlab, CM13’s code hosting service determines if a&lt;br /&gt;
Merge Request has no compilation conflicts, and passes all supplied unit tests. This is known as&lt;br /&gt;
“Pipeline Passing”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Machine&#039;&#039;&#039;: This is what one unconnected vent, scrubber, valve, cooler, port, etc, is referred&lt;br /&gt;
to in terms of Atmospherics. Anything that isn’t a regular pipe, but can connect to pipes, is a&lt;br /&gt;
pipe machine.Pipenet: This is what when one or more pipes are connected to pipe machines are referred to&lt;br /&gt;
as in terms of Atmospherics. Xenos may freely traverse completed pipenets that have valid&lt;br /&gt;
entrances and exits (Vents and or Scrubbers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powernet&#039;&#039;&#039;: This is the abstract power supply available from all active generators (Thermal /&lt;br /&gt;
Portable) available on a single Z level. Powernets are localized entirely to their Z Level.&lt;br /&gt;
PSU (Power Storage Unit / SMES): This object allows one to meter the power leaving the&lt;br /&gt;
Powernet into machines, while also viewing total available power within the powernet. You need&lt;br /&gt;
to place at least one per Z, preferably near a Generator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator&#039;&#039;&#039;: Usually refers to a G-11 Thermal Generator map object, which when repaired puts&lt;br /&gt;
power into the Powernet for use by PSUs and APCs. You need to place at least one per Z,&lt;br /&gt;
preferably near a PSU and an APC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC (Area Power Controller)&#039;&#039;&#039;: This object allows players to control the interaction between the&lt;br /&gt;
Powernet, and Machines in the local Area (see above) the APC is placed within.&lt;br /&gt;
Spawner: A general term that refers to something (usually a landmark) that makes something&lt;br /&gt;
on map load, and then deletes itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detailing&#039;&#039;&#039;: Refers to the aesthetic qualities of a map, or area in terms of objects, unique turfs,&lt;br /&gt;
and other aesthetic sensibilities, such as color palette, and visual design.&lt;br /&gt;
Detail Density: An aesthetic term that describes how detailed one area is vs another, as&lt;br /&gt;
determined by the amount of objects, unique turfs, and others. It can also be used as a broad&lt;br /&gt;
term to refer to a map as a whole in reference to total detailing, and potentially, performance&lt;br /&gt;
deficits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;.DMM (Dreammaker Map)&#039;&#039;&#039;: The file format that Byond maps are stored in. They’re actually&lt;br /&gt;
plaintext, and can be opened with Notepad, or a code editor of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TGM (TG Map)&#039;&#039;&#039;: TGM is a .DMM format. It stores information in a far more humanly readable&lt;br /&gt;
way, and also allows for Git Conflicts to be resolved in a far less messy manner. Map Merge 2&lt;br /&gt;
converts Byond Maps to TGM. TGM is not an extension type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Merge 2&#039;&#039;&#039;: A python tool that converts Byond maps to TGM format, while also resolving&lt;br /&gt;
conflicts between versions, if any are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dictionary Key (Dict-Key)&#039;&#039;&#039;: Byond stores map information in what are called Dictionary keys&lt;br /&gt;
(dict-keys for short), which are a sequence of three letter characters contained at the bottom of&lt;br /&gt;
the map file in a sequence. Dict-keys are first defined when a new combination of area, turf,object, and mob are placed on a tile. If this specific combination is ever reused, instead of&lt;br /&gt;
defining those lines again (Byond maps are plaintext), the existing Dict-Key is used instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption&#039;&#039;&#039;: Your map got done fucked up son. This happens in pretty much any Byond map&lt;br /&gt;
editor. The Save As function is notorious for corruptions. Make sure to utilize Git Version control&lt;br /&gt;
to ward away the setbacks of a map corruption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dictionary Corruption&#039;&#039;&#039;: Your map’s Dict-Keys have somehow been scrambled or altered.&lt;br /&gt;
Depending on the extent of corruption, can, or cannot be fixed by hand. These are easy to spot&lt;br /&gt;
when the Area Layer is enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Edit (Var-Edit)&#039;&#039;&#039;: Usually refers to the act of editing the variables of an object (the&lt;br /&gt;
information stored within it) in game. However you can also do this in-editor, which leads to&lt;br /&gt;
instancing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instancing&#039;&#039;&#039;: The creation of variants of an object that differentiate from the original because of&lt;br /&gt;
edited or alternative variables. These child objects are called Instances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instance&#039;&#039;&#039;: An object that has different variables than it’s base definition. Not to be confused with&lt;br /&gt;
a Child Object in terms of Object Oriented Programming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typepath&#039;&#039;&#039;: The path of an object in-game and in-editor. Objects further down the typepath are&lt;br /&gt;
Child Objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Tree&#039;&#039;&#039;: This is the set of nested dropdowns of objects, and a visual representation&lt;br /&gt;
of typepaths within the code. Get used to navigating it quickly and efficiently, as that is key to&lt;br /&gt;
successful and intuitive mapping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DME (Dream Maker Executable)&#039;&#039;&#039;: The compiled game binary, used to run servers, and read by&lt;br /&gt;
map editors to know what objects can be placed in maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Window&#039;&#039;&#039;: The tab/window in which a map is currently open. One map window per map.&lt;br /&gt;
Viewport: The actual visuals within the Map Window, these two terms will likely get used&lt;br /&gt;
interchangeable in conversation with maintainers, and this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;.DMI (Dreammaker Image)&#039;&#039;&#039;: PNGs wrapped up in a different file format. These contain all the&lt;br /&gt;
sprites in the game. In the code, DMI files are called as var/Icon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icon&#039;&#039;&#039;: This is the actual file in which an Icon-State is stored. Icons are typically .DMI filesIcon-State: This is a specific ‘state’ within an Icon. To check what states are valid, you can&lt;br /&gt;
open the DMI, or have StrongDMM generate instances based on Icon-States in the instance&lt;br /&gt;
context menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile Set&#039;&#039;&#039;: A specific set of icons, and code, that combine to create a thematically grouped&lt;br /&gt;
collection of floors and walls. CORSAT, Sorokyne, Prison Station, and Solaris Ridge all have&lt;br /&gt;
their own unique Tile Sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile/Object Palette&#039;&#039;&#039;: An analog to the art term, palette, your object (or tile) palette is the&lt;br /&gt;
collection of frequently used tiles (and objects) that make up your map. Distinct from a Tile Set,&lt;br /&gt;
in that it’s defined by frequent usage, and not necessarily consistency. For example, water tiles&lt;br /&gt;
and atmospheric pipes are both part of your map’s palette, but aren’t part of a tile set.&lt;br /&gt;
&lt;br /&gt;
= Part 1: Using the Editor =&lt;br /&gt;
== Introduction ==&lt;br /&gt;
If you’re starting here and haven’t read anything yet, make sure you go read the disclaimer at&lt;br /&gt;
the top, please, seriously. You won’t get anywhere without making sure you’re following what’s&lt;br /&gt;
said there first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this guide we’ll be using StrongDMM, which is an alternative editor to Byond’s included Map&lt;br /&gt;
Editor (sometimes referred to as BaseDMM). The reason we’ll be using StrongDMM is because&lt;br /&gt;
it is more user friendly, (generally) has better performance, and most importantly, saves natively&lt;br /&gt;
in TGM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Part 1 will walk you through it all, from opening maps and making your first edits to creating&lt;br /&gt;
instances in baby steps. If you’re already experienced with mapping software, or don’t want your&lt;br /&gt;
hand held by a document and its contents, you can probably safely skip over to Part 2: Mapping&lt;br /&gt;
Theory, and make use of the StrongDMM Reference when you need it.&lt;br /&gt;
&lt;br /&gt;
=== 1. Setting up StrongDMM ===&lt;br /&gt;
Before we can get started, we need to configure StrongDMM for CM13. Navigate to the File tab,&lt;br /&gt;
open it up, and click Preferences…&lt;br /&gt;
Make sure to set the Map Save Format drop down to TGM.&lt;br /&gt;
Make sure Sanitize Variables and Clean Unused Keys are also both enabled.&lt;br /&gt;
Lastly, ensure that Nudge Mode is set to pixel_x/pixel_y. Having this option set to&lt;br /&gt;
step_x/step_y will break smooth movement in-game, and we don’t want that.After that’s all set, feel free to fiddle with the settings to your liking.&lt;br /&gt;
When you’re ready to continue, X out of the menu.&lt;br /&gt;
&lt;br /&gt;
=== 2. Navigating Maps ===&lt;br /&gt;
To start things off, let&#039;s open your compiled CM13 DME file (if you don’t know how to do that,&lt;br /&gt;
check out the guide [[Guide to Git|here]]). Navigate to the &#039;&#039;&#039;File&#039;&#039;&#039; tab, and hit &#039;&#039;&#039;Open&lt;br /&gt;
Environment…&#039;&#039;&#039; Once the loading bar at the top of the screen disappears, you should see a&lt;br /&gt;
now populated Environment Tree to the left, and a blank screen. Double check in the upper left,&lt;br /&gt;
it should read “ColonialMarinesALPHA - StrongDMM”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From here, let’s open up a map file. Navigate to the &#039;&#039;&#039;File&#039;&#039;&#039; tab, and hit &#039;&#039;&#039;Open Map&#039;&#039;&#039;. This’ll open a&lt;br /&gt;
Windows Explorer window in the base of your local repository. Head into the &#039;&#039;&#039;Maps&#039;&#039;&#039; folder, and&lt;br /&gt;
select &#039;&#039;&#039;Z.01.LV624&#039;&#039;&#039;. You can open the map by hitting the &#039;&#039;&#039;Open&#039;&#039;&#039; button, or by double clicking.&lt;br /&gt;
&lt;br /&gt;
[[File:MCC Fig1.jpg|left]]Your window should now look something like&lt;br /&gt;
the left. Those funny colors and tiles that say&lt;br /&gt;
‘SW’ over them is the &#039;&#039;&#039;Areas Layer&#039;&#039;&#039;. In CM13,&lt;br /&gt;
&#039;&#039;&#039;Areas&#039;&#039;&#039; are used to control what places need&lt;br /&gt;
power, allow or disallow certain activities,&lt;br /&gt;
such as construction or tunneling, and also&lt;br /&gt;
what places can accept fire missions or CAS&lt;br /&gt;
lasers. For now, we don’t need to pay&lt;br /&gt;
attention to &#039;&#039;Areas&#039;&#039;. They can be safely&lt;br /&gt;
toggled off by hitting &#039;&#039;&#039;Ctrl + 1 (Toggle Area Layer)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might (or might now) see some white outlines around and at the borders of where Areas&lt;br /&gt;
met. These borders will persist even when the Areas layer is disabled. If you find them&lt;br /&gt;
distracting, you can disable them going to the &#039;&#039;&#039;Options&#039;&#039;&#039; tab, and unchecking &#039;&#039;&#039;Frame Areas&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s still a lot going on in our viewport, but before we can dive into what’s going on, let’s get&lt;br /&gt;
used to navigating the map, and using viewport controls to get around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, let’s use MMB (Middle Mouse Button) to pan around the map. Click in the MMB, and&lt;br /&gt;
release to stop panning. You’ll notice the editor slows down while panning quickly, or when&lt;br /&gt;
panning over areas with lots of objects. This is completely normal, even for more robust&lt;br /&gt;
hardware setups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also Scroll up or down with your mouse wheel (or track pad, gesture commands that&lt;br /&gt;
emulate scrolling also work) to zoom in and out of the viewport. Note, that when you zoom, it all happens relative to where your cursor is, and more specifically, which tile it is hovering over. You’ll pan further when zoomed out more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Panning and zooming are the primary forms of navigating maps in StrongDMM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you’d like to make a more precise viewport adjustment, the arrow keys allow you to move the&lt;br /&gt;
viewport by one tile in the cardinal direction you just pressed. This movement is relative to the&lt;br /&gt;
current viewports positions, and won’t snap the viewport to be turf accurate, it’ll only move the&lt;br /&gt;
viewport the distance of one turf at the current zoom level. There are 14 total zoom levels.&lt;br /&gt;
&lt;br /&gt;
=== Basic Editing ===&lt;br /&gt;
Now that you’re comfy with moving around the map, we’re going to cover barebones editing&lt;br /&gt;
controls. Navigate up to LV River, just north of Hydroponics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For reference, in Byond mapping:&lt;br /&gt;
&lt;br /&gt;
Up - North&lt;br /&gt;
&lt;br /&gt;
Right - East&lt;br /&gt;
&lt;br /&gt;
Left - West&lt;br /&gt;
&lt;br /&gt;
Down - South&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zoom in to the river, and press 2, to change your tile placement mode to Fill. Tile mode, which&lt;br /&gt;
can be activated with 1, can be useful, but we suggest you do the majority of your mapping on&lt;br /&gt;
Fill mode, it becomes far more intuitive the more you use it.&lt;br /&gt;
&lt;br /&gt;
[[File:MCC Fig2.jpg|left]] Right now, you probably don’t have an Active Object, which is to say if you click,&lt;br /&gt;
nothing is going to be placed down. To change that, hold Shift, and then move&lt;br /&gt;
your cursor over one of the “strange trees”. It should highlight green. Left click to&lt;br /&gt;
make it the Active Object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC Fig3.jpg|right]] Place a few in the river, and then their undo placement with Ctrl + Z (You can also redo with Shift + Ctrl + Z). If you click twice on a tile, even though it doesn’t look like it, two trees will have been placed down. To confirm this, right click the tile. From there, you can highlight the second tree and then delete it. You can fiddle with the Dir and Offset settings, but we won’t be covering those until later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Place two trees in a row next to one another. Now, hold Ctrl, and drag a selection box around them. Ctrl + Drag, on Fill and Select Mode, deletes the topmost objects of the selected type on a tile. The selected type does NOT refer to the Active Object, rather only if you have an Area, Turf, Object, or Mob as the Active Object. Top most deletion is handy when you need to quickly clear an area of a lot of objects, but not all of them. The last placed object (usually) is the top most object on a tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undo, or place two more trees down. Holding &#039;&#039;&#039;Ctrl + Shift&#039;&#039;&#039;, click on one of them. It should highlight in red. This will delete the object. Deleting this way allows for deletion of any object, turf, mob, or area that’s currently visible. You have to be able to click it to delete it, so if it’s not&lt;br /&gt;
enabled per the Layers Filter, no dice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undo, or place two more trees down. Now, select a new object, such as some of the flowers, or&lt;br /&gt;
one of the reed bushes in the river and make it the Active Object. Go back to one of your trees,&lt;br /&gt;
and this time &#039;&#039;&#039;Ctrl + Shift + RMB&#039;&#039;&#039;, instead of &#039;&#039;&#039;LMB&#039;&#039;&#039;. This will replace the tree with the Active&lt;br /&gt;
Object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copy, Cut, Paste ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copying, cutting, and pasting are tools that, if used effectively, can greatly speed up the&lt;br /&gt;
mapping process and cut down on the time spent combing the Environment Tree for the right&lt;br /&gt;
object. Combined with picking the Active Object from already placed ones, you might not even&lt;br /&gt;
have to use the environment tree at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before we can copy, cut, or paste, we’re going to need to learn how to use the &#039;&#039;&#039;Selection Mode&#039;&#039;&#039;,&lt;br /&gt;
which can be accessed by pressing &#039;&#039;&#039;3&#039;&#039;&#039;. Notably, you cannot change tile placement and selection&lt;br /&gt;
modes by using the Number Pad on an extended keyboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Selection Mode, the mouse’s basic click functions follow special behaviors. Without any selection, you can LMB + Drag to make a new selection. Repeating the same action, &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039; anywhere within the bounds of the selection will drag the selection relative to the mouse on the tile grid, replacing all content it’s floating over when you release the mouse. If you want to clear your selection, press Ctrl + D. When moving selections, the original tiles will be cleared. Only content on enabled layers will be selected and moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copying, cutting, and pasting work exactly the same in regards to mouse controls. Notably,&lt;br /&gt;
when pasting a selection onto a map, the content will overwrite everything around it. Pastes&lt;br /&gt;
always are relative to the cursor, starting at their origin tile in the bottom left of the selection. If&lt;br /&gt;
you paste a selection while not in Selection Mode, you will not be able to manipulate it after&lt;br /&gt;
pasting, which can be frustrating. As such, make sure you do the most of your Cut, Copy, and&lt;br /&gt;
Paste while in Selection Mode (&#039;&#039;&#039;3&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instancing Objects ===&lt;br /&gt;
This segment covers the basics of instancing, and only the basics. Advanced instancing is&lt;br /&gt;
something you’ll encounter on a case by case basis, and it’s best to get live help than refer to a&lt;br /&gt;
guide for those cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Firstly, lets get familiar with the concept of instances. What are they, and why do we want to&lt;br /&gt;
use them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;instance&#039;&#039;&#039;  is a variant of an object that is different in any way from its original state. An&lt;br /&gt;
instance is NOT a child object further down the typepath.&lt;br /&gt;
&lt;br /&gt;
Common instances include: renamed items and airlocks, changed item descriptions, APCs and&lt;br /&gt;
NanoMeds offset to appear on walls, and floor tile variants. Mapping without instances can be&lt;br /&gt;
done, but it requires a lot of extra code that isn’t needed. Why define a new child of an object&lt;br /&gt;
that only has a different name, when we can instance the name instead?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instances are stored on a map by map basis, and are not shared between them. However,&lt;br /&gt;
StrongDMM is able to recognize instances between map windows if you have two or more&lt;br /&gt;
open, which can be useful in certain situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC fig4.jpg|left]] Reselect our friend the strange tree. Looking in the bottom left, you’ll spy there are already two instances of the strange tree being used on the map. This bottom left window is the instance viewer. Clicking either of the other instances will display the differing variables to the right of the initial window. You’ll notice the top most instance reads “Empty (instance with initial vars)”. When you&lt;br /&gt;
reset an object to default, it’s this topmost variant of itself that it will return to. Try placing any of&lt;br /&gt;
these instances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let’s make some more instances. Right click any of the three and hit &#039;&#039;&#039;Generate Instances from Icon-States…&#039;&#039;&#039; This should make a bunch new instances for us to screw around with. You can always hit &#039;&#039;&#039;New Instance…&#039;&#039;&#039; if you only want to make one more, though unless you know exactly what you’d like to make, it’s usually a safer bet to generate from icon-states or directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful when generating instances! You’ll notice that a bunch have been made when we hit &#039;&#039;&#039;Generate Instances from Icon-States…&#039;&#039;&#039;, maybe even too many. Some Icon files are very large, and have a lot of icon states shared between objects, turfs, and others. If you need to clear that list, close the map and re-open it. They should be gone when the map gets reloaded in the editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC fig5.jpg|right]] If you have a lot of instances that you are using you can add &#039;&#039;&#039;additional rows&#039;&#039;&#039; to the instance window by clicking on the cog icon (upper right of the window). Let’s cover automatic instancing. Moving south of the river, head over to the medical dome and make one of the folding metal chairs the Active Object. You’ll notice it already has instances of all its directions in the lower left. Moving down the Environment Tree, select the comfy child object. Right click the initial instance, and hit &#039;&#039;&#039;Generate Instances from Directions…&#039;&#039;&#039; Now we have all the cardinal directions of the comfy chair for our mapping leisure. Not all objects have directional variants. When in doubt, you’ll probably have to check the icon file itself. While we can’t open the Icon in StrongDMM (or any map editor for that matter), we can find it easily.&lt;br /&gt;
&lt;br /&gt;
Place down one of the new comfy chair instances anywhere on the map, and right click it. You’ll notice in the right click menu we can see all objects, regardless if their layer is enabled or not. Moving the cursor over the comfy chair will give us some extra options to explore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This right click menu is known as the Quick Edit Menu, and gives you access to Edit Commands as well as more specific object functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your first set of options is the ability to &#039;&#039;&#039;Nudge&#039;&#039;&#039;. Nudging allows you to offset the object on its tile, without actually moving it from the tile to another. This can be useful for decorative purposes or for wall mounted machinery, like NanoMeds, or APCs. Play around with the two sliders, but make sure you’ve got Nudge set to Pixel Nudge in your Preferences.You’ll notice that with each release of the mouse from the nudge sliders will make a new instance of the object. Making just three nudges, makes three objects! Remember, you can clear unused instances by reloading the map file after saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Secondly you’ll notice the &#039;&#039;&#039;Dir&#039;&#039;&#039; (Direction) slider. This can be used to rotate your object in various cardinal directions. If the object has directional sprites in it’s icon-state, they’ll be automatically applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under those two aesthetic adjusters, you’ll notice the &#039;&#039;&#039;Move To Top&#039;&#039;&#039;, and &#039;&#039;&#039;Move To Bottom&#039;&#039;&#039; buttons. You can read about those in the Key Mapping Terms. You won’t really be using these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most importantly, we get to our two unfamiliar commands, Edit… (Shift + RMB) and Reset to&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset to Default&#039;&#039;&#039; does exactly as it says, and restores the object to its original initial variable&lt;br /&gt;
state, or the top most instance of that object’s type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edit… (Shift + RMB)&#039;&#039;&#039; more importantly brings up the &#039;&#039;&#039;Variable Editing&#039;&#039;&#039; window (&#039;&#039;&#039;VarEdit&#039;&#039;&#039; shorthand). From here we can directly modify any variables associated to this object in the code. Before we get into anything in this window, make sure to tick the box next to &#039;&#039;&#039;By Type&#039;&#039;&#039;.&lt;br /&gt;
This’ll group variables by what typepath they’re associated with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you tick the &#039;&#039;&#039;Modified&#039;&#039;&#039; box, only the currently modified variables will appear. You’ll notice that Dir, and Nudge (pixel_x, pixel_y) are both variables. Anytime you change a single variable, a new instance is made.You can also filter variables (or search them, it’s the same function) at the top bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also filter variables (or search them, it’s the same function) at the top bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC fig6.jpg|right]] Finally, let’s figure out how to locate the actual icon file our comfy chair uses. Filter for, or look for the term “icon”. The resulting variable gives us the path to the icon file, you need only locate it in Windows Explorer now if you’d like to actually inspect the .dmi file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, that’s all we’ll cover on variable editing. As said, you can edit everything via instancing, but you can’t change the direct code. In this case, if you wanted you could tell the comfy chair to find an entirely different icon file if you wanted to! Assuming of course you had the correct path punched in.&lt;br /&gt;
&lt;br /&gt;
=== Common Variables ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| desc ||&lt;br /&gt;
The description of an object. If set to null, it will use the parent objects description. This variable must be enclosed in full quotes “”, otherwise your map won’t compile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Smart quotes, and quotes, are not the same unicode character, and smart quotes will break your map file. StrongDMM never uses smart quotes, but a text editor you use might, so be careful if you’re pasting from an outside source.&lt;br /&gt;
|-&lt;br /&gt;
| name || The name of an object. If set to null, it will display an empty space in game. This variable must be enclosed in full quotes “”,&lt;br /&gt;
otherwise your map won’t compile.&lt;br /&gt;
|-&lt;br /&gt;
| req_access || Used by lockers and doors to determine what access is needed to open them. When set to null, no access is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A list of access numbers can be in the code file (someone get me the name &amp;amp; path)&lt;br /&gt;
|-&lt;br /&gt;
| Open Map… &#039;&#039;&#039;Ctrl + O&#039;&#039;&#039; || Opens any map on a local hard-disk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Opening a map will open a new map&lt;br /&gt;
window, and will not close any other open&lt;br /&gt;
map windows.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| req_one_access || Used by doors to determine if a single access number permits use opening. When set to null, no access is required&lt;br /&gt;
|-&lt;br /&gt;
| color || The tint of the object. Use RGB or Hex Color Codes. Null is the default; no tint. Works best on grey-scale sprites.&lt;br /&gt;
|-&lt;br /&gt;
| luminosity || The numeric intensity of how bright the object is in light calculations. Null means no light.&lt;br /&gt;
Can be given to objects that normally do not produce light, making them glow.&lt;br /&gt;
|-&lt;br /&gt;
| anchored || A true (1) or false (0) variable that determines if an object can move. Objects that can normally be picked up, cannot be so when anchored is set to true.&lt;br /&gt;
|-&lt;br /&gt;
| wrenchable || A true (1) or false (o) variable that determines if an object can be wrenched down to the ground, changing its anchor status.&lt;br /&gt;
|-&lt;br /&gt;
| density || A true (1) or false (0) variable that determines if an object is ‘dense’. Dense objects prevent passage through the tile they inhabit. Walls are dense objects, floor tiles are not.&lt;br /&gt;
|-&lt;br /&gt;
| health || The numeric health of an object. If set to null, it’ll use the parent value. When this reaches zero the object is destroyed or enters a damaged state. Varies per object type.&lt;br /&gt;
Objects that can be picked up (such as guns, or pillbottles) do not usually have health values.&lt;br /&gt;
|-&lt;br /&gt;
| unslashable || A true (1) or false (0) variable that disables slashing by Aliens. Only valid on structures, walls, and other objects with health values that are targettable by default.&lt;br /&gt;
|-&lt;br /&gt;
| climb_delay || A numeric value in terms of millisecond delay when climbing objects.&lt;br /&gt;
|-&lt;br /&gt;
| climbable|| A true (1) or false (0) variable that allows mobs to climb over, or onto the object in question. When null defaults to 0. May cause unintended behavior when set to true.&lt;br /&gt;
|-&lt;br /&gt;
| drag_delay|| A numeric value in terms of millisecond delay that is applied as a pause to mob movement after dragging an object. Calculated against a mob’s individual drag speed.&lt;br /&gt;
|-&lt;br /&gt;
| tag || A string variable that is sometimes used to flag certain aspects of an object or turf with additional information. Usage is deprecated in modern CM13, but it shows up occasionally.&lt;br /&gt;
|-&lt;br /&gt;
| icon|| The direct file path within the code to the .dmi the object searches in for icon_states. Can point towards any other dmi if the pathing is correct.&lt;br /&gt;
|-&lt;br /&gt;
| icon_state|| The name of the icon_state within the .dmi file specified by the icon variable. Will display the no name sprite (usually an error or invisible) within the .dmi if the specified icon_state is invalid.&lt;br /&gt;
|-&lt;br /&gt;
| pixel_x / pixel_y|| Integer offsets that change the origin of an object on a tile (default is at 16,16, the center of the tile, which in pixel_x/y is 0,0). Can be modified easily with the right click menu.&lt;br /&gt;
|-&lt;br /&gt;
| bound_height/width || Integer values, where 32 = 1 tile. When set larger than 32x32, a multi-tile object is created. Useful for large sprites, or&lt;br /&gt;
multi-sprite objects.&lt;br /&gt;
|-&lt;br /&gt;
| dir||The cardinal direction (stored as an integer) in which the object is facing. If the icon_state has dir variants, these will display accordingly. The directions are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - North&lt;br /&gt;
&lt;br /&gt;
2 - South&lt;br /&gt;
&lt;br /&gt;
4 - East&lt;br /&gt;
&lt;br /&gt;
8 - West&lt;br /&gt;
&lt;br /&gt;
5 - Northeast&lt;br /&gt;
&lt;br /&gt;
6 - Southeast&lt;br /&gt;
&lt;br /&gt;
9 - Northwest&lt;br /&gt;
&lt;br /&gt;
10 - Southwest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 2 - South is the default dir value.&lt;br /&gt;
|-&lt;br /&gt;
| stuff || List variable that contains the potential contents of a largecrate/random object. Can be directly modified to have different contents if paths are correct.&lt;br /&gt;
|-&lt;br /&gt;
| start_charge || The % charge of an APC when it first spawns on map initialization. Should usually be left on defaults, or overridden to 0.&lt;br /&gt;
|-&lt;br /&gt;
| projectile_coverage|| The % chance a projectile has to hit the object in question when it passes through the tile it exists in.&lt;br /&gt;
|-&lt;br /&gt;
| flipped|| A true (1) or false (0) variable that determines if a table has been flipped or not. The flip direction is dependent on the dir variable.&lt;br /&gt;
|-&lt;br /&gt;
| frequency|| The frequency of headsets and intercoms. Defaults to 145.9 common channel. Custom frequencies must end in an odd number, otherwise they won’t work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Part 2: Mapping Theory =&lt;br /&gt;
&lt;br /&gt;
Hopefully by now you’ve gotten decently comfortable with StrongDMM and know your way in and around instances. If you’re not yet, I advise you head back to the previous section, make a few edits on existing maps and screw around with the various tools and items you have at your disposal. Getting comfortable with the tools themselves is half the battle when working with Byond.&lt;br /&gt;
&lt;br /&gt;
This following section is about general CM-13 mapping theory. Remind yourself that CM-13 is a combat server, as such any theory you might have learned, or developed yourself from another SS13 server does not apply here, at all. Seriously, don’t go in trying to make an SS13 map, or editing an existing map to be more like one. It is a quick road to having your merge request turned down for violating the theories and ideas you’re about to read.&lt;br /&gt;
&lt;br /&gt;
With that said, the following segments are not set in stone (save for the Basic Map Requirements), but we highly recommend you follow them to the best of your ability. As you become more experienced with mapping, and CM-13 in general, that same experience is your license into more experimental or non-traditional maps and inserts.&lt;br /&gt;
&lt;br /&gt;
One last thing before we continue, while the following segment is loosely outlined around the thought process of making an entirely new map, understand that there is no specific order to map making once you’re past the drafting stage, and you, and everyone else, may, and will, approach the mapping process in a way that best suites their abilities. You should also note that we (the CM-13 development team) expect contributor-mappers to not go and make new maps&lt;br /&gt;
 &lt;br /&gt;
as their first project. We suggest, and would much prefer it if you made Nightmare Inserts (NMC, for short). You can read about what Nightmare Creator is here.&lt;br /&gt;
&lt;br /&gt;
== Basic Map Requirements ==&lt;br /&gt;
&lt;br /&gt;
A map built for the default gamemode Distress Signal can be boiled down to a few simple elements. Without these, the gamemode will not be able to run from start to finish properly.&lt;br /&gt;
&lt;br /&gt;
* At least one Landing Zone&lt;br /&gt;
* An always powered indestructible dropship terminal placed next to each landing zone&lt;br /&gt;
* An area that permits the construction of marine structures; for telecomms.&lt;br /&gt;
* An area that permits the construction of alien structures; for the hivecore, spawning pool, and nest(s)&lt;br /&gt;
* X amount of small host spawners, where X is the map size in walkable tiles divided by 1000 and rounded down.&lt;br /&gt;
* One or more Hive Start landmarks; which allow the Queen to determine where to spawn the hivecore and herself at round start.&lt;br /&gt;
* 10, at the minimum, Survivor spawners.&lt;br /&gt;
* If your map uses the node income system; minimum one node spawner landmark and a node income controller object.&lt;br /&gt;
* If your map uses the legacy income system; a legacy income controller object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For a far more in depth break down of a Distress Signal map, you can check out this guide, written by TobiNerd, our Lead Mapper,&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is highly advised that you have more than one (our recommendation is 3-5) Hive Start landmarks in order to allow the Alien team a degree of choice when starting the round in terms of their overall strategy in regards to map control and their base of operations.&lt;br /&gt;
&lt;br /&gt;
There aren’t any hard rules on where one should place Landing Zones. Smaller maps, for ease of balancing and income node placement, prefer only one landing zone, while larger maps should usually have two in order to increase marine FOB options. If you have two landing zones on your map, they should both be equally spaced from the first income node that marines encounter. If one is closer, it will always get picked preferentially due to the timing advantage.&lt;br /&gt;
For more information on Landing Zones (and Hive placement), click here.&lt;br /&gt;
&lt;br /&gt;
Small host spawners can be placed just about anywhere on the map, but it’s suggested that you place the most of them towards naturally occurring Alien territory. On most maps that do feature small hosts in thematic placement, they usually wind up in easily accessible containment cells grouped together in one place for ease of Alien team access. Small hosts should not be difficult to get, they provide pre-round activity for the Alien team, while also conferring a team resource.&lt;br /&gt;
 &lt;br /&gt;
Survivor spawns should be placed opposite of small host spawners; they should be closer to the LZ(s) than to potential Alien Hive Starts. Survivor spawns should also spawn next to or in a key location to allow ease of orientation. You can read more about Survivors [[Survivor|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layout, Chokepoint &amp;amp; Lanes ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Layout, Blockers ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Layout, Arenas ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Layout, Hives &amp;amp; LZs ===&lt;br /&gt;
Dropship terminals don’t have to be on or next to the landing zone directly like Sorokyne or LV, but they do need to be in an obvious place so that Queen players, new or old, do not get confused when attempting a hijack operation. CORSAT is a good example of non-traditional LZ computer placement, it’s in an office off to the side labelled flight control in clear view of the LZ.&lt;br /&gt;
&lt;br /&gt;
=== Layout, Resource Nodes ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Pipes, as a hive-way ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Survivors, (and their Loot) ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Advanced Map Components ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Creator ===&lt;br /&gt;
For the full guide on how to create nightmare inserts and how they work see:&lt;br /&gt;
https://github.com/cmss13-devs/cmss13/blob/master/maps/Nightmare/doc/Quickstart.md&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are Nightmare inserts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nightmare inserts are variations to different locations on the map that occur based on a random chance, The most common example is the fog on LV, By default the fog is full but nightmare inserts might create a hole in the fog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprinkles vs Variations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Variations are a group of nightmare inserts, usually regarding the same location. The nightmare insertion system will only pick &#039;&#039;&#039;one&#039;&#039;&#039; of the inserts in a variation group.&lt;br /&gt;
&lt;br /&gt;
Sprinkles however are independent inserts that might or might not happen, however are not dependent on if other spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to create Nightmare inserts?:&#039;&#039;&#039;&lt;br /&gt;
* Open StrongDMM (SDMM) and choose a map and where you want to make a nightmare insert. &lt;br /&gt;
* Once you have chosen your desired area take the measurements.&lt;br /&gt;
* Create a new map file based on the measurements.&lt;br /&gt;
* On the new map file replace the areas of the insert with /area/noop_template and turfs you don&#039;t want with /turf/noop_template.&lt;br /&gt;
* Actually map in the insert.&lt;br /&gt;
* Save the insert with the following format: SpawnChance.InsertName.dmm (So if you want a 40% spawn chance you put 40.InsertName.dmm).&lt;br /&gt;
* Put the .dmm file inside the sprinkles folder of the map you want it for.&lt;br /&gt;
* Put a /obj/effect/landmark/nightmare in the bottom left corner of your original measurements on your chosen map. The landmark represents the bottom left part of your insert so if it is in the wrong place, your insert will spawn wrong.&lt;br /&gt;
* Change the landmark&#039;s insert_tag to your insert&#039;s name (If your insert is named 10.EasternGap.dmm, Your insert tag would be EasternGap)&lt;br /&gt;
* That&#039;s it!&lt;br /&gt;
&lt;br /&gt;
== Part 3: Map Detailing ==&lt;br /&gt;
&lt;br /&gt;
=== Using the Zoo ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Theming ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Detail Density ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Environmental Storytelling ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Custom Assets ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Getting Creative... ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Frequent Questions &amp;amp; Mistakes =&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=33869</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=33869"/>
		<updated>2024-10-27T23:42:50Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
#wpTextbox1 {&lt;br /&gt;
  width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.tooltipshown {&lt;br /&gt;
    position:relative&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltiptext {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    display: block;&lt;br /&gt;
    z-index: 2;&lt;br /&gt;
    width: 250px;&lt;br /&gt;
    padding: 10px;&lt;br /&gt;
    visibility: hidden;&lt;br /&gt;
    opacity: 0;&lt;br /&gt;
    white-space: normal;&lt;br /&gt;
    text-align: left;&lt;br /&gt;
    transition: all 0.2s;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    background-color: #333333;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltipshown:hover &amp;gt; .tooltiptext {&lt;br /&gt;
    visibility: visible;&lt;br /&gt;
    opacity: 1&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabs-input {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pt-createaccount {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pt-anonuserpage:after {&lt;br /&gt;
    content: &amp;quot;Click below to log in with CM-SS13 forums.&amp;quot;;&lt;br /&gt;
    display: block;&lt;br /&gt;
    padding-top: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.citizen-body img {&lt;br /&gt;
    image-rendering: pixelated&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* mw.loader.load(&#039;//kit.fontawesome.com/90136e7f9b.js&#039;) */&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Discord_Verification&amp;diff=33863</id>
		<title>Discord Verification</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Discord_Verification&amp;diff=33863"/>
		<updated>2024-10-27T22:11:55Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 | PrimaryColor = #A6611A&lt;br /&gt;
 | SecondaryColor = &lt;br /&gt;
 | HeaderContent = Certification Requirements&lt;br /&gt;
 | SubContent = You will need at least 180 minutes of living time in game before being able to complete this process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Never Certified before=&lt;br /&gt;
If you&#039;re attempting to appeal a ban, you will not be able to join the Discord server. Ban appeals are handled entirely through our forums, which you can find [https://forum.cm-ss13.com here].&lt;br /&gt;
# Connect to CM-SS13 and click on the &#039;&#039;&#039;OOC tab.&#039;&#039;&#039;&lt;br /&gt;
# Click the &#039;&#039;&#039;Discord Certification&#039;&#039;&#039; button.&lt;br /&gt;
# Copy the command - it will look similar to this: &amp;lt;pre&amp;gt;/certify this-isan-example-code-donotusethis-oriwilllaughatyou&amp;lt;/pre&amp;gt;&lt;br /&gt;
# Send this as a command in the #the-dropship channel on discord.&lt;br /&gt;
# If Certification is successful, you will get the &amp;quot;Verified BYOND&amp;quot; role.&lt;br /&gt;
# If you can&#039;t see other channels and the bot puts out an error message that you don&#039;t understand, contact @Discord Staff for assistance.&lt;br /&gt;
&lt;br /&gt;
= Certified before=&lt;br /&gt;
# Use this command in #the-dropship: &amp;lt;pre&amp;gt;/certify&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You will be certified as long as you had a previous valid certification on your current Discord account.&lt;br /&gt;
&lt;br /&gt;
=New Discord account, but previously Certified =&lt;br /&gt;
# Contact @Discord Staff for assistance.&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/SupplyPack&amp;diff=33862</id>
		<title>Template:Autowiki/SupplyPack</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/SupplyPack&amp;diff=33862"/>
		<updated>2024-10-27T07:06:24Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Autowiki-{{{icon}}}.png|64px |link=]]&amp;lt;br&amp;gt;{{{name}}}&lt;br /&gt;
|{{{cost}}} Dollars.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*{{{contents}}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AutoWiki]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Git&amp;diff=33438</id>
		<title>Guide to Git</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Git&amp;diff=33438"/>
		<updated>2024-10-13T14:54:36Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Guide to Git = &lt;br /&gt;
&lt;br /&gt;
== Setting up your Coding Environment ==&lt;br /&gt;
&lt;br /&gt;
Though you can use DreamMaker, and external Git software, for modifying your code and maps, all modern SS13 tooling is set up for Visual Studio Code, so it is highly recommended. You can jump to variable definitions, procs and atoms with ease.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Downloading Visual Studio Code ===&lt;br /&gt;
&lt;br /&gt;
Visual Studio Code is a free code editor (from Microsoft) that you can use to edit, test and publish your code to GitHub. &lt;br /&gt;
&lt;br /&gt;
You can download it from https://code.visualstudio.com/ and run the installer.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Forking the Repository === &lt;br /&gt;
&lt;br /&gt;
Go to https://github.com/cmss13-devs/cmss13, and at the top right, hit “Fork” - you’ll need a GitHub account for this.&lt;br /&gt;
&lt;br /&gt;
[[File:fork.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Follow the prompts that come up, and you’ll have your own copy of the code on GitHub.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Download Git === &lt;br /&gt;
&lt;br /&gt;
You’ll need Git installed to make any changes to the repository. Download it from https://git-scm.com/downloads. &lt;br /&gt;
&lt;br /&gt;
Then, on Visual Studio Code, under the Source Control tab on the left bar - the third option down, you should be presented with the option to “Clone Repository”. &lt;br /&gt;
&lt;br /&gt;
[[File:clone_repo.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Paste the URL of your fork into the box that pops up - this should be in the format of https://github.com/[YOURUSERNAME]/cmss13. Select a folder to download the repo into, and let it run. It may take awhile.&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Download Extensions ===&lt;br /&gt;
&lt;br /&gt;
These extensions to Visual Studio Code will allow the program to read DreamMaker code intelligently and allow you to navigate through the code faster. &lt;br /&gt;
&lt;br /&gt;
You can get them by clicking on the extensions tab - probably the fourth or fifth option, it looks like three boxes with a fourth being added - and downloading all the “Recommended” extensions.&lt;br /&gt;
&lt;br /&gt;
Also - search for and install GitLens. It makes using the source control features of Visual Studio Code much easier.&lt;br /&gt;
&lt;br /&gt;
[[File:recommended_extensions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Configuring Language Client ===&lt;br /&gt;
Debugging features like breakpoints rely on the language server to be installed and working.&lt;br /&gt;
&lt;br /&gt;
* Search for &amp;quot;@enabled Language Client&amp;quot; in extensions&lt;br /&gt;
* Click the gear and then Extension Settings&lt;br /&gt;
* Enable Auto Update&lt;br /&gt;
* Add/update the Byond Path to your BYOND installation folder (will be a folder with unist.exe and 6 other folders)&lt;br /&gt;
* Restart Visual Studio Code&lt;br /&gt;
&lt;br /&gt;
Auto Update will ensure you have the latest version of the language server installed in a temporary folder for Visual Studio Code. A correct path to the BYOND installation folder will allow the language server to compile and parse the code.&lt;br /&gt;
&lt;br /&gt;
NOTE: As of writing, BYOND 515.1633+ is functional with the language client server (dm-langserver 1.8.0+19 using auxtools commit: v2.3.3).&lt;br /&gt;
[[File:Language Client Settings.png|655x655px]]&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Finishing Up ===&lt;br /&gt;
&lt;br /&gt;
You’ve now got a complete clone of the CM-SS13 codebase on your local computer!&lt;br /&gt;
&lt;br /&gt;
== Making a Change ==&lt;br /&gt;
&lt;br /&gt;
All changes you make to the code must be done on a new branch. &lt;br /&gt;
&lt;br /&gt;
A branch is another version of your codebase - made from your “master” branch - which should be identical to the “master” branch present on the main repo - which changes can be made to without affecting your “master” branch.&lt;br /&gt;
&lt;br /&gt;
A “commit” is a save of your changes to the code you’ve made. Every time you “commit” your changes to the branch, you are saving all your changes made so far. All code must be “committed” before it can be sent to the main repository.&lt;br /&gt;
&lt;br /&gt;
To start with making changes, you must make a new branch on your forked repository, from your master branch. Your master branch should never be committed to, and should be a clean state.&lt;br /&gt;
&lt;br /&gt;
Every PR you make should have a new branch. This allows for commits you make on different branches to not affect your other branches, letting you work on multiple projects at once.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Making a New Branch ===&lt;br /&gt;
&lt;br /&gt;
Press Control + Shift + P to bring up the Command Pallet. This allows you to control Visual Studio Control easily, but we want the command “Create branch from...”. Type that in and press enter to run it. Give your branch a name - like new-helmet. Select which branch to make it from - that will be your master branch. &lt;br /&gt;
&lt;br /&gt;
[[File:create_branch_from.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Then, switch to this branch. You can do this at the bottom of the Source Control tab, under the Branches title - you might have to click on it to show all your branches. Right click on your new branch, and select the option to switch to it.&lt;br /&gt;
&lt;br /&gt;
[[File:switch_branch.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Now, you can make whatever changes you like, and you can commit them to this branch without altering your master branch.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Modifying the Code ===&lt;br /&gt;
&lt;br /&gt;
Now, if you make any change to any file within the repo, Git will notice and add it to the modified files in the Source Control tab.&lt;br /&gt;
&lt;br /&gt;
You can make a simple change - such as altering an item description - just to see your code changes reflected in game. To find an item, use the Search tab on the left - the magnifying glass - and type in the name or description if the item as it is in game.&lt;br /&gt;
&lt;br /&gt;
[[File:searching.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once you’ve made this change, it’ll be noticed at the top of the Source Control tab.&lt;br /&gt;
&lt;br /&gt;
[[File:changes.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Testing your Code ===&lt;br /&gt;
&lt;br /&gt;
Press F5 - this will start your code with the debugger attached. This will automatically pause the server and tell you when an error - usually known as a runtime - occurs.&lt;br /&gt;
&lt;br /&gt;
You can press Control-F5 to start without the debugger.&lt;br /&gt;
&lt;br /&gt;
Then, at the bottom right of your Windows interface, click the chevron to view your hidden processes. Click on the green DreamDaemon circle, and you can see the server process that has booted up. Then, on the World tab at the top, press Join. This will log you in to the server, where you will automatically have full Admin permissions.&lt;br /&gt;
&lt;br /&gt;
Find your item in game - or spawn it in with the admin game-panel - and it should have the changes you’ve made in the code. If it doesn’t- you probably didn’t save the file. Terminate the server using the stop button on Visual Studio Code or by right clicking on the DreamDaemon process and pressing Stop.&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Setting up Git to Commit ===&lt;br /&gt;
In order to be able to commit changes, Git needs to know who you are. This requires an email and a username - in most cases, your username should be the same as your GitHub username. The email address can be either an email you&#039;re okay with people knowing - or the private email provided by GitHub. This can be obtained at [https://github.com/settings/email https://github.com/settings/emails] under the &amp;quot;Keep my email address private&amp;quot; setting. &lt;br /&gt;
&lt;br /&gt;
Then, you need to open a new Terminal window inside Visual Studio Code. Using the top bar, navigate to &#039;Terminal&#039; and &#039;New Terminal&#039;. A window should appear at the bottom of your screen, containing a command line interface. Run the following commands:&amp;lt;pre&amp;gt;&lt;br /&gt;
git config --global user.email &amp;quot;your@email.here&amp;quot;&lt;br /&gt;
git config --global user.name &amp;quot;yourusernamehere&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Committing your Changes ===&lt;br /&gt;
&lt;br /&gt;
At the top of the Source Control tab, your modified file should be under “Changes”. Hover over the file name you have modified, and press the Plus symbol - or do the same over the Changes button to “stage” your changes.&lt;br /&gt;
&lt;br /&gt;
[[File:example_commit.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once your changes have been “staged”, they have been selected to be committed. You can give it a commit message on the box with “Message”, and press the tick at the top to commit those changes.&lt;br /&gt;
&lt;br /&gt;
[[File:example_stage.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once this has been completed, you’ve committed your changes locally - but they have not been published to your GitHub fork.&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Publishing to GitHub ===&lt;br /&gt;
&lt;br /&gt;
This is quite simple. On the Source Control tab, you should now see the “Publish Branch”. This will publish your branch, along with your changes, to your fork on GitHub. You can navigate to it on the web to see these changes.&lt;br /&gt;
&lt;br /&gt;
[[File:publish_branch.png|400px]]&lt;br /&gt;
&lt;br /&gt;
If you make any further changes to this branch and commit them, you will see the “Sync Changes” option instead. This does the same thing - “pushing” all your changes to your fork on GitHub.&lt;br /&gt;
&lt;br /&gt;
[[File:example_sync.png|400px]]&lt;br /&gt;
&lt;br /&gt;
== Making a Pull Request ==&lt;br /&gt;
&lt;br /&gt;
A “pull request” is a *request* for the main repository to *pull* - or more accurately, merge - the contents of your branch into the master branch. This process allows for code to be tested and reviewed by maintainers/developers, before being merged into the master branch.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Navigating the Web Interface ===&lt;br /&gt;
&lt;br /&gt;
Head to your repository on GitHub - not the main CM-SS13 repo. Then, click on “master” and type in the name of your branch. &lt;br /&gt;
&lt;br /&gt;
[[File:navigating_github_create_pr.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Hit “Contribute” on the right, and it’ll bring up the option to Create Pull Request. Clicking on this automatically sets the merge as being from your branch to the master branch at the main CM-SS13 repository.&lt;br /&gt;
&lt;br /&gt;
[[File:auto_merge.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Hopefully, there&#039;s no merge conflicts, and it gives the happy green &amp;quot;Able to automatically merge&amp;quot; - however, if someone else has changed code you&#039;re changing in your PR after you made the branch for this feature, you&#039;ll need to manually deconflict the files. Read on for more about merge conflicts.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Creating the Pull Request ===&lt;br /&gt;
&lt;br /&gt;
Give your PR a good title - this will be the message of the commit to the main branch containing all your code.&lt;br /&gt;
&lt;br /&gt;
[[File:title.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then, fill in the PR description, including a descriptive changelog. Put your BYOND username next to the first :cl: to ensure you are accurately credited.&lt;br /&gt;
&lt;br /&gt;
[[File:changelog.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then, hit Create Pull Request (or don’t, if you’re uselessly changing one description as a test). &lt;br /&gt;
&lt;br /&gt;
[[File:create_pull_request.png|800px]]&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Code Review ===&lt;br /&gt;
&lt;br /&gt;
GitHub will automatically run some tests on your code, which may fail, resulting in you having to change your code. The developers will review your code, and may also request changes. That&#039;ll look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:github_checks.png|800px]]&lt;br /&gt;
&lt;br /&gt;
In order to carry out the changes, simply make the changes on your branch on your local repository, and press “Sync Changes”, this will automatically update the PR.&lt;br /&gt;
&lt;br /&gt;
If a developer has marked your PR as a draft, you will have to mark it as being ready for review. You can do this at the bottom of the web interface on your PR.&lt;br /&gt;
&lt;br /&gt;
== Staying in Sync ==&lt;br /&gt;
&lt;br /&gt;
As other PRs are merged into the repository, your branch will slowly become out of date. This will become an issue over time, as you modify code that has been changed by another recent PR, and you find conflicts that didn’t need to happen.&lt;br /&gt;
&lt;br /&gt;
To avoid this, regularly go to your master branch of your fork on the web interface, and press “Sync fork” and &amp;quot;Update branch&amp;quot;, to add all the commits recently merged to your fork.&lt;br /&gt;
&lt;br /&gt;
[[File:update_branch.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Then, on Visual Studio Code, you can “Sync Changes” to update your local copy of the master branch.&lt;br /&gt;
&lt;br /&gt;
Do this regularly to ensure you don’t fall out of date with any changes.&lt;br /&gt;
&lt;br /&gt;
= Appendix =&lt;br /&gt;
&lt;br /&gt;
== Merge Conflicts ==&lt;br /&gt;
When your PR is conflicting with master, this means that there are places that both you and someone else have both altered and a decision has to be made to decide what that file or line of code should be. To begin the process to resolve this, you need to merge upstream/master into your branch. (VSC Source control has an Add Remotes option in the Remotes section of Source Control where you can add the link to the .git of the main repository). This will initiate any merge hooks automatically explained more below.&lt;br /&gt;
&lt;br /&gt;
=== Mapping Conflicts ===&lt;br /&gt;
&lt;br /&gt;
Sometimes mapping conflicts can be handled automatically via a merge hook. Install the git hooks in tools/hooks by hitting “Install.bat” (Windows) or &amp;quot;Install.sh&amp;quot; (Linux). Should a single tile be altered by both you and someone else, a mapping conflict marker will be placed in that location that will cause lint errors and yell in chat. This will help during mapping conflicts by marking areas that are conflicting, allowing you to open an editor (such as StrongDMM) to look for the conflict markers and resolve the issue.&lt;br /&gt;
&lt;br /&gt;
Should a conflict like this occur, you should then open the map editor (StrongDMM) and look for the conflict markers. In text, it will look like the conflict has entirely disappeared - but it *hasn’t* - the MapMerger has just automatically dumped everything from the conflicting branches together in a mess that *you* have to fix.&lt;br /&gt;
&lt;br /&gt;
=== DMI (Icon File) Conflicts ===&lt;br /&gt;
&lt;br /&gt;
Just like with mapping conflicts these conflicts can often be handled automatically via a merge hook. Install the git hooks in tools/hooks by hitting “Install.bat” (Windows) or &amp;quot;Install.sh&amp;quot; (Linux). More often than not any new icons that someone else added will just be appended to the end of the file. But if both you and someone else alter the same icon_state of something, that will have to be manually resolved. In this situation just open up the DMI file in either Dreamaker or VSC&#039;s DMI Editor and adjust it as needed. Ultimately use the IDB (Icon Diff Bot) checks to double check you haven&#039;t unintentionally removed a icon_state someone added.&lt;br /&gt;
&lt;br /&gt;
=== Code Conflicts ===&lt;br /&gt;
&lt;br /&gt;
There is no hook to automatically handle code conflicts. Find the conflict markers in conflicting files indicated with a bunch of &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; and &amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;. VSC should make this obvious, and in some cases, deconflict the files itself. Where it fails to do so, you will need to remove the conflict markers and add the code together from both branches as applicable. Be sure to test if the changes work. For more information see https://code.visualstudio.com/docs/sourcecontrol/overview#_merge-conflicts&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
&lt;br /&gt;
=== Branch ===&lt;br /&gt;
&lt;br /&gt;
A version of your fork that you can freely commit changes to without affecting other branches.&lt;br /&gt;
&lt;br /&gt;
=== Commit ===&lt;br /&gt;
&lt;br /&gt;
A change to a branch, can be of any size from a single space added to one file to completely rewriting the entire repository.&lt;br /&gt;
&lt;br /&gt;
=== Fork ===&lt;br /&gt;
&lt;br /&gt;
A copy of the CM-SS13 repository that you own, and can make whatever changes to that you like without impacting the main repo.&lt;br /&gt;
&lt;br /&gt;
=== Repository ===&lt;br /&gt;
&lt;br /&gt;
Often known as a repo. Ours contains all of the code, maps and assets for CM-SS13.&lt;br /&gt;
&lt;br /&gt;
=== PR ===&lt;br /&gt;
&lt;br /&gt;
Pull Request - a request for the main repository to merge the changes present in one of the branches of your fork into the master branch of the main, upstream repository.&lt;br /&gt;
&lt;br /&gt;
=== Merge ===&lt;br /&gt;
&lt;br /&gt;
Where all the commits from a branch are applied to another branch. For example, merging your origin branch containing a new feature to an upstream master branch.&lt;br /&gt;
&lt;br /&gt;
=== Merge Conflicts ===&lt;br /&gt;
&lt;br /&gt;
Where two branches from separate contributors have touched the same code, when one of them is merged, you will have a conflict preventing automatic merging. This involves manually fitting the code together, allowing both changes to exist without overwriting either.&lt;br /&gt;
&lt;br /&gt;
=== Remote ===&lt;br /&gt;
&lt;br /&gt;
A remote is a version of your repository that is not stored on your computer - such as on GitHub. This includes both your fork and the upstream, main CM-SS13 repo.&lt;br /&gt;
&lt;br /&gt;
=== Origin ===&lt;br /&gt;
&lt;br /&gt;
This will be your fork of the CM-SS13 repository.&lt;br /&gt;
&lt;br /&gt;
=== Upstream ===&lt;br /&gt;
&lt;br /&gt;
The upstream of your fork will be the main CM-SS13 repo. Think of changes flowing down a stream from the main repo to your fork when you “Fetch Upstream”.&lt;br /&gt;
&lt;br /&gt;
=== Git ===&lt;br /&gt;
&lt;br /&gt;
The version control system used by CM-SS13, allowing us to synchronise changes being made by many different contributor - and easily go back if something goes wrong.&lt;br /&gt;
&lt;br /&gt;
=== Diff ===&lt;br /&gt;
&lt;br /&gt;
Shows the changes between the current copy of the code and the new code that you have committed.&lt;br /&gt;
&lt;br /&gt;
=== VSC / VS Code === &lt;br /&gt;
&lt;br /&gt;
Visual Studio Code, the text editor we use for DM development.&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=33424</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=33424"/>
		<updated>2024-10-09T16:46:51Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Main Page/Shared}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Logo.png|link=http://cm-ss13.com]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p align=center&amp;gt;CM-SS13 is a heavily modified [http://www.byond.com/games/Exadv1/SpaceStation13 SS13] server inspired by the &#039;&#039;[http://en.wikipedia.org/wiki/Aliens_(film) Aliens]&#039;&#039; film and built from [https://bay.ss13.me/ Baystation 12]. If you&#039;re new to Space Station 13, check out our [[Space Station 13 Guide]]. &amp;lt;b&amp;gt;We are not in any way affiliated with Fox/Disney, or the Aliens IP.&amp;lt;/b&amp;gt; This is an entirely fan-made project.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p align=center&amp;gt;This wiki is entirely community made - you just need to [https://cm-ss13.com/w/index.php?title=Special:UserLogin&amp;amp;returnto=Main+Page sign up] to get started!&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Main page/search}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-content&amp;quot; class=&amp;quot;home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-marines&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Marines&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine_Quickstart_Guide | Quickstart Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marines | About the Marines]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Responders | Response Teams]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine_Equipment | Marine Equipment]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Requisitions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Standard Operating Procedure]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine Law]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Rank]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-xenos&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Xenos&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Xeno_Quickstart_Guide | Quickstart Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Aliens | About the Aliens]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Hives]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Pheromones]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Strains]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/5/53/Evolution.png Evolution Diagram] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-other-factions&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Other Factions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Hunters]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[UPP]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[The Colonial Liberation Front | CLF]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Weyland Yutani&#039;s PMCs | PMCs]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[The Colonial Marshal Bureau | Colonial Marshal Bureau]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Dutch&#039;s Mercenary Team | Dutch&#039;s Dozen]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Military Contractors | VAIPO Mercenaries]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-guides&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Guides&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://forum.cm-ss13.com/c/general/guides/22 Gameplay Guides on the Forum]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide to construction | Construction]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide_to_Engineering | Engineering]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[S-52 Fusion Reactor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide to Medicine | Medicine]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Surgery]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Chemistry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Researcher | Research]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide_to_Paperwork| Paperwork]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Drinks]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-maps&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Maps&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/ WEBMAPS]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link home-grid--col2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/5/54/USS_Almayer.png USS Almayer]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/almayer/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/6/6f/LV624.png LV-624]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/lv624/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/1/18/Map_icecolony.png Shivas Snowball]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/shivas/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/7/78/Whiskey_outpost.png Whiskey Outpost]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/whiskey/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/9e/Solaris_Ridge.png Solaris Ridge]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/solaris/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/e/e0/Prison_Station_Science_Annex.png  Fiorina Science Annex]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/fiorina/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/92/Trijent_Dam.png Trijent Dam]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/trijent/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/2/21/Sorokyne_Wiki_Map.jpg  Sorokyne Strata]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/sorokyne/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/0/0d/Kutjevo_a1.jpg Kutjevo Refinery]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/kutjevo/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/b/bb/C_claim.png Chance&#039;s Claim] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/lv522/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/94/New_Varadero.png New Varadero]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/newvaradero/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/6/60/LV759_Hybrisa_Prospera.png LV-759 Hybrisa Prospera &amp;lt;span style=&amp;quot;color:green;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Being Tested)&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/8/8e/CORSAT_Satellite.png CORSAT &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/4/4c/Map_Prison.png Fiorina Cellblocks &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/8/88/Ice_V1.png Ice V1 &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-other&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Other&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Rules]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Helping Out| Wiki Contribution]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Contributing to the Game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[FAQ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Lore_Home|Lore]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Slang]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Alternate Gamemodes]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Macros and Hotkeys]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Space_Station_13_Guide#Keybinds|Keybindings]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;span style=&amp;quot;color:red;font-size:0.7em;font-weight:bold&amp;quot;&amp;gt;(New!)&amp;lt;/span&amp;gt;---&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=33423</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=33423"/>
		<updated>2024-10-09T16:42:03Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Main Page/Shared}}&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;p align=center&amp;gt;CM-SS13 is a heavily modified [http://www.byond.com/games/Exadv1/SpaceStation13 SS13] server inspired by the &#039;&#039;[http://en.wikipedia.org/wiki/Aliens_(film) Aliens]&#039;&#039; film and built from [https://bay.ss13.me/ Baystation 12]. If you&#039;re new to Space Station 13, check out our [[Space Station 13 Guide]]. &amp;lt;b&amp;gt;We are not in any way affiliated with Fox/Disney, or the Aliens IP.&amp;lt;/b&amp;gt; This is an entirely fan-made project.&amp;lt;/p&amp;gt;&lt;br /&gt;
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{{Main page/search}}&lt;br /&gt;
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&amp;lt;div id=&amp;quot;home-content&amp;quot; class=&amp;quot;home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-marines&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Marines&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine_Quickstart_Guide | Quickstart Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marines | About the Marines]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Responders | Response Teams]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine_Equipment | Marine Equipment]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Requisitions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Standard Operating Procedure]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Marine Law]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Rank]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-xenos&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Xenos&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Xeno_Quickstart_Guide | Quickstart Guide]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Aliens | About the Aliens]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Hives]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Pheromones]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Strains]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/5/53/Evolution.png Evolution Diagram] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-other-factions&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Other Factions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Hunters]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[UPP]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[The Colonial Liberation Front | CLF]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Weyland Yutani&#039;s PMCs | PMCs]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[The Colonial Marshal Bureau | Colonial Marshal Bureau]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Dutch&#039;s Mercenary Team | Dutch&#039;s Dozen]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Military Contractors | VAIPO Mercenaries]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-guides&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Guides&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://forum.cm-ss13.com/c/general/guides/22 Gameplay Guides on the Forum]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide to construction | Construction]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide_to_Engineering | Engineering]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[S-52 Fusion Reactor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide to Medicine | Medicine]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Surgery]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Chemistry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Researcher | Research]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Guide_to_Paperwork| Paperwork]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Drinks]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-maps&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Maps&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/ WEBMAPS]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link home-grid--col2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/5/54/USS_Almayer.png USS Almayer]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/almayer/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/6/6f/LV624.png LV-624]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/lv624/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/1/18/Map_icecolony.png Shivas Snowball]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/shivas/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/7/78/Whiskey_outpost.png Whiskey Outpost]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/whiskey/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/9e/Solaris_Ridge.png Solaris Ridge]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/solaris/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/e/e0/Prison_Station_Science_Annex.png  Fiorina Science Annex]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/fiorina/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/92/Trijent_Dam.png Trijent Dam]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/trijent/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/2/21/Sorokyne_Wiki_Map.jpg  Sorokyne Strata]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/sorokyne/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/0/0d/Kutjevo_a1.jpg Kutjevo Refinery]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/kutjevo/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/b/bb/C_claim.png Chance&#039;s Claim] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/lv522/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/9/94/New_Varadero.png New Varadero]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://webmap.affectedarc07.co.uk/maps/cm/newvaradero/ Webmap]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/6/60/LV759_Hybrisa_Prospera.png LV-759 Hybrisa Prospera &amp;lt;span style=&amp;quot;color:green;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Being Tested)&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/8/8e/CORSAT_Satellite.png CORSAT &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[http://cm-ss13.com/w/images/4/4c/Map_Prison.png Fiorina Cellblocks &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;] &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[https://cm-ss13.com/w/images/8/88/Ice_V1.png Ice V1 &amp;lt;span style=&amp;quot;color:red;font-size:0.9em;font-weight:bold&amp;quot;&amp;gt;(Out of Rotation)&amp;lt;/span&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;home-card-other&amp;quot; class=&amp;quot;home-card home-card--col2 home-card--row3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-card__label&amp;quot;&amp;gt;Other&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Rules]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Helping Out| Wiki Contribution]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Contributing to the Game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[FAQ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Lore_Home|Lore]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Slang]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Alternate Gamemodes]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Macros and Hotkeys]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-link__button&amp;quot;&amp;gt;[[Space_Station_13_Guide#Keybinds|Keybindings]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;span style=&amp;quot;color:red;font-size:0.7em;font-weight:bold&amp;quot;&amp;gt;(New!)&amp;lt;/span&amp;gt;---&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CM13_Mapping_Crash_Course&amp;diff=33418</id>
		<title>CM13 Mapping Crash Course</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CM13_Mapping_Crash_Course&amp;diff=33418"/>
		<updated>2024-10-07T10:18:38Z</updated>

		<summary type="html">&lt;p&gt;Harryob: /* Nightmare Creator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=This page is a work in progress.&lt;br /&gt;
|Note=This page is heavily work in progress. Until it is complete, it is suggested to use this guide. https://hackmd.io/@tgstation/SyVma0dS5#Ingredients&lt;br /&gt;
|Color=Cyan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= CM13 Mapping Crash Course =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Disclaimer: BEFORE YOU START!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
This guide assumes you’re using the most recent of StrongDMM, and already have a working&lt;br /&gt;
knowledge of how to use Git, and are familiar with CM13&#039;s general Git Practices. As long as you&lt;br /&gt;
know how Git works, and you have StrongDMM installed you’re ready to start mapping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can learn about Git, and how to use it [https://cm-ss13.com/wiki/Contributing_to_the_Game#Git &#039;&#039;&#039;here&#039;&#039;&#039;].&lt;br /&gt;
* You can read about CM13’s specific Git Practices when they&#039;re finished.&lt;br /&gt;
* You can get a copy of StrongDMM [https://github.com/SpaiR/StrongDMM &#039;&#039;&#039;here&#039;&#039;&#039;].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you’re looking for the guide on how to make Nightmare Creator (NMC) inserts, it will be here when they&#039;re finished.&lt;br /&gt;
You can still use Byond’s map editor, but we strongly recommend you use StrongDMM for your own sanity. If you’re using Byond’s built in map editor, or fastDMM you’ll need to use Map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Merge 2 (hyperlink to how-to-use-section at end of this article) before committing your map(s) to&lt;br /&gt;
Git.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Merge Requests with un-merged maps cannot be accepted. You will need to use MM2 or StrongDMM if you want any chance of submitting a mapping change!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For international readers, this guide is written assuming your keyboard is using the US Standard&lt;br /&gt;
QWERTY Layout. Some keystrokes may be different, or not work entirely. Unfortunately,&lt;br /&gt;
StrongDMM (And Byond’s built in map editor) cannot have their hotkeys rebound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This document is a work in progress, some information may be incorrect, there might be&lt;br /&gt;
typos, and some information outright may be missing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== StrongDMM Reference ==&lt;br /&gt;
==== File commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Open Environment... ||&lt;br /&gt;
Opens a dialogue to locate a compiled DME file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Only one DME may be loaded at a&lt;br /&gt;
time. Loading a DME will close all map&lt;br /&gt;
windows. You will be asked to save all&lt;br /&gt;
unsaved changes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Recent Environments...|| Opens a side menu listing recently opened DME files.&lt;br /&gt;
|-&lt;br /&gt;
| New Map...&#039;&#039;&#039;Ctrl + N&#039;&#039;&#039; || Creates a new map. You will be asked to enter X and Y bounds, as well as the amount of Z levels to include.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;CM13 does not use traditional Z levels, so always enter 1.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Open Map… &#039;&#039;&#039;Ctrl + O&#039;&#039;&#039; || Opens any map on a local hard-disk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Opening a map will open a new map&lt;br /&gt;
window, and will not close any other open&lt;br /&gt;
map windows.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Open Available Map… &#039;&#039;&#039;Ctrl + Shift + O&#039;&#039;&#039;|| Opens any map recognized in the current DME.&lt;br /&gt;
|-&lt;br /&gt;
| Recent Maps || Opens a side menu listing recently opened .dmm files for the currently loaded DME.&lt;br /&gt;
|-&lt;br /&gt;
| Close Map &#039;&#039;&#039;Ctrl + W&#039;&#039;&#039;|| Closes the current map window.&lt;br /&gt;
|-&lt;br /&gt;
| Close All Maps &#039;&#039;&#039;Ctrl + Shift + W&#039;&#039;&#039; || Closes all open map windows.&lt;br /&gt;
|-&lt;br /&gt;
| Save &#039;&#039;&#039;Ctrl + S&#039;&#039;&#039; || Saves current changes to the open map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; &#039;&#039;This will save the currently opened&lt;br /&gt;
map using the map format selected in the&lt;br /&gt;
Preferences window. Make sure to use the&lt;br /&gt;
&#039;&#039;&#039;TGM format&#039;&#039;&#039; always!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2:&#039;&#039;&#039; &#039;&#039;If the currently opened map is of a&lt;br /&gt;
different format than the selected format in&lt;br /&gt;
preferences, it will be saved in the new&lt;br /&gt;
format, even if no changes were made.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Save All &#039;&#039;&#039;Ctrl + Shift + S&#039;&#039;&#039;|| Saves current changes on all maps.&lt;br /&gt;
|-&lt;br /&gt;
| Save As... || Opens a dialogue to save the current map under an alternate title.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;The newly saved version will not be automatically opened in the program. The new file will also not be appended with a valid file extension, you will need to type .dmm yourself in the save dialogue&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Preferences...|| Opens the program Preferences window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Make sure you’re configured for CM13&lt;br /&gt;
properly.&lt;br /&gt;
|-&lt;br /&gt;
| Exit &#039;&#039;&#039;Ctrl + Q&#039;&#039;&#039; || Exits the program.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;This closes all map windows, you will&lt;br /&gt;
be asked to save all unsaved changes before&lt;br /&gt;
quit.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Edit Commands ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Undo &#039;&#039;&#039;Ctrl + Z&#039;&#039;&#039;|| Moves a step back in edit history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;One step in edit history is one action,&lt;br /&gt;
click, keystroke, etc, that makes a change to&lt;br /&gt;
the map that can be saved.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Redo &#039;&#039;&#039;Ctrl + Shift + Z&#039;&#039;&#039;|| Moves a step forward in edit history (if there are any available).&lt;br /&gt;
|-&lt;br /&gt;
| Cut &#039;&#039;&#039;Ctrl + X&#039;&#039;&#039;|| Removes the current selection from the map, and adds it to the clipboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Cut only removes content from the&lt;br /&gt;
currently enabled layers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copy &#039;&#039;&#039;Ctrl + C&#039;&#039;&#039; || Copies the current selection of the map, and adds it to the clipboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Copy only copies content from the&lt;br /&gt;
currently enabled layers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Paste &#039;&#039;&#039;Ctrl + V&#039;&#039;&#039; || Pastes the current clipboard at the turf closest to the cursor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;The clipboard is always pasted relative&lt;br /&gt;
to the bottom left corner of the clipboard&lt;br /&gt;
selection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Delete &#039;&#039;&#039;Delete&#039;&#039;&#039; || Deletes the current selection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;Delete only removes objects from the&lt;br /&gt;
currently enabled layers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Deselect All &#039;&#039;&#039;Ctrl + D&#039;&#039;&#039;|| Deselects the current selection.&lt;br /&gt;
|-&lt;br /&gt;
| Set Map Size... || Opens a dialogue that allows you to edit the X and Y bounds of the map, as well as add or subtract additional Z layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1&#039;&#039;&#039;: CM13 does not make use of Z layers&lt;br /&gt;
in its map files, as such you shouldn’t need to&lt;br /&gt;
ever touch this option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;: There is no 0,0 coordinate, the origin&lt;br /&gt;
coordinate is 1,1 located in the bottom left&lt;br /&gt;
corner of the map&lt;br /&gt;
|-&lt;br /&gt;
| Find Instance… &#039;&#039;&#039;Ctrl + F&#039;&#039;&#039; || Opens a dialogue that allows you to find all&lt;br /&gt;
instances of a certain typepath. Once an object or instance is found, the search results menu will appear, allowing you to jump to each located object, as well as replace the objects via typepath substitution.&lt;br /&gt;
&lt;br /&gt;
Note: This dialogue also functions as the&lt;br /&gt;
Find and Replace function native to Byond’s&lt;br /&gt;
Map Editor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Options Command ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Layers Filter... || Opens up the Layer Filter menu. Checking the box next to a typepath, enables it. Unmarked boxes are disabled. Permits precise filtering of typepaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Layer in mapping terms refers to Areas, Turfs, Objects, and Mobs, and aids in filtering what needs to be viewed while mapping. What actually controls how objects layer in game, is the layer variable locally stored on objects.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Area Ctrl + 1 || Toggles the Areas “Layer” appearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Area Layer is never rendered in&lt;br /&gt;
game, and can obstruct the cursor during the&lt;br /&gt;
mapping process if not disabled.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Turf Ctrl + 2 || Toggles the Turf Layer appearing.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Object Ctrl + 3 || Toggles the Object Layer appearing.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Mob Ctrl + 4  || Toggles the Mob Layer appearing.&lt;br /&gt;
|-&lt;br /&gt;
| Frame Areas || When enabled, draws a white frame at and&lt;br /&gt;
around Area borders, scaling with viewport&lt;br /&gt;
zoom level.&lt;br /&gt;
|-&lt;br /&gt;
| Synchronize Maps View || When enabled, forces all open map windows&lt;br /&gt;
viewport cameras to mirror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This is used to match Z levels together&lt;br /&gt;
across map files, since CM13 doesn’t use Z&lt;br /&gt;
levels like this, you probably won’t need this&lt;br /&gt;
option.&lt;br /&gt;
|-&lt;br /&gt;
| Screenshot...  || Opens the Screenshot dialogue, allowing you&lt;br /&gt;
to export either the full view of map, or the&lt;br /&gt;
current selection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1&#039;&#039;&#039;: The “Full” screenshot option does not&lt;br /&gt;
work, and renders a black image. To export&lt;br /&gt;
your entire map, make a full map selection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;: The Area Layer, and white borders&lt;br /&gt;
from the Frame Areas option will not be&lt;br /&gt;
rendered in the screenshot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 3&#039;&#039;&#039;: The .png file extension needs to be&lt;br /&gt;
manually typed in the save dialogue. It will&lt;br /&gt;
not auto-append. This does not affect the&lt;br /&gt;
saving process.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Window Commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Reset Windows &#039;&#039;&#039;F5&#039;&#039;&#039; || Moves all floating UI windows to their default&lt;br /&gt;
positions.&lt;br /&gt;
|-&lt;br /&gt;
| Fullscreen &#039;&#039;&#039;F11&#039;&#039;&#039; || Makes the application fullscreen, or&lt;br /&gt;
windowed if already fullscreen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Help Commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Changelog... || Opens up the Changelog window.&lt;br /&gt;
|-&lt;br /&gt;
| About... || Displays Copyright Information, Program&lt;br /&gt;
License, and Revision #.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Viewport Controls ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Drag Viewport &#039;&#039;&#039;MMB&#039;&#039;&#039;|| Drags the viewport relative to cursor&lt;br /&gt;
movement.&lt;br /&gt;
|-&lt;br /&gt;
| Adjust Viewport ← → ↑ ↓ / &#039;&#039;&#039;Arrow Keys&#039;&#039;&#039;|| Moves the viewport one tile distance in the&lt;br /&gt;
direction pressed regardless of zoom level.&lt;br /&gt;
|-&lt;br /&gt;
| Zoom Viewport &#039;&#039;&#039;Scroll Up / Down, Ctrl + +,&lt;br /&gt;
Ctrl + -&#039;&#039;&#039;|| Zooms the viewport in or out relative to the&lt;br /&gt;
tile closest to the cursor. There are 14 zoom levels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mapping Hotkeys ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Place Object &#039;&#039;&#039;LMB&#039;&#039;&#039; || Places the Active Object on the tile beneath&lt;br /&gt;
the cursor. The Active Object will be placed&lt;br /&gt;
above all other existing objects of its type. If&lt;br /&gt;
the Active Object is a turf, it will replace the&lt;br /&gt;
current turf on the tile.&lt;br /&gt;
|-&lt;br /&gt;
| Delete Topmost Object &#039;&#039;&#039;Ctrl + LMB&#039;&#039;&#039;|| Deletes the top most object on the clicked&lt;br /&gt;
turf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only deletes objects from enabled&lt;br /&gt;
layers.&lt;br /&gt;
|-&lt;br /&gt;
| Make Active Object &#039;&#039;&#039;Shift + LMB&#039;&#039;&#039;|| Makes the currently highlighted object the&lt;br /&gt;
Active Object. Only works on enabled layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: StrongDMM uses the term Active&lt;br /&gt;
Object and Selected Object interchangeably.&lt;br /&gt;
This guide will use the term Active Object for&lt;br /&gt;
all instances of Selected Object for clarity’s&lt;br /&gt;
sake.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Edit Menu &#039;&#039;&#039;RMB&#039;&#039;&#039; || Brings up a menu containing most all of the&lt;br /&gt;
Edit Commands. This menu also contains all&lt;br /&gt;
objects on the clicked turf, including one’s on&lt;br /&gt;
disabled layers. You can edit objects from&lt;br /&gt;
here as well.&lt;br /&gt;
|-&lt;br /&gt;
| Edit Object &#039;&#039;&#039;Shift + RMB&#039;&#039;&#039; || Opens up the variables window of the&lt;br /&gt;
highlighted object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: All edits made to variables generate&lt;br /&gt;
new instances, even if all edits were made at&lt;br /&gt;
the same time! Unused instances are cleared&lt;br /&gt;
when the map is saved. Don’t worry about&lt;br /&gt;
making extras.&lt;br /&gt;
|-&lt;br /&gt;
| Delete Object &#039;&#039;&#039;Ctrl + Shift + LMB&#039;&#039;&#039; || Deletes the highlighted object.&lt;br /&gt;
|-&lt;br /&gt;
| Replace with Active Object &#039;&#039;&#039;Ctrl + Shift + RMB&#039;&#039;&#039; || Replaces the highlighted object with the&lt;br /&gt;
Active Object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This command, in-editor is called&lt;br /&gt;
Replace with Selected Object.&lt;br /&gt;
|-&lt;br /&gt;
| Reset To Default || Resets the clicked object to its most basic&lt;br /&gt;
form, removing all instance edits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only available through the Quick Edit Menu.&lt;br /&gt;
|-&lt;br /&gt;
| Tile Mode &#039;&#039;&#039;1&#039;&#039;&#039;|| Changes placement mode to single tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This is the closest you’ll get to a brush&lt;br /&gt;
tool in StrongDMM.&lt;br /&gt;
|-&lt;br /&gt;
| Fill Mode &#039;&#039;&#039;2&#039;&#039;&#039;|| Changes placement mode to square&lt;br /&gt;
selections using &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Selection Mode &#039;&#039;&#039;3&#039;&#039;&#039;|| Changes mode to Selection only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Selection Mode has its own unique&lt;br /&gt;
mouse behaviors, listed below.&lt;br /&gt;
|-&lt;br /&gt;
| Select Area &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039;|| Selects a square area relative to the initial&lt;br /&gt;
click, and where the cursor is dragged. The&lt;br /&gt;
selection will be highlighted and given a&lt;br /&gt;
green border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only selects objects from enabled&lt;br /&gt;
layers.&lt;br /&gt;
|-&lt;br /&gt;
| Move Area &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039;|| Moves the selected area relative to the&lt;br /&gt;
cursor, overwriting tile contents when &#039;&#039;&#039;LMB&#039;&#039;&#039; is&lt;br /&gt;
released, and leaving blank space where the&lt;br /&gt;
original selection was made.&lt;br /&gt;
|-&lt;br /&gt;
| Edit Direction / Dir Slider|| Allows manipulation of an object’s cardinal&lt;br /&gt;
direction in the form of a slider, creating an&lt;br /&gt;
instance if required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only available through the Quick Edit&lt;br /&gt;
Menu. Can also be done through Variable&lt;br /&gt;
Edits.&lt;br /&gt;
|-&lt;br /&gt;
| Nudge X/Y-Axis || Allows manipulation of an object’s offset via&lt;br /&gt;
Step, or Pixel, from its origin on a tile,&lt;br /&gt;
creating an instance if required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1&#039;&#039;&#039;: Only available through the Quick Edit&lt;br /&gt;
Menu. Can also be done through Variable&lt;br /&gt;
Edits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;: Never, ever edit Step_X or Step_Y.&lt;br /&gt;
The default nudge type can be set in the&lt;br /&gt;
Preferences window.&lt;br /&gt;
|-&lt;br /&gt;
| Move To Top / Bottom || Sends an object to the top, or bottom, in&lt;br /&gt;
terms of Byond sorting, of the same type.&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only available through the Quick Edit&lt;br /&gt;
Menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Instance Commands ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Find Instance On Map || Brings up the instance locator menu, as well&lt;br /&gt;
as the search results. The instance locator&lt;br /&gt;
menu can be used to locate instances&lt;br /&gt;
identical to the one you’ve got selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: You’ll need to manually define the&lt;br /&gt;
search rectangle though, as it’ll default to the&lt;br /&gt;
single tile you have selected.&lt;br /&gt;
|-&lt;br /&gt;
| Find Object On Map || Brings up the instance locator menu, as well&lt;br /&gt;
as the search results. Instead of having an&lt;br /&gt;
instance ID entered by default, the typepath&lt;br /&gt;
of the selected object will be searchable&lt;br /&gt;
instead.&lt;br /&gt;
|-&lt;br /&gt;
| New Instance... || Opens up a variable editing window. Any&lt;br /&gt;
changes made to this window will generate a&lt;br /&gt;
new instance in the instance viewer window&lt;br /&gt;
for use later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Instances not placed on a map will be&lt;br /&gt;
deleted upon the next load, and will have to&lt;br /&gt;
be made again if you wish to use them.&lt;br /&gt;
|-&lt;br /&gt;
| Generate Instances from Icon-States || Makes instances of the active object out of all&lt;br /&gt;
other valid icon-states within the icon file the&lt;br /&gt;
active object is derived from.&lt;br /&gt;
|-&lt;br /&gt;
| Generate Instances from Directions || Makes instances of the active object out of&lt;br /&gt;
any valid directional icons stored within its&lt;br /&gt;
original icon-state.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Key Mapping Terms ==&lt;br /&gt;
&#039;&#039;&#039;Tile&#039;&#039;&#039;: Byond maps are giant grids. Each grid mark is a tile. Tiles always contain a space turf, this&lt;br /&gt;
is as empty as a tile can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Object&#039;&#039;&#039;: The object currently selected / active. This is the object you’ll be placing down&lt;br /&gt;
when you click. The object will be viewable in the Environment Tree to the left, and highlighted.&lt;br /&gt;
If you have an instance selected, it will be highlighted in the instance window below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area(s)&#039;&#039;&#039;: Areas are part of how Byond handles maps, and for CM13 it’s how we determine what&lt;br /&gt;
portions of the map are valid for fire missions, what does, and does not require power (and thusAPCs), where resin, tunnels, Xeno Structures, Marine Structures, and other things are allowed&lt;br /&gt;
or disallowed. Areas are never drawn in game. Anywhere without an area will not have lighting,&lt;br /&gt;
and will kill any mob that enters it, just very very slowly. Areas are like the nervous system of a&lt;br /&gt;
map. Without it, maps just don’t function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turf(s)&#039;&#039;&#039;: Turfs are the walls, and the floors that make up the world. There can only be one turf&lt;br /&gt;
per tile. If you’ve managed to get two on one, you’ve made a big mistake. Turfs are like the&lt;br /&gt;
skeleton of a map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-Turf(s)&#039;&#039;&#039;: Floor turfs that dynamically place borders around them when the map loads, or&lt;br /&gt;
when they take damage in game. They look nice, but can get expensive when used en-masse.&lt;br /&gt;
If your map’s tileset is primarily made of Auto-Turfs (Ice Colony and Kutjevo are good examples&lt;br /&gt;
of this), make sure to be sparing on the Decals and other objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open (Turf)&#039;&#039;&#039;: Turfs that aren’t walls. Mobs can move through these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Closed (Turf)&#039;&#039;&#039;: Turfs that are walls. Mobs cannot move through these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invisible Wall Blocker&#039;&#039;&#039;: A type of Object (see below) that acts like an indestructible Closed turf.&lt;br /&gt;
Used to deny access to areas that are out of bounds, but composed of Open turfs.&lt;br /&gt;
Reinforced Wall: Walls that are destructible, but require extra effort to punch through. They can&lt;br /&gt;
only be melted by higher tier Aliens, and stronger explosives (they may need multiple to break).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hull&#039;&#039;&#039;: Walls that are indestructible. Usually denoted in-editor with a different icon. Often the&lt;br /&gt;
subtype of another wall type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;: These are Aliens, Humans, and NPC mobs. Mobs are divided into two categories,&lt;br /&gt;
Carbons, and Simples. Carbons are complex and simulated, while Simples aren’t. For Example,&lt;br /&gt;
Humans and Aliens are Carbon mobs, while Jones and AI Aliens are Simple mobs. Mobs have&lt;br /&gt;
no comparative bodily analogy, sorry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Sorting Layers&#039;&#039;&#039;: In StrongDMM, what is, and isn’t enabled in the viewport is referred to as&lt;br /&gt;
a ‘Layer’, which can be sorted. This isn’t wholly accurate, but it is the term that gets used.&lt;br /&gt;
Sorting Layers are NOT the same as Byond sorting, or CM13’s Object Layers.&lt;br /&gt;
var/layer: This is the CM13 Object Layer, which is used to determine visual hierarchy in terms&lt;br /&gt;
of drawing objects on a tile. Take note, this variable can be edited, though some map instances&lt;br /&gt;
are overwritten upon server initialization, so it doesn’t always work!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Top / Bottom&#039;&#039;&#039;: When numerous objects of the same type are on the same visual layer (not to be&lt;br /&gt;
confused with map sorting layers), some will appear above others and obscure them, this is&lt;br /&gt;
determined by what is on Top, and what is on Bottom. This is what we’ve been referring to asByond Sorting. Since Byond isn’t 3D, Z-fighting isn’t possible, though if that could happen, this is&lt;br /&gt;
what would prevent it. You usually don’t need to mess around with this at all. Players may also&lt;br /&gt;
bring objects to the Top, or Bottom ingame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Object(s)&#039;&#039;&#039;: These are guns, clothing, windows, window frames, and pretty much everything else&lt;br /&gt;
that isn’t a wall or floor. Everything you can interact with (save for mobs), are objects. Objects&lt;br /&gt;
are the meat of a map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: A subtype of Objects, these are a whole host of things, from the holes Aliens melt in&lt;br /&gt;
walls and the acid that gets vomited on items, to the sparks that come off of explosions. You&lt;br /&gt;
shouldn’t be manually placing these unless they’re Decals or Landmarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landmarks&#039;&#039;&#039;: A subtype of Effects, these are map objects that do something when the server&lt;br /&gt;
loads the map, or function as a saved set of coordinates for a specific event (like the CORSAT&lt;br /&gt;
teleporter). You’ll mostly be placing these as spawn points for various factions, and not much&lt;br /&gt;
else save for a few other cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decals&#039;&#039;&#039;: A subtype of Effects, these are non-interactable details on maps. Blood is the most&lt;br /&gt;
common decal. Fun fact: The catwalks on Sorokyne Strata are also decals. Decals get&lt;br /&gt;
expensive when placed en-masse, so try to be sparse with them&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Item&#039;&#039;: A subtype of Objects, these are all the things you, as a player can pick up, ranging from&lt;br /&gt;
clothing and guns to cigarettes and unplanted Alien eggs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structures&#039;&#039;&#039;: A subtype of Objects, these include pretty much anything static (with some&lt;br /&gt;
exceptions) on a map. Some examples include: chairs, lockers, windows, window frames,&lt;br /&gt;
platforms, tall grass bushes, and potted plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machines / Machinery&#039;&#039;&#039;: Machines, a subtype of Structures, are objects (mostly static) that have&lt;br /&gt;
some sort of interaction with other objects. For example, Thermal Generators, APCs, wall lights&lt;br /&gt;
are machines. All atmospheric objects are machines, but they have their own terminology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe&#039;&#039;&#039;: This is what a single pipe object is referred to in terms of Atmospherics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piping&#039;&#039;&#039;: This is what two or more pipe objects that are connected, are referred to in terms of&lt;br /&gt;
Atmospherics. Note: This term should not be confused with the Pipeline, which more&lt;br /&gt;
importantly, refers to the process by which Gitlab, CM13’s code hosting service determines if a&lt;br /&gt;
Merge Request has no compilation conflicts, and passes all supplied unit tests. This is known as&lt;br /&gt;
“Pipeline Passing”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pipe Machine&#039;&#039;&#039;: This is what one unconnected vent, scrubber, valve, cooler, port, etc, is referred&lt;br /&gt;
to in terms of Atmospherics. Anything that isn’t a regular pipe, but can connect to pipes, is a&lt;br /&gt;
pipe machine.Pipenet: This is what when one or more pipes are connected to pipe machines are referred to&lt;br /&gt;
as in terms of Atmospherics. Xenos may freely traverse completed pipenets that have valid&lt;br /&gt;
entrances and exits (Vents and or Scrubbers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powernet&#039;&#039;&#039;: This is the abstract power supply available from all active generators (Thermal /&lt;br /&gt;
Portable) available on a single Z level. Powernets are localized entirely to their Z Level.&lt;br /&gt;
PSU (Power Storage Unit / SMES): This object allows one to meter the power leaving the&lt;br /&gt;
Powernet into machines, while also viewing total available power within the powernet. You need&lt;br /&gt;
to place at least one per Z, preferably near a Generator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator&#039;&#039;&#039;: Usually refers to a G-11 Thermal Generator map object, which when repaired puts&lt;br /&gt;
power into the Powernet for use by PSUs and APCs. You need to place at least one per Z,&lt;br /&gt;
preferably near a PSU and an APC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC (Area Power Controller)&#039;&#039;&#039;: This object allows players to control the interaction between the&lt;br /&gt;
Powernet, and Machines in the local Area (see above) the APC is placed within.&lt;br /&gt;
Spawner: A general term that refers to something (usually a landmark) that makes something&lt;br /&gt;
on map load, and then deletes itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detailing&#039;&#039;&#039;: Refers to the aesthetic qualities of a map, or area in terms of objects, unique turfs,&lt;br /&gt;
and other aesthetic sensibilities, such as color palette, and visual design.&lt;br /&gt;
Detail Density: An aesthetic term that describes how detailed one area is vs another, as&lt;br /&gt;
determined by the amount of objects, unique turfs, and others. It can also be used as a broad&lt;br /&gt;
term to refer to a map as a whole in reference to total detailing, and potentially, performance&lt;br /&gt;
deficits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;.DMM (Dreammaker Map)&#039;&#039;&#039;: The file format that Byond maps are stored in. They’re actually&lt;br /&gt;
plaintext, and can be opened with Notepad, or a code editor of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TGM (TG Map)&#039;&#039;&#039;: TGM is a .DMM format. It stores information in a far more humanly readable&lt;br /&gt;
way, and also allows for Git Conflicts to be resolved in a far less messy manner. Map Merge 2&lt;br /&gt;
converts Byond Maps to TGM. TGM is not an extension type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Merge 2&#039;&#039;&#039;: A python tool that converts Byond maps to TGM format, while also resolving&lt;br /&gt;
conflicts between versions, if any are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dictionary Key (Dict-Key)&#039;&#039;&#039;: Byond stores map information in what are called Dictionary keys&lt;br /&gt;
(dict-keys for short), which are a sequence of three letter characters contained at the bottom of&lt;br /&gt;
the map file in a sequence. Dict-keys are first defined when a new combination of area, turf,object, and mob are placed on a tile. If this specific combination is ever reused, instead of&lt;br /&gt;
defining those lines again (Byond maps are plaintext), the existing Dict-Key is used instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption&#039;&#039;&#039;: Your map got done fucked up son. This happens in pretty much any Byond map&lt;br /&gt;
editor. The Save As function is notorious for corruptions. Make sure to utilize Git Version control&lt;br /&gt;
to ward away the setbacks of a map corruption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dictionary Corruption&#039;&#039;&#039;: Your map’s Dict-Keys have somehow been scrambled or altered.&lt;br /&gt;
Depending on the extent of corruption, can, or cannot be fixed by hand. These are easy to spot&lt;br /&gt;
when the Area Layer is enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Edit (Var-Edit)&#039;&#039;&#039;: Usually refers to the act of editing the variables of an object (the&lt;br /&gt;
information stored within it) in game. However you can also do this in-editor, which leads to&lt;br /&gt;
instancing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instancing&#039;&#039;&#039;: The creation of variants of an object that differentiate from the original because of&lt;br /&gt;
edited or alternative variables. These child objects are called Instances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instance&#039;&#039;&#039;: An object that has different variables than it’s base definition. Not to be confused with&lt;br /&gt;
a Child Object in terms of Object Oriented Programming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typepath&#039;&#039;&#039;: The path of an object in-game and in-editor. Objects further down the typepath are&lt;br /&gt;
Child Objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Tree&#039;&#039;&#039;: This is the set of nested dropdowns of objects, and a visual representation&lt;br /&gt;
of typepaths within the code. Get used to navigating it quickly and efficiently, as that is key to&lt;br /&gt;
successful and intuitive mapping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DME (Dream Maker Executable)&#039;&#039;&#039;: The compiled game binary, used to run servers, and read by&lt;br /&gt;
map editors to know what objects can be placed in maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Window&#039;&#039;&#039;: The tab/window in which a map is currently open. One map window per map.&lt;br /&gt;
Viewport: The actual visuals within the Map Window, these two terms will likely get used&lt;br /&gt;
interchangeable in conversation with maintainers, and this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;.DMI (Dreammaker Image)&#039;&#039;&#039;: PNGs wrapped up in a different file format. These contain all the&lt;br /&gt;
sprites in the game. In the code, DMI files are called as var/Icon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Icon&#039;&#039;&#039;: This is the actual file in which an Icon-State is stored. Icons are typically .DMI filesIcon-State: This is a specific ‘state’ within an Icon. To check what states are valid, you can&lt;br /&gt;
open the DMI, or have StrongDMM generate instances based on Icon-States in the instance&lt;br /&gt;
context menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile Set&#039;&#039;&#039;: A specific set of icons, and code, that combine to create a thematically grouped&lt;br /&gt;
collection of floors and walls. CORSAT, Sorokyne, Prison Station, and Solaris Ridge all have&lt;br /&gt;
their own unique Tile Sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile/Object Palette&#039;&#039;&#039;: An analog to the art term, palette, your object (or tile) palette is the&lt;br /&gt;
collection of frequently used tiles (and objects) that make up your map. Distinct from a Tile Set,&lt;br /&gt;
in that it’s defined by frequent usage, and not necessarily consistency. For example, water tiles&lt;br /&gt;
and atmospheric pipes are both part of your map’s palette, but aren’t part of a tile set.&lt;br /&gt;
&lt;br /&gt;
= Part 1: Using the Editor =&lt;br /&gt;
== Introduction ==&lt;br /&gt;
If you’re starting here and haven’t read anything yet, make sure you go read the disclaimer at&lt;br /&gt;
the top, please, seriously. You won’t get anywhere without making sure you’re following what’s&lt;br /&gt;
said there first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this guide we’ll be using StrongDMM, which is an alternative editor to Byond’s included Map&lt;br /&gt;
Editor (sometimes referred to as BaseDMM). The reason we’ll be using StrongDMM is because&lt;br /&gt;
it is more user friendly, (generally) has better performance, and most importantly, saves natively&lt;br /&gt;
in TGM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Part 1 will walk you through it all, from opening maps and making your first edits to creating&lt;br /&gt;
instances in baby steps. If you’re already experienced with mapping software, or don’t want your&lt;br /&gt;
hand held by a document and its contents, you can probably safely skip over to Part 2: Mapping&lt;br /&gt;
Theory, and make use of the StrongDMM Reference when you need it.&lt;br /&gt;
&lt;br /&gt;
=== 1. Setting up StrongDMM ===&lt;br /&gt;
Before we can get started, we need to configure StrongDMM for CM13. Navigate to the File tab,&lt;br /&gt;
open it up, and click Preferences…&lt;br /&gt;
Make sure to set the Map Save Format drop down to TGM.&lt;br /&gt;
Make sure Sanitize Variables and Clean Unused Keys are also both enabled.&lt;br /&gt;
Lastly, ensure that Nudge Mode is set to pixel_x/pixel_y. Having this option set to&lt;br /&gt;
step_x/step_y will break smooth movement in-game, and we don’t want that.After that’s all set, feel free to fiddle with the settings to your liking.&lt;br /&gt;
When you’re ready to continue, X out of the menu.&lt;br /&gt;
&lt;br /&gt;
=== 2. Navigating Maps ===&lt;br /&gt;
To start things off, let&#039;s open your compiled CM13 DME file (if you don’t know how to do that,&lt;br /&gt;
check out the guide [[Guide to Git|here]]). Navigate to the &#039;&#039;&#039;File&#039;&#039;&#039; tab, and hit &#039;&#039;&#039;Open&lt;br /&gt;
Environment…&#039;&#039;&#039; Once the loading bar at the top of the screen disappears, you should see a&lt;br /&gt;
now populated Environment Tree to the left, and a blank screen. Double check in the upper left,&lt;br /&gt;
it should read “ColonialMarinesALPHA - StrongDMM”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From here, let’s open up a map file. Navigate to the &#039;&#039;&#039;File&#039;&#039;&#039; tab, and hit &#039;&#039;&#039;Open Map&#039;&#039;&#039;. This’ll open a&lt;br /&gt;
Windows Explorer window in the base of your local repository. Head into the &#039;&#039;&#039;Maps&#039;&#039;&#039; folder, and&lt;br /&gt;
select &#039;&#039;&#039;Z.01.LV624&#039;&#039;&#039;. You can open the map by hitting the &#039;&#039;&#039;Open&#039;&#039;&#039; button, or by double clicking.&lt;br /&gt;
&lt;br /&gt;
[[File:MCC Fig1.jpg|left]]Your window should now look something like&lt;br /&gt;
the left. Those funny colors and tiles that say&lt;br /&gt;
‘SW’ over them is the &#039;&#039;&#039;Areas Layer&#039;&#039;&#039;. In CM13,&lt;br /&gt;
&#039;&#039;&#039;Areas&#039;&#039;&#039; are used to control what places need&lt;br /&gt;
power, allow or disallow certain activities,&lt;br /&gt;
such as construction or tunneling, and also&lt;br /&gt;
what places can accept fire missions or CAS&lt;br /&gt;
lasers. For now, we don’t need to pay&lt;br /&gt;
attention to &#039;&#039;Areas&#039;&#039;. They can be safely&lt;br /&gt;
toggled off by hitting &#039;&#039;&#039;Ctrl + 1 (Toggle Area Layer)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might (or might now) see some white outlines around and at the borders of where Areas&lt;br /&gt;
met. These borders will persist even when the Areas layer is disabled. If you find them&lt;br /&gt;
distracting, you can disable them going to the &#039;&#039;&#039;Options&#039;&#039;&#039; tab, and unchecking &#039;&#039;&#039;Frame Areas&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’s still a lot going on in our viewport, but before we can dive into what’s going on, let’s get&lt;br /&gt;
used to navigating the map, and using viewport controls to get around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, let’s use MMB (Middle Mouse Button) to pan around the map. Click in the MMB, and&lt;br /&gt;
release to stop panning. You’ll notice the editor slows down while panning quickly, or when&lt;br /&gt;
panning over areas with lots of objects. This is completely normal, even for more robust&lt;br /&gt;
hardware setups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also Scroll up or down with your mouse wheel (or track pad, gesture commands that&lt;br /&gt;
emulate scrolling also work) to zoom in and out of the viewport. Note, that when you zoom, it all happens relative to where your cursor is, and more specifically, which tile it is hovering over. You’ll pan further when zoomed out more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Panning and zooming are the primary forms of navigating maps in StrongDMM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you’d like to make a more precise viewport adjustment, the arrow keys allow you to move the&lt;br /&gt;
viewport by one tile in the cardinal direction you just pressed. This movement is relative to the&lt;br /&gt;
current viewports positions, and won’t snap the viewport to be turf accurate, it’ll only move the&lt;br /&gt;
viewport the distance of one turf at the current zoom level. There are 14 total zoom levels.&lt;br /&gt;
&lt;br /&gt;
=== Basic Editing ===&lt;br /&gt;
Now that you’re comfy with moving around the map, we’re going to cover barebones editing&lt;br /&gt;
controls. Navigate up to LV River, just north of Hydroponics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For reference, in Byond mapping:&lt;br /&gt;
&lt;br /&gt;
Up - North&lt;br /&gt;
&lt;br /&gt;
Right - East&lt;br /&gt;
&lt;br /&gt;
Left - West&lt;br /&gt;
&lt;br /&gt;
Down - South&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zoom in to the river, and press 2, to change your tile placement mode to Fill. Tile mode, which&lt;br /&gt;
can be activated with 1, can be useful, but we suggest you do the majority of your mapping on&lt;br /&gt;
Fill mode, it becomes far more intuitive the more you use it.&lt;br /&gt;
&lt;br /&gt;
[[File:MCC Fig2.jpg|left]] Right now, you probably don’t have an Active Object, which is to say if you click,&lt;br /&gt;
nothing is going to be placed down. To change that, hold Shift, and then move&lt;br /&gt;
your cursor over one of the “strange trees”. It should highlight green. Left click to&lt;br /&gt;
make it the Active Object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC Fig3.jpg|right]] Place a few in the river, and then their undo placement with Ctrl + Z (You can also redo with Shift + Ctrl + Z). If you click twice on a tile, even though it doesn’t look like it, two trees will have been placed down. To confirm this, right click the tile. From there, you can highlight the second tree and then delete it. You can fiddle with the Dir and Offset settings, but we won’t be covering those until later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Place two trees in a row next to one another. Now, hold Ctrl, and drag a selection box around them. Ctrl + Drag, on Fill and Select Mode, deletes the topmost objects of the selected type on a tile. The selected type does NOT refer to the Active Object, rather only if you have an Area, Turf, Object, or Mob as the Active Object. Top most deletion is handy when you need to quickly clear an area of a lot of objects, but not all of them. The last placed object (usually) is the top most object on a tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undo, or place two more trees down. Holding &#039;&#039;&#039;Ctrl + Shift&#039;&#039;&#039;, click on one of them. It should highlight in red. This will delete the object. Deleting this way allows for deletion of any object, turf, mob, or area that’s currently visible. You have to be able to click it to delete it, so if it’s not&lt;br /&gt;
enabled per the Layers Filter, no dice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undo, or place two more trees down. Now, select a new object, such as some of the flowers, or&lt;br /&gt;
one of the reed bushes in the river and make it the Active Object. Go back to one of your trees,&lt;br /&gt;
and this time &#039;&#039;&#039;Ctrl + Shift + RMB&#039;&#039;&#039;, instead of &#039;&#039;&#039;LMB&#039;&#039;&#039;. This will replace the tree with the Active&lt;br /&gt;
Object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Copy, Cut, Paste ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copying, cutting, and pasting are tools that, if used effectively, can greatly speed up the&lt;br /&gt;
mapping process and cut down on the time spent combing the Environment Tree for the right&lt;br /&gt;
object. Combined with picking the Active Object from already placed ones, you might not even&lt;br /&gt;
have to use the environment tree at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before we can copy, cut, or paste, we’re going to need to learn how to use the &#039;&#039;&#039;Selection Mode&#039;&#039;&#039;,&lt;br /&gt;
which can be accessed by pressing &#039;&#039;&#039;3&#039;&#039;&#039;. Notably, you cannot change tile placement and selection&lt;br /&gt;
modes by using the Number Pad on an extended keyboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Selection Mode, the mouse’s basic click functions follow special behaviors. Without any selection, you can LMB + Drag to make a new selection. Repeating the same action, &#039;&#039;&#039;LMB + Drag&#039;&#039;&#039; anywhere within the bounds of the selection will drag the selection relative to the mouse on the tile grid, replacing all content it’s floating over when you release the mouse. If you want to clear your selection, press Ctrl + D. When moving selections, the original tiles will be cleared. Only content on enabled layers will be selected and moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copying, cutting, and pasting work exactly the same in regards to mouse controls. Notably,&lt;br /&gt;
when pasting a selection onto a map, the content will overwrite everything around it. Pastes&lt;br /&gt;
always are relative to the cursor, starting at their origin tile in the bottom left of the selection. If&lt;br /&gt;
you paste a selection while not in Selection Mode, you will not be able to manipulate it after&lt;br /&gt;
pasting, which can be frustrating. As such, make sure you do the most of your Cut, Copy, and&lt;br /&gt;
Paste while in Selection Mode (&#039;&#039;&#039;3&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Instancing Objects ===&lt;br /&gt;
This segment covers the basics of instancing, and only the basics. Advanced instancing is&lt;br /&gt;
something you’ll encounter on a case by case basis, and it’s best to get live help than refer to a&lt;br /&gt;
guide for those cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Firstly, lets get familiar with the concept of instances. What are they, and why do we want to&lt;br /&gt;
use them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;instance&#039;&#039;&#039;  is a variant of an object that is different in any way from its original state. An&lt;br /&gt;
instance is NOT a child object further down the typepath.&lt;br /&gt;
&lt;br /&gt;
Common instances include: renamed items and airlocks, changed item descriptions, APCs and&lt;br /&gt;
NanoMeds offset to appear on walls, and floor tile variants. Mapping without instances can be&lt;br /&gt;
done, but it requires a lot of extra code that isn’t needed. Why define a new child of an object&lt;br /&gt;
that only has a different name, when we can instance the name instead?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instances are stored on a map by map basis, and are not shared between them. However,&lt;br /&gt;
StrongDMM is able to recognize instances between map windows if you have two or more&lt;br /&gt;
open, which can be useful in certain situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC fig4.jpg|left]] Reselect our friend the strange tree. Looking in the bottom left, you’ll spy there are already two instances of the strange tree being used on the map. This bottom left window is the instance viewer. Clicking either of the other instances will display the differing variables to the right of the initial window. You’ll notice the top most instance reads “Empty (instance with initial vars)”. When you&lt;br /&gt;
reset an object to default, it’s this topmost variant of itself that it will return to. Try placing any of&lt;br /&gt;
these instances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let’s make some more instances. Right click any of the three and hit &#039;&#039;&#039;Generate Instances from Icon-States…&#039;&#039;&#039; This should make a bunch new instances for us to screw around with. You can always hit &#039;&#039;&#039;New Instance…&#039;&#039;&#039; if you only want to make one more, though unless you know exactly what you’d like to make, it’s usually a safer bet to generate from icon-states or directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful when generating instances! You’ll notice that a bunch have been made when we hit &#039;&#039;&#039;Generate Instances from Icon-States…&#039;&#039;&#039;, maybe even too many. Some Icon files are very large, and have a lot of icon states shared between objects, turfs, and others. If you need to clear that list, close the map and re-open it. They should be gone when the map gets reloaded in the editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC fig5.jpg|right]] If you have a lot of instances that you are using you can add &#039;&#039;&#039;additional rows&#039;&#039;&#039; to the instance window by clicking on the cog icon (upper right of the window). Let’s cover automatic instancing. Moving south of the river, head over to the medical dome and make one of the folding metal chairs the Active Object. You’ll notice it already has instances of all its directions in the lower left. Moving down the Environment Tree, select the comfy child object. Right click the initial instance, and hit &#039;&#039;&#039;Generate Instances from Directions…&#039;&#039;&#039; Now we have all the cardinal directions of the comfy chair for our mapping leisure. Not all objects have directional variants. When in doubt, you’ll probably have to check the icon file itself. While we can’t open the Icon in StrongDMM (or any map editor for that matter), we can find it easily.&lt;br /&gt;
&lt;br /&gt;
Place down one of the new comfy chair instances anywhere on the map, and right click it. You’ll notice in the right click menu we can see all objects, regardless if their layer is enabled or not. Moving the cursor over the comfy chair will give us some extra options to explore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This right click menu is known as the Quick Edit Menu, and gives you access to Edit Commands as well as more specific object functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your first set of options is the ability to &#039;&#039;&#039;Nudge&#039;&#039;&#039;. Nudging allows you to offset the object on its tile, without actually moving it from the tile to another. This can be useful for decorative purposes or for wall mounted machinery, like NanoMeds, or APCs. Play around with the two sliders, but make sure you’ve got Nudge set to Pixel Nudge in your Preferences.You’ll notice that with each release of the mouse from the nudge sliders will make a new instance of the object. Making just three nudges, makes three objects! Remember, you can clear unused instances by reloading the map file after saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Secondly you’ll notice the &#039;&#039;&#039;Dir&#039;&#039;&#039; (Direction) slider. This can be used to rotate your object in various cardinal directions. If the object has directional sprites in it’s icon-state, they’ll be automatically applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under those two aesthetic adjusters, you’ll notice the &#039;&#039;&#039;Move To Top&#039;&#039;&#039;, and &#039;&#039;&#039;Move To Bottom&#039;&#039;&#039; buttons. You can read about those in the Key Mapping Terms. You won’t really be using these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most importantly, we get to our two unfamiliar commands, Edit… (Shift + RMB) and Reset to&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset to Default&#039;&#039;&#039; does exactly as it says, and restores the object to its original initial variable&lt;br /&gt;
state, or the top most instance of that object’s type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edit… (Shift + RMB)&#039;&#039;&#039; more importantly brings up the &#039;&#039;&#039;Variable Editing&#039;&#039;&#039; window (&#039;&#039;&#039;VarEdit&#039;&#039;&#039; shorthand). From here we can directly modify any variables associated to this object in the code. Before we get into anything in this window, make sure to tick the box next to &#039;&#039;&#039;By Type&#039;&#039;&#039;.&lt;br /&gt;
This’ll group variables by what typepath they’re associated with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you tick the &#039;&#039;&#039;Modified&#039;&#039;&#039; box, only the currently modified variables will appear. You’ll notice that Dir, and Nudge (pixel_x, pixel_y) are both variables. Anytime you change a single variable, a new instance is made.You can also filter variables (or search them, it’s the same function) at the top bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also filter variables (or search them, it’s the same function) at the top bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MCC fig6.jpg|right]] Finally, let’s figure out how to locate the actual icon file our comfy chair uses. Filter for, or look for the term “icon”. The resulting variable gives us the path to the icon file, you need only locate it in Windows Explorer now if you’d like to actually inspect the .dmi file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, that’s all we’ll cover on variable editing. As said, you can edit everything via instancing, but you can’t change the direct code. In this case, if you wanted you could tell the comfy chair to find an entirely different icon file if you wanted to! Assuming of course you had the correct path punched in.&lt;br /&gt;
&lt;br /&gt;
=== Common Variables ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command !! Description&lt;br /&gt;
|-&lt;br /&gt;
| desc ||&lt;br /&gt;
The description of an object. If set to null, it will use the parent objects description. This variable must be enclosed in full quotes “”, otherwise your map won’t compile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Smart quotes, and quotes, are not the same unicode character, and smart quotes will break your map file. StrongDMM never uses smart quotes, but a text editor you use might, so be careful if you’re pasting from an outside source.&lt;br /&gt;
|-&lt;br /&gt;
| name || The name of an object. If set to null, it will display an empty space in game. This variable must be enclosed in full quotes “”,&lt;br /&gt;
otherwise your map won’t compile.&lt;br /&gt;
|-&lt;br /&gt;
| req_access || Used by lockers and doors to determine what access is needed to open them. When set to null, no access is required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A list of access numbers can be in the code file (someone get me the name &amp;amp; path)&lt;br /&gt;
|-&lt;br /&gt;
| Open Map… &#039;&#039;&#039;Ctrl + O&#039;&#039;&#039; || Opens any map on a local hard-disk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Opening a map will open a new map&lt;br /&gt;
window, and will not close any other open&lt;br /&gt;
map windows.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| req_one_access || Used by doors to determine if a single access number permits use opening. When set to null, no access is required&lt;br /&gt;
|-&lt;br /&gt;
| color || The tint of the object. Use RGB or Hex Color Codes. Null is the default; no tint. Works best on grey-scale sprites.&lt;br /&gt;
|-&lt;br /&gt;
| luminosity || The numeric intensity of how bright the object is in light calculations. Null means no light.&lt;br /&gt;
Can be given to objects that normally do not produce light, making them glow.&lt;br /&gt;
|-&lt;br /&gt;
| anchored || A true (1) or false (0) variable that determines if an object can move. Objects that can normally be picked up, cannot be so when anchored is set to true.&lt;br /&gt;
|-&lt;br /&gt;
| wrenchable || A true (1) or false (o) variable that determines if an object can be wrenched down to the ground, changing its anchor status.&lt;br /&gt;
|-&lt;br /&gt;
| density || A true (1) or false (0) variable that determines if an object is ‘dense’. Dense objects prevent passage through the tile they inhabit. Walls are dense objects, floor tiles are not.&lt;br /&gt;
|-&lt;br /&gt;
| health || The numeric health of an object. If set to null, it’ll use the parent value. When this reaches zero the object is destroyed or enters a damaged state. Varies per object type.&lt;br /&gt;
Objects that can be picked up (such as guns, or pillbottles) do not usually have health values.&lt;br /&gt;
|-&lt;br /&gt;
| unslashable || A true (1) or false (0) variable that disables slashing by Aliens. Only valid on structures, walls, and other objects with health values that are targettable by default.&lt;br /&gt;
|-&lt;br /&gt;
| climb_delay || A numeric value in terms of millisecond delay when climbing objects.&lt;br /&gt;
|-&lt;br /&gt;
| climbable|| A true (1) or false (0) variable that allows mobs to climb over, or onto the object in question. When null defaults to 0. May cause unintended behavior when set to true.&lt;br /&gt;
|-&lt;br /&gt;
| drag_delay|| A numeric value in terms of millisecond delay that is applied as a pause to mob movement after dragging an object. Calculated against a mob’s individual drag speed.&lt;br /&gt;
|-&lt;br /&gt;
| tag || A string variable that is sometimes used to flag certain aspects of an object or turf with additional information. Usage is deprecated in modern CM13, but it shows up occasionally.&lt;br /&gt;
|-&lt;br /&gt;
| icon|| The direct file path within the code to the .dmi the object searches in for icon_states. Can point towards any other dmi if the pathing is correct.&lt;br /&gt;
|-&lt;br /&gt;
| icon_state|| The name of the icon_state within the .dmi file specified by the icon variable. Will display the no name sprite (usually an error or invisible) within the .dmi if the specified icon_state is invalid.&lt;br /&gt;
|-&lt;br /&gt;
| pixel_x / pixel_y|| Integer offsets that change the origin of an object on a tile (default is at 16,16, the center of the tile, which in pixel_x/y is 0,0). Can be modified easily with the right click menu.&lt;br /&gt;
|-&lt;br /&gt;
| bound_height/width || Integer values, where 32 = 1 tile. When set larger than 32x32, a multi-tile object is created. Useful for large sprites, or&lt;br /&gt;
multi-sprite objects.&lt;br /&gt;
|-&lt;br /&gt;
| dir||The cardinal direction (stored as an integer) in which the object is facing. If the icon_state has dir variants, these will display accordingly. The directions are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - North&lt;br /&gt;
&lt;br /&gt;
2 - South&lt;br /&gt;
&lt;br /&gt;
4 - East&lt;br /&gt;
&lt;br /&gt;
8 - West&lt;br /&gt;
&lt;br /&gt;
5 - Northeast&lt;br /&gt;
&lt;br /&gt;
6 - Southeast&lt;br /&gt;
&lt;br /&gt;
9 - Northwest&lt;br /&gt;
&lt;br /&gt;
10 - Southwest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 2 - South is the default dir value.&lt;br /&gt;
|-&lt;br /&gt;
| stuff || List variable that contains the potential contents of a largecrate/random object. Can be directly modified to have different contents if paths are correct.&lt;br /&gt;
|-&lt;br /&gt;
| start_charge || The % charge of an APC when it first spawns on map initialization. Should usually be left on defaults, or overridden to 0.&lt;br /&gt;
|-&lt;br /&gt;
| projectile_coverage|| The % chance a projectile has to hit the object in question when it passes through the tile it exists in.&lt;br /&gt;
|-&lt;br /&gt;
| flipped|| A true (1) or false (0) variable that determines if a table has been flipped or not. The flip direction is dependent on the dir variable.&lt;br /&gt;
|-&lt;br /&gt;
| frequency|| The frequency of headsets and intercoms. Defaults to 145.9 common channel. Custom frequencies must end in an odd number, otherwise they won’t work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Part 2: Mapping Theory =&lt;br /&gt;
&lt;br /&gt;
Hopefully by now you’ve gotten decently comfortable with StrongDMM and know your way in and around instances. If you’re not yet, I advise you head back to the previous section, make a few edits on existing maps and screw around with the various tools and items you have at your disposal. Getting comfortable with the tools themselves is half the battle when working with Byond.&lt;br /&gt;
&lt;br /&gt;
This following section is about general CM-13 mapping theory. Remind yourself that CM-13 is a combat server, as such any theory you might have learned, or developed yourself from another SS13 server does not apply here, at all. Seriously, don’t go in trying to make an SS13 map, or editing an existing map to be more like one. It is a quick road to having your merge request turned down for violating the theories and ideas you’re about to read.&lt;br /&gt;
&lt;br /&gt;
With that said, the following segments are not set in stone (save for the Basic Map Requirements), but we highly recommend you follow them to the best of your ability. As you become more experienced with mapping, and CM-13 in general, that same experience is your license into more experimental or non-traditional maps and inserts.&lt;br /&gt;
&lt;br /&gt;
One last thing before we continue, while the following segment is loosely outlined around the thought process of making an entirely new map, understand that there is no specific order to map making once you’re past the drafting stage, and you, and everyone else, may, and will, approach the mapping process in a way that best suites their abilities. You should also note that we (the CM-13 development team) expect contributor-mappers to not go and make new maps&lt;br /&gt;
 &lt;br /&gt;
as their first project. We suggest, and would much prefer it if you made Nightmare Inserts (NMC, for short). You can read about what Nightmare Creator is here.&lt;br /&gt;
&lt;br /&gt;
== Basic Map Requirements ==&lt;br /&gt;
&lt;br /&gt;
A map built for the default gamemode Distress Signal can be boiled down to a few simple elements. Without these, the gamemode will not be able to run from start to finish properly.&lt;br /&gt;
&lt;br /&gt;
* At least one Landing Zone&lt;br /&gt;
* An always powered indestructible dropship terminal placed next to each landing zone&lt;br /&gt;
* An area that permits the construction of marine structures; for telecomms.&lt;br /&gt;
* An area that permits the construction of alien structures; for the hivecore, spawning pool, and nest(s)&lt;br /&gt;
* X amount of small host spawners, where X is the map size in walkable tiles divided by 1000 and rounded down.&lt;br /&gt;
* One or more Hive Start landmarks; which allow the Queen to determine where to spawn the hivecore and herself at round start.&lt;br /&gt;
* 10, at the minimum, Survivor spawners.&lt;br /&gt;
* If your map uses the node income system; minimum one node spawner landmark and a node income controller object.&lt;br /&gt;
* If your map uses the legacy income system; a legacy income controller object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For a far more in depth break down of a Distress Signal map, you can check out this guide, written by TobiNerd, our Lead Mapper,&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is highly advised that you have more than one (our recommendation is 3-5) Hive Start landmarks in order to allow the Alien team a degree of choice when starting the round in terms of their overall strategy in regards to map control and their base of operations.&lt;br /&gt;
&lt;br /&gt;
There aren’t any hard rules on where one should place Landing Zones. Smaller maps, for ease of balancing and income node placement, prefer only one landing zone, while larger maps should usually have two in order to increase marine FOB options. If you have two landing zones on your map, they should both be equally spaced from the first income node that marines encounter. If one is closer, it will always get picked preferentially due to the timing advantage.&lt;br /&gt;
For more information on Landing Zones (and Hive placement), click here.&lt;br /&gt;
&lt;br /&gt;
Small host spawners can be placed just about anywhere on the map, but it’s suggested that you place the most of them towards naturally occurring Alien territory. On most maps that do feature small hosts in thematic placement, they usually wind up in easily accessible containment cells grouped together in one place for ease of Alien team access. Small hosts should not be difficult to get, they provide pre-round activity for the Alien team, while also conferring a team resource.&lt;br /&gt;
 &lt;br /&gt;
Survivor spawns should be placed opposite of small host spawners; they should be closer to the LZ(s) than to potential Alien Hive Starts. Survivor spawns should also spawn next to or in a key location to allow ease of orientation. You can read more about Survivors [[Survivor|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layout, Chokepoint &amp;amp; Lanes ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Layout, Blockers ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Layout, Arenas ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Layout, Hives &amp;amp; LZs ===&lt;br /&gt;
Dropship terminals don’t have to be on or next to the landing zone directly like Sorokyne or LV, but they do need to be in an obvious place so that Queen players, new or old, do not get confused when attempting a hijack operation. CORSAT is a good example of non-traditional LZ computer placement, it’s in an office off to the side labelled flight control in clear view of the LZ.&lt;br /&gt;
&lt;br /&gt;
=== Layout, Resource Nodes ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Pipes, as a hive-way ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Survivors, (and their Loot) ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Advanced Map Components ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Creator ===&lt;br /&gt;
For the full guide on how to create nightmare inserts and how they work see:&lt;br /&gt;
https://github.com/cmss13-devs/cmss13/blob/master/maps/Nightmare/doc/Quickstart.md&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are Nightmare inserts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nightmare inserts are variations to different locations on the map that occur based on a random chance, The most common example is the fog on LV, By default the fog is full but nightmare inserts might create a hole in the fog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprinkles vs Variations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Variations are a group of nightmare inserts, usually regarding the same location. The nightmare insertion system will only pick &#039;&#039;&#039;one&#039;&#039;&#039; of the inserts in a variation group.&lt;br /&gt;
&lt;br /&gt;
Sprinkles however are independent inserts that might or might not happen, however are not dependent on if other spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to create Nightmare inserts?:&#039;&#039;&#039;&lt;br /&gt;
* Open StrongDMM (SDMM) and choose a map and where you want to make a nightmare insert. &lt;br /&gt;
* Once you have chosen your desired area take the measurements.&lt;br /&gt;
* Create a new map file based on the measurements.&lt;br /&gt;
* On the new map file replace the areas of the insert with /area/noop_template and turfs you don&#039;t want with /turf/noop_template.&lt;br /&gt;
* Actually map in the insert.&lt;br /&gt;
* Save the insert with the following format: SpawnChance.InsertName.dmm (So if you want a 40% spawn chance you put 40.InsertName.dmm).&lt;br /&gt;
* Put the .dmm file inside the sprinkles folder of the map you want it for.&lt;br /&gt;
* Put a /obj/effect/landmark/nightmare in the bottom left corner of your original measurements on your chosen map. The landmark represents the bottom left part of your insert so if it is in the wrong place, your insert will spawn wrong.&lt;br /&gt;
* Change the landmark&#039;s insert_tag to your insert&#039;s name (If your insert is named 10.EasternGap.dmm, Your insert tag would be EasternGap)&lt;br /&gt;
* That&#039;s it!&lt;br /&gt;
&lt;br /&gt;
== Part 3: Map Detailing ==&lt;br /&gt;
&lt;br /&gt;
=== Using the Zoo ===&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&lt;br /&gt;
=== Theming ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Detail Density ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Environmental Storytelling ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Custom Assets ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
=== Getting Creative... ===&lt;br /&gt;
Lorem ipsum, bitch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Frequent Questions &amp;amp; Mistakes =&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=33408</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=33408"/>
		<updated>2024-10-05T12:26:07Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
#wpTextbox1 {&lt;br /&gt;
  width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.tooltipshown {&lt;br /&gt;
    position:relative&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltiptext {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    display: block;&lt;br /&gt;
    z-index: 2;&lt;br /&gt;
    width: 250px;&lt;br /&gt;
    padding: 10px;&lt;br /&gt;
    visibility: hidden;&lt;br /&gt;
    opacity: 0;&lt;br /&gt;
    white-space: normal;&lt;br /&gt;
    text-align: left;&lt;br /&gt;
    transition: all 0.2s;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    background-color: #333333;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltipshown:hover &amp;gt; .tooltiptext {&lt;br /&gt;
    visibility: visible;&lt;br /&gt;
    opacity: 1&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabs-input {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pt-createaccount {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pt-anonuserpage:after {&lt;br /&gt;
    content: &amp;quot;Click below to log in with CM-SS13 forums.&amp;quot;;&lt;br /&gt;
    display: block;&lt;br /&gt;
    padding-top: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.citizen-body .image &amp;gt; img {&lt;br /&gt;
    image-rendering: pixelated&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* mw.loader.load(&#039;//kit.fontawesome.com/90136e7f9b.js&#039;) */&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=33407</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=MediaWiki:Common.css&amp;diff=33407"/>
		<updated>2024-10-05T12:18:45Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
#wpTextbox1 {&lt;br /&gt;
  width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.tooltipshown {&lt;br /&gt;
    position:relative&lt;br /&gt;
}&lt;br /&gt;
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/* mw.loader.load(&#039;//kit.fontawesome.com/90136e7f9b.js&#039;) */&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=HEFA_Knights_ERT&amp;diff=33399</id>
		<title>HEFA Knights ERT</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=HEFA_Knights_ERT&amp;diff=33399"/>
		<updated>2024-10-04T06:59:24Z</updated>

		<summary type="html">&lt;p&gt;Harryob: /* HEFA Knights Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #F8FB3C &lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = HEFA_Knights.png&lt;br /&gt;
|jobtitle = Holy Order of the HEFA Knights&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Grandmaster Of the HEFA Order&lt;br /&gt;
|duties = Deliver explosive shrapnel justice to the infidels and unbelievers.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = Follow the decree of HEFA.&amp;lt;br&amp;gt;Create general mayhem with all of your HEFA tools at your disposal.&lt;br /&gt;
}}{{Tocright}}&lt;br /&gt;
The &#039;&#039;&#039;Order of High Explosive Fragmenting-Antipersonnel (HEFA)&#039;&#039;&#039; or the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039; response team has tasked you with a mission to deliver the good word of HEFA grenades and to spread shrapnel to those who do not believe in it. Whatever the Order asks of you, as one of the &#039;&#039;&#039;Brothers of the Order&#039;&#039;&#039;, the HEFA Knight, you will do so with as much shrapnel and friendly fire as possible.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Not much is truly known about the &#039;&#039;&#039;Order of HEFA&#039;&#039;&#039; aside from it&#039;s fanaticism to HEFA grenades, as it&#039;s sects are rare and well hidden. Some even say some of the marines may even be secret followers of this strange religion. Many of them are also clearly insane with delusions about how much Shrapnel can do, with those truly devoted calling themselves &#039;&#039;&#039;Shrapnelsworn&#039;&#039;&#039;. All of them armed with as many [[Marine Equipment#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]] as they can possibly carry (Including being able to use all pieces of their armor as a HEFA grenade), and unique swords that can be activated by pressing on them with a free hand to cause a HEFA explosion when you hit something with it.&lt;br /&gt;
&lt;br /&gt;
Their leader, the Grandmaster, comes with their own M92 Grenade Launcher, such that they made deliver the divine justice of HEFA shrapnel from a distance, such that none may believe they are truly spared from the rain of metal that HEFA graces all with.&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
The &#039;&#039;&#039;Shrapnelsworn&#039;&#039;&#039; are generally given orders to which they must carry out. However, in most cases it is to bring general mayhem and destruction through the HEFA that you use. Make sure you ask the Grandmaster Of the Order, what exactly it is you must accomplish. The &amp;quot;HEFA&amp;quot; order is feared throughout the galaxy due to their HEFA usage as a primary weapon. They are fearless and merciless when it comes to achieving an objective, even if it means giving their own lives for the HEFA cause.&lt;br /&gt;
&lt;br /&gt;
= HEFA Knights Roles=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot;|Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:HEFA_Knight_Melee.png]]&amp;lt;br&amp;gt;Shrapnelsworn &lt;br /&gt;
|Brother&#039;s armed specially with the power of HEFA to which they will use to punish all heretics with. They carry as much HEFA as they can via their pockets, and bags. They also come armed with a HEFA sword that works like a Lunge mine, but with a HEFA explosion. To activate the sword, hold the sword in one hand and press on it with your empty hand. This will make it so your next hit with the sword will cause a HEFA explosion on contact with your next hit.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HEFA_Knights.png]]&amp;lt;br&amp;gt;Grandmaster&lt;br /&gt;
|A Brother who has been Chosen by the Order for their devotion and skill with HEFA to use an M92 Grenade Launcher, and lead their fellow brethern into glorious combat with those who dare challenge HEFA&#039;s greatness in combat. Alongside the GL, they come armed with the same equipment that other HEFA knights Carry.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33188</id>
		<title>User:Harryob/Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33188"/>
		<updated>2024-08-25T16:12:04Z</updated>

		<summary type="html">&lt;p&gt;Harryob: /* USCM Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot; |&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M4A3 service pistol}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/88 Mod 4 combat pistol}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M44 combat revolver}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M39 submachinegun}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M41A pulse rifle MK2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M4RA battle rifle}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M37A2 pump shotgun}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM43E1 Anti Materiel Rifle|&#039;&#039;&#039;XM43E1 Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; and is an alternative for the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Custom Battle Rifle}}[[File:M4RA Custom.png]]&lt;br /&gt;
[[#M4RA Custom Battle Rifle|&#039;&#039;&#039;M4RA Custom Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.&lt;br /&gt;
This version is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56B Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Template:M56_Smartgun_Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|96px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM51 Scattergun}}[[File:XM51 breaching scattergun.png|64px]]&lt;br /&gt;
[[#XM51 Breaching Scattergun|&#039;&#039;&#039;XM51 Breaching Scattergun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{XM51 Description}}&lt;br /&gt;
&lt;br /&gt;
{{XM51 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|G2 Electroshock Grenade}}[[File:G2_Grenade.png|64px]]&lt;br /&gt;
[[#G2 Electroshock Grenade|&#039;&#039;&#039;G2 Electroshock Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.&lt;br /&gt;
&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Video Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirburstDemo.mp4]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-S 40mm Grenade}}[[File:M74 Smoke Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-S 40mm Grenade|&#039;&#039;&#039;M74 AGM-S 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 MFHS Metal Foam grenade}}[[File:Metal Foam Grenade.png|64px]]&lt;br /&gt;
[[#M40 MFHS Metal Foam grenade|&#039;&#039;&#039;M40 Metal Foam grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Box}}[[File:M40_HPDP_box.png |64px]]&lt;br /&gt;
[[#M40 HPDP Box|&#039;&#039;&#039;M40 HPDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. Don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Magazine Box}}[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RAExtended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA AP Magazine Box}}[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Hollow Point Magazine Box}}[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A_Incendiary_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Incendiary Magazine Box}}[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|458 SOCOM Bullets Box}}[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56B Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56B Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56T Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Specialists.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required to control its recoil.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:QYJ-72.png|64px]]&lt;br /&gt;
{{Anchor|QYJ-72 General Purpose Machine Gun}}&lt;br /&gt;
[[#QYJ-72 General Purpose Machine Gun|&#039;&#039;&#039;QYJ-72 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The QYJ-72 is the standard GPMG of the Union of Progressive Peoples, chambered in 7.62x54mmR, it fires a hard-hitting cartridge with a high rate of fire. With an extremely large box at 250 rounds, the QJY-72 is designed with suppressing fire and accuracy by volume of fire at its forefront. Could also be used as a very effective blunt object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-click it to open the feed cover and allow for reloading.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Machinegunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP QYJ-72 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HJRA-12.png|64px]]&lt;br /&gt;
{{Anchor|HJRA-12 Handheld Anti-Tank Grenade Launcher}}&lt;br /&gt;
[[#HJRA-12 Handheld Anti-Tank Grenade Launcher|&#039;&#039;&#039;HJRA-12 Handheld Anti-Tank Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The HJRA-12 Handheld Anti-Tank Grenade Launcher is the standard Anti-Armor weapon of the UPP. It is designed to be easy to use and to take out or disable armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HJRA-12 Handheld Anti-Tank Grenade Launcher Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|Type 88 Designated Marksman Rifle}}&lt;br /&gt;
[[#Type 88 Designated Marksman Rifle|&#039;&#039;&#039;Type 88 Designated Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue DMR of the UPP, the Type 88 is sought after by competitive shooters and terrorists alike for its high degree of accuracy. Typically loaded with armor-piercing 7.62x54mmR rounds in a 12 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type64-SMG.png|64px]]&lt;br /&gt;
{{Anchor|Type 64 Submachinegun}}&lt;br /&gt;
[[#Type 64 Submachinegun|&#039;&#039;&#039;Type 64 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard submachinegun of the UPP, sporting an unusual 64 round helical magazine, it has a high fire-rate, but is unusually accurate. This one has a black polymer grip, denoting it as in-use by the UPP military.&lt;br /&gt;
Found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and the UPP.&lt;br /&gt;
&lt;br /&gt;
{{Type 64 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type-19 Submachinegun.png|64px]]&lt;br /&gt;
{{Anchor|Type-19 Submachinegun}}&lt;br /&gt;
[[#Type-19 Submachinegun|&#039;&#039;&#039;Type-19 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An outdated, but reliable and powerful, submachinegun originating in the Union of Progressive Peoples, it is still in limited service in the UPP but is most often used by paramilitary groups or corporate security forces. It is usually used with a 35 round stick magazine, or a 71 round drum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type-19 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NP92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NP92 Pistol}}&lt;br /&gt;
[[#NP92 Pistol|&#039;&#039;&#039;NP92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue sidearm of the UPP. The NP92 is a small but powerful sidearm, well-liked by most it is issued to, although some prefer the weapon it was meant to replace, the Type 73. Takes 12 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NPZ92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NPZ92 Pistol}}&lt;br /&gt;
[[#NPZ92 Pistol|&#039;&#039;&#039;NPZ92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The NPZ92 is a version of the NP92 that includes an integrated suppressor, issued sparingly to Kommando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type73-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 73 Pistol}}&lt;br /&gt;
[[#Type 73 Pistol|&#039;&#039;&#039;Type 73 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 73 is the once-standard issue sidearm of the UPP. Replaced by the NP92 in UPP use, it remains popular with veteran UPP troops due to familiarity and extra power. Due to an extremely large amount being produced, they tend to end up in the hands of forces attempting to arm themselves on a budget. Users include the Union of Progressive Peoples, Colonial Liberation Front, and just about any mercenary or pirate group out there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 73 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type74-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 74 Pistol}}&lt;br /&gt;
[[#Type 74 Pistol|&#039;&#039;&#039;Type 74 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 74 is the designation for a specially modified Type 73 with an integrated laser sight system, multiple lightning cuts to reduce weight in order to allow a higher pressure round to be used with the same recoil sping, and a more comfortable grip. Due to the adoption of the NP92, the Type 74 was produced in limited numbers, because of this it is typically only issued on request to high-ranking officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 74 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ZHNK-72 Revolver.png|64px]]&lt;br /&gt;
{{Anchor|ZHNK-72 Revolver}}&lt;br /&gt;
[[#ZHNK-72 Revolver|&#039;&#039;&#039;ZHNK-72 Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ZHNK-72 is a UPP designed revolver. The ZHNK-72 is used by the UPP armed forces in a policing role as well as limited numbers in the hands of SNCOs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ZHNK-72 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Royal Marines Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Rifle}}&lt;br /&gt;
[[#F903A1 Rifle|&#039;&#039;&#039;F903A1 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue rifle of the royal marines. Uniquely the royal marines are the only modern military to not use a pulse weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A2.png|64px]]&lt;br /&gt;
{{Anchor|F903A2 Rifle}}&lt;br /&gt;
[[#F903A2 Rifle|&#039;&#039;&#039;F903A2 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A non-standard issue rifle of the royal marines the F903A2 is currently being phased into the royal marines as their new mainline rifle but currently only sees use by unit leaders. Uniquely the royal marines are the only modern military to not use a pulse weapon. Uses 10x24mm caseless ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1_B.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 &#039;Breacher&#039; Rifle}}&lt;br /&gt;
[[#F903A1 &#039;Breacher&#039; Rifle|&#039;&#039;&#039;F903A1/B &#039;Breacher&#039; Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. Modified to be used in one hand with a shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1/B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1Marksman.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Marksman Rifle}}&lt;br /&gt;
[[#F903A1 Marksman Rifle|&#039;&#039;&#039;F903A1 Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. This weapon only accepts the smaller 20 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Marksman Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:L56A2.png|96px]]&lt;br /&gt;
{{Anchor|L56A2 Smartgun}}&lt;br /&gt;
[[#L56A2 Smartgun|&#039;&#039;&#039;L56A2 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The actual firearm in the 2-piece L56A2 Smartgun System. This Variant is used by the Three World Empires Royal Marines Commando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{L56A2 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:ballisticshield.png|64px]]&lt;br /&gt;
{{Anchor|FBS-B Ballistic shield}}&lt;br /&gt;
[[#FBS-B Ballistic shield|&#039;&#039;&#039;FBS-B Ballistic shield&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Ballistic shield used by the royal marines commando. This shield is commonly used during boarding actions due to its lightweight but durable design.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L5 Bayonet}}[[File:l5bayonet.png|64px]]&lt;br /&gt;
[[#L5 Bayonet|&#039;&#039;&#039;L5 Bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard-issue bayonet of the RMC, the L5 is balanced to also function as an effective throwing knife.&lt;br /&gt;
&lt;br /&gt;
{{L5 Bayonet Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-50 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-40 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-30 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
&lt;br /&gt;
This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{R4T Consolidated}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MP27 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BasiraScopedRifle.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Armstrong Rifle}}&lt;br /&gt;
[[#Basira-ArmstrongRifle|&#039;&#039;&#039;Basira-Armstrong Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outer colonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
&lt;br /&gt;
It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Needs to have the bolt opened and closed in-between each shot with &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MP5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{MAC-15 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sawn-Off Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M1911 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This variant cannot load the Commanding Officers high impact or armor-piercing high impact magazines.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Colony Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{KT-42 Automag Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .38 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .38 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with .45 ACP.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ABR40changingstyle.gif|64px]]&lt;br /&gt;
{{Anchor|ABR-40 Hunting Rifle}}&lt;br /&gt;
[[#ABR-40 Hunting Rifle|&#039;&#039;&#039;ABR-40 Hunting Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The civilian version of the L42A battle rifle that is often wielded by Marines. Almost identical and even cross-compatible with L42 magazines, just don&#039;t take the stock off..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ABR-40 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3717_Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|M37-17 Pump Shotgun}}&lt;br /&gt;
[[#M37-17 Pump Shotgun|&#039;&#039;&#039;M37-17 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels out on the rim. You can switch the active internal magazine by toggling burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M37-17 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SemiSawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Semi-Sawn-Off Spearhead Rival 78 }}&lt;br /&gt;
[[#Semi-Sawn-Off Spearhead Rival 78|&#039;&#039;&#039;Semi-Sawn-Off Spearhead Rival 78&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. For some reason it seems that someone tried to saw through the barrel and gave up halfway through. This probably isn&#039;t going to be the greatest gun for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Semi-Sawn-Off Spearhead Rival 78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:AR10_Rifle.png|64px]]&lt;br /&gt;
{{Anchor|AR10 Rifle}}&lt;br /&gt;
[[#AR10 Rifle|&#039;&#039;&#039;AR10 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An earlier version of the more widespread M16 rifle. Considered to be the father of the 20th century rifle. How one of these ended up here is a mystery of its own. It is chambered in 7.62x51mm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AR10 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UZI.png|64px]]&lt;br /&gt;
{{Anchor|UZI}}&lt;br /&gt;
[[#UZI|&#039;&#039;&#039;UZI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exported to over 90 countries, somehow this relic has managed to end up here. Couldn&#039;t be simpler to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UZI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M48A4.png|64px]]&lt;br /&gt;
{{Anchor|M48A4 Service Pistol}}&lt;br /&gt;
[[#M48A4 Service Pistol|&#039;&#039;&#039;M48A4 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A timeless classic since the first World War, the M1911A1 has limited use with the USCM, and is often used as a sidearm by non-governmental bodies due to its reliability. This is a modernized version with an ammo counter and a polymer grip, designated M48A4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M48A4 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#XM40 Pulse Rifle|&#039;&#039;&#039;XM40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#XM38 Tactical Shotgun|&#039;&#039;&#039;XM38 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Recharged at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM-VESG-1 Flamer Nozzle--&amp;gt;&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to hospital corpsmen, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Hospital Corpsman|Hospital Corpsman&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M272 Pattern Knife Vest}}[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.&lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Fireteam Leaders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Smartgunner|&#039;&#039;&#039;USCM Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Laser Designators}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Commander of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Heat Absorbent Coif Description}}&lt;br /&gt;
&lt;br /&gt;
Spawns at the &#039;&#039;&#039;Automated Closet&#039;&#039;&#039; as Standard Equipment.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M10 Pattern Marine Helmet}} &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  {{M10 Technician Helmet}}&lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
|Icon = Press_Helmet&lt;br /&gt;
|Title = Press Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact.&lt;br /&gt;
{{M10 Pattern MP Helm Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_Pattern_MP_Helm&lt;br /&gt;
|Title = M10 Pattern Military Police Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work or for your fantastic leadership.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intelligence Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = M12 Pattern Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A High-cut ballistic helmet. Designed by Lindenthal-Ehrenfeld Militärindustrie it is intended to be used by Royal Marines Commando as part of the kestrel armour system. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{L5A2 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = L5A2_Helmet&lt;br /&gt;
|Title = L5A2 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue variant of the L5A2 given to RMC breachers. Provides slightly increased protection. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breacher&#039;&#039;&#039;.&lt;br /&gt;
{{L5A3 Helmet stats}} &lt;br /&gt;
|Icon = L5A3_Helmet&lt;br /&gt;
|Title = L5A3 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A green beret belonging to the royal marines commando. This beret symbolizes a royal marines ability to fight in any environment, desert, sea, artic or space a royal marine will always be ready.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{Royal Marine Beret stats}} &lt;br /&gt;
|Icon = Royal_Marine_Beret&lt;br /&gt;
|Title = Royal Marine Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-L Pattern Light Armor}} &lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Medium Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B12 Armor}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-S Armor}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-T Armor}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-G4 Armor}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Press Body Armor}}&lt;br /&gt;
|Icon = Press_Body_Armor&lt;br /&gt;
|Title = Press Body Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Armor}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Warden Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 CMP Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Riot Armor}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M56 Combat Harness}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Officer Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Tanker Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B18 Armor}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M4 Armor}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-VL Armor}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{MARSOC Armor}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A customizable personal armor system used by the Three World Empire&#039;s Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC&#039;s M3 pattern personal armor in their Tokonigara lab to create an armor system to suit the unique needs of the Three World Empire&#039;s smaller but better equipped Royal Marines.&lt;br /&gt;
Provides slightly stronger protection than standard issue USCM medium armour, but at the benefit of faster movement speed comparable to light armor. Comes with three internal storage slots. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Riflemen&#039;&#039;&#039; and &#039;&#039;&#039;RMC Marksman&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Armor Stats}}&lt;br /&gt;
|Icon = kestral_armour&lt;br /&gt;
|Title = Kestral Armoured Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavier version of the armor system used by the Three World Empire&#039;s Royal Marines Commandos. Provides greater physical protection and seven internal storage slots for equipment, at the cost of a slight movement speed reduction akin to USCM medium armor. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breachers&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Pointman Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Pointman_Armour&lt;br /&gt;
|Title = Kestral Pointman Armour&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Smartgun harness variant of the kestral armour. Similar in function to regular kestral armour outside of its ability to holster and operate a smartgun.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Smartgun Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Smartgun_Armour&lt;br /&gt;
|Title = Kestral Armoured Smartgun Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue varient of the kestral armour issued to officers and squad leaders. Offers seven internal storage slots for equipment, but otherwise offers the same level of protection and movement speed as its more commonly issued armour. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;RMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Carry Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Carry_Armour&lt;br /&gt;
|Title = Kestral Armoured Carry Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33187</id>
		<title>User:Harryob/Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33187"/>
		<updated>2024-08-25T16:11:37Z</updated>

		<summary type="html">&lt;p&gt;Harryob: /* USCM Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M4A3 service pistol}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/88 Mod 4 combat pistol}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M44 combat revolver}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M39 submachinegun}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M41A pulse rifle MK2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M4RA battle rifle}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M37A2 pump shotgun}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM43E1 Anti Materiel Rifle|&#039;&#039;&#039;XM43E1 Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; and is an alternative for the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Custom Battle Rifle}}[[File:M4RA Custom.png]]&lt;br /&gt;
[[#M4RA Custom Battle Rifle|&#039;&#039;&#039;M4RA Custom Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.&lt;br /&gt;
This version is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56B Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Template:M56_Smartgun_Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|96px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM51 Scattergun}}[[File:XM51 breaching scattergun.png|64px]]&lt;br /&gt;
[[#XM51 Breaching Scattergun|&#039;&#039;&#039;XM51 Breaching Scattergun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{XM51 Description}}&lt;br /&gt;
&lt;br /&gt;
{{XM51 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|G2 Electroshock Grenade}}[[File:G2_Grenade.png|64px]]&lt;br /&gt;
[[#G2 Electroshock Grenade|&#039;&#039;&#039;G2 Electroshock Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.&lt;br /&gt;
&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Video Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirburstDemo.mp4]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-S 40mm Grenade}}[[File:M74 Smoke Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-S 40mm Grenade|&#039;&#039;&#039;M74 AGM-S 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 MFHS Metal Foam grenade}}[[File:Metal Foam Grenade.png|64px]]&lt;br /&gt;
[[#M40 MFHS Metal Foam grenade|&#039;&#039;&#039;M40 Metal Foam grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Box}}[[File:M40_HPDP_box.png |64px]]&lt;br /&gt;
[[#M40 HPDP Box|&#039;&#039;&#039;M40 HPDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. Don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Magazine Box}}[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RAExtended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA AP Magazine Box}}[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Hollow Point Magazine Box}}[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A_Incendiary_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Incendiary Magazine Box}}[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|458 SOCOM Bullets Box}}[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56B Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56B Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56T Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Specialists.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required to control its recoil.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:QYJ-72.png|64px]]&lt;br /&gt;
{{Anchor|QYJ-72 General Purpose Machine Gun}}&lt;br /&gt;
[[#QYJ-72 General Purpose Machine Gun|&#039;&#039;&#039;QYJ-72 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The QYJ-72 is the standard GPMG of the Union of Progressive Peoples, chambered in 7.62x54mmR, it fires a hard-hitting cartridge with a high rate of fire. With an extremely large box at 250 rounds, the QJY-72 is designed with suppressing fire and accuracy by volume of fire at its forefront. Could also be used as a very effective blunt object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-click it to open the feed cover and allow for reloading.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Machinegunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP QYJ-72 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HJRA-12.png|64px]]&lt;br /&gt;
{{Anchor|HJRA-12 Handheld Anti-Tank Grenade Launcher}}&lt;br /&gt;
[[#HJRA-12 Handheld Anti-Tank Grenade Launcher|&#039;&#039;&#039;HJRA-12 Handheld Anti-Tank Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The HJRA-12 Handheld Anti-Tank Grenade Launcher is the standard Anti-Armor weapon of the UPP. It is designed to be easy to use and to take out or disable armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HJRA-12 Handheld Anti-Tank Grenade Launcher Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|Type 88 Designated Marksman Rifle}}&lt;br /&gt;
[[#Type 88 Designated Marksman Rifle|&#039;&#039;&#039;Type 88 Designated Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue DMR of the UPP, the Type 88 is sought after by competitive shooters and terrorists alike for its high degree of accuracy. Typically loaded with armor-piercing 7.62x54mmR rounds in a 12 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type64-SMG.png|64px]]&lt;br /&gt;
{{Anchor|Type 64 Submachinegun}}&lt;br /&gt;
[[#Type 64 Submachinegun|&#039;&#039;&#039;Type 64 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard submachinegun of the UPP, sporting an unusual 64 round helical magazine, it has a high fire-rate, but is unusually accurate. This one has a black polymer grip, denoting it as in-use by the UPP military.&lt;br /&gt;
Found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and the UPP.&lt;br /&gt;
&lt;br /&gt;
{{Type 64 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type-19 Submachinegun.png|64px]]&lt;br /&gt;
{{Anchor|Type-19 Submachinegun}}&lt;br /&gt;
[[#Type-19 Submachinegun|&#039;&#039;&#039;Type-19 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An outdated, but reliable and powerful, submachinegun originating in the Union of Progressive Peoples, it is still in limited service in the UPP but is most often used by paramilitary groups or corporate security forces. It is usually used with a 35 round stick magazine, or a 71 round drum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type-19 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NP92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NP92 Pistol}}&lt;br /&gt;
[[#NP92 Pistol|&#039;&#039;&#039;NP92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue sidearm of the UPP. The NP92 is a small but powerful sidearm, well-liked by most it is issued to, although some prefer the weapon it was meant to replace, the Type 73. Takes 12 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NPZ92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NPZ92 Pistol}}&lt;br /&gt;
[[#NPZ92 Pistol|&#039;&#039;&#039;NPZ92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The NPZ92 is a version of the NP92 that includes an integrated suppressor, issued sparingly to Kommando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type73-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 73 Pistol}}&lt;br /&gt;
[[#Type 73 Pistol|&#039;&#039;&#039;Type 73 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 73 is the once-standard issue sidearm of the UPP. Replaced by the NP92 in UPP use, it remains popular with veteran UPP troops due to familiarity and extra power. Due to an extremely large amount being produced, they tend to end up in the hands of forces attempting to arm themselves on a budget. Users include the Union of Progressive Peoples, Colonial Liberation Front, and just about any mercenary or pirate group out there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 73 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type74-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 74 Pistol}}&lt;br /&gt;
[[#Type 74 Pistol|&#039;&#039;&#039;Type 74 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 74 is the designation for a specially modified Type 73 with an integrated laser sight system, multiple lightning cuts to reduce weight in order to allow a higher pressure round to be used with the same recoil sping, and a more comfortable grip. Due to the adoption of the NP92, the Type 74 was produced in limited numbers, because of this it is typically only issued on request to high-ranking officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 74 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ZHNK-72 Revolver.png|64px]]&lt;br /&gt;
{{Anchor|ZHNK-72 Revolver}}&lt;br /&gt;
[[#ZHNK-72 Revolver|&#039;&#039;&#039;ZHNK-72 Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ZHNK-72 is a UPP designed revolver. The ZHNK-72 is used by the UPP armed forces in a policing role as well as limited numbers in the hands of SNCOs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ZHNK-72 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Royal Marines Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Rifle}}&lt;br /&gt;
[[#F903A1 Rifle|&#039;&#039;&#039;F903A1 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue rifle of the royal marines. Uniquely the royal marines are the only modern military to not use a pulse weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A2.png|64px]]&lt;br /&gt;
{{Anchor|F903A2 Rifle}}&lt;br /&gt;
[[#F903A2 Rifle|&#039;&#039;&#039;F903A2 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A non-standard issue rifle of the royal marines the F903A2 is currently being phased into the royal marines as their new mainline rifle but currently only sees use by unit leaders. Uniquely the royal marines are the only modern military to not use a pulse weapon. Uses 10x24mm caseless ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1_B.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 &#039;Breacher&#039; Rifle}}&lt;br /&gt;
[[#F903A1 &#039;Breacher&#039; Rifle|&#039;&#039;&#039;F903A1/B &#039;Breacher&#039; Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. Modified to be used in one hand with a shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1/B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1Marksman.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Marksman Rifle}}&lt;br /&gt;
[[#F903A1 Marksman Rifle|&#039;&#039;&#039;F903A1 Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. This weapon only accepts the smaller 20 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Marksman Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:L56A2.png|96px]]&lt;br /&gt;
{{Anchor|L56A2 Smartgun}}&lt;br /&gt;
[[#L56A2 Smartgun|&#039;&#039;&#039;L56A2 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The actual firearm in the 2-piece L56A2 Smartgun System. This Variant is used by the Three World Empires Royal Marines Commando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{L56A2 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:ballisticshield.png|64px]]&lt;br /&gt;
{{Anchor|FBS-B Ballistic shield}}&lt;br /&gt;
[[#FBS-B Ballistic shield|&#039;&#039;&#039;FBS-B Ballistic shield&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Ballistic shield used by the royal marines commando. This shield is commonly used during boarding actions due to its lightweight but durable design.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L5 Bayonet}}[[File:l5bayonet.png|64px]]&lt;br /&gt;
[[#L5 Bayonet|&#039;&#039;&#039;L5 Bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard-issue bayonet of the RMC, the L5 is balanced to also function as an effective throwing knife.&lt;br /&gt;
&lt;br /&gt;
{{L5 Bayonet Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
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{{MAR-50 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-40 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-30 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
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This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
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These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{R4T Consolidated}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
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{{L42A Description}}&lt;br /&gt;
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{{L42A Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MP27 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BasiraScopedRifle.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Armstrong Rifle}}&lt;br /&gt;
[[#Basira-ArmstrongRifle|&#039;&#039;&#039;Basira-Armstrong Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outer colonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
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It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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Needs to have the bolt opened and closed in-between each shot with &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;.&lt;br /&gt;
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{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
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{{MP5 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{FN FP9000 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MAC-15 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
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{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Sawn-Off Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{M1911 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
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It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;This variant cannot load the Commanding Officers high impact or armor-piercing high impact magazines.&#039;&#039;&#039;&lt;br /&gt;
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{{Colony Desert Eagle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
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{{KT-42 Automag Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .38 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .38 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with .45 ACP.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ABR40changingstyle.gif|64px]]&lt;br /&gt;
{{Anchor|ABR-40 Hunting Rifle}}&lt;br /&gt;
[[#ABR-40 Hunting Rifle|&#039;&#039;&#039;ABR-40 Hunting Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The civilian version of the L42A battle rifle that is often wielded by Marines. Almost identical and even cross-compatible with L42 magazines, just don&#039;t take the stock off..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ABR-40 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3717_Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|M37-17 Pump Shotgun}}&lt;br /&gt;
[[#M37-17 Pump Shotgun|&#039;&#039;&#039;M37-17 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels out on the rim. You can switch the active internal magazine by toggling burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M37-17 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SemiSawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Semi-Sawn-Off Spearhead Rival 78 }}&lt;br /&gt;
[[#Semi-Sawn-Off Spearhead Rival 78|&#039;&#039;&#039;Semi-Sawn-Off Spearhead Rival 78&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. For some reason it seems that someone tried to saw through the barrel and gave up halfway through. This probably isn&#039;t going to be the greatest gun for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Semi-Sawn-Off Spearhead Rival 78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:AR10_Rifle.png|64px]]&lt;br /&gt;
{{Anchor|AR10 Rifle}}&lt;br /&gt;
[[#AR10 Rifle|&#039;&#039;&#039;AR10 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An earlier version of the more widespread M16 rifle. Considered to be the father of the 20th century rifle. How one of these ended up here is a mystery of its own. It is chambered in 7.62x51mm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AR10 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UZI.png|64px]]&lt;br /&gt;
{{Anchor|UZI}}&lt;br /&gt;
[[#UZI|&#039;&#039;&#039;UZI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exported to over 90 countries, somehow this relic has managed to end up here. Couldn&#039;t be simpler to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UZI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M48A4.png|64px]]&lt;br /&gt;
{{Anchor|M48A4 Service Pistol}}&lt;br /&gt;
[[#M48A4 Service Pistol|&#039;&#039;&#039;M48A4 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A timeless classic since the first World War, the M1911A1 has limited use with the USCM, and is often used as a sidearm by non-governmental bodies due to its reliability. This is a modernized version with an ammo counter and a polymer grip, designated M48A4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M48A4 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#XM40 Pulse Rifle|&#039;&#039;&#039;XM40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#XM38 Tactical Shotgun|&#039;&#039;&#039;XM38 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Recharged at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM-VESG-1 Flamer Nozzle--&amp;gt;&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to hospital corpsmen, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Hospital Corpsman|Hospital Corpsman&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M272 Pattern Knife Vest}}[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.&lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Fireteam Leaders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Smartgunner|&#039;&#039;&#039;USCM Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Laser Designators}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Commander of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Heat Absorbent Coif Description}}&lt;br /&gt;
&lt;br /&gt;
Spawns at the &#039;&#039;&#039;Automated Closet&#039;&#039;&#039; as Standard Equipment.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M10 Pattern Marine Helmet}} &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  {{M10 Technician Helmet}}&lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
|Icon = Press_Helmet&lt;br /&gt;
|Title = Press Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact.&lt;br /&gt;
{{M10 Pattern MP Helm Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_Pattern_MP_Helm&lt;br /&gt;
|Title = M10 Pattern Military Police Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work or for your fantastic leadership.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intelligence Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = M12 Pattern Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A High-cut ballistic helmet. Designed by Lindenthal-Ehrenfeld Militärindustrie it is intended to be used by Royal Marines Commando as part of the kestrel armour system. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{L5A2 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = L5A2_Helmet&lt;br /&gt;
|Title = L5A2 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue variant of the L5A2 given to RMC breachers. Provides slightly increased protection. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breacher&#039;&#039;&#039;.&lt;br /&gt;
{{L5A3 Helmet stats}} &lt;br /&gt;
|Icon = L5A3_Helmet&lt;br /&gt;
|Title = L5A3 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A green beret belonging to the royal marines commando. This beret symbolizes a royal marines ability to fight in any environment, desert, sea, artic or space a royal marine will always be ready.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{Royal Marine Beret stats}} &lt;br /&gt;
|Icon = Royal_Marine_Beret&lt;br /&gt;
|Title = Royal Marine Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-L Pattern Light Armor}} &lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Medium Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B12 Armor}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-S Armor}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-T Armor}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-G4 Armor}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Press Body Armor}}&lt;br /&gt;
|Icon = Press_Body_Armor&lt;br /&gt;
|Title = Press Body Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Armor}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Warden Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 CMP Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Riot Armor}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M56 Combat Harness}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Officer Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Tanker Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B18 Armor}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M4 Armor}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-VL Armor}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{MARSOC Armor}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A customizable personal armor system used by the Three World Empire&#039;s Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC&#039;s M3 pattern personal armor in their Tokonigara lab to create an armor system to suit the unique needs of the Three World Empire&#039;s smaller but better equipped Royal Marines.&lt;br /&gt;
Provides slightly stronger protection than standard issue USCM medium armour, but at the benefit of faster movement speed comparable to light armor. Comes with three internal storage slots. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Riflemen&#039;&#039;&#039; and &#039;&#039;&#039;RMC Marksman&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Armor Stats}}&lt;br /&gt;
|Icon = kestral_armour&lt;br /&gt;
|Title = Kestral Armoured Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavier version of the armor system used by the Three World Empire&#039;s Royal Marines Commandos. Provides greater physical protection and seven internal storage slots for equipment, at the cost of a slight movement speed reduction akin to USCM medium armor. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breachers&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Pointman Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Pointman_Armour&lt;br /&gt;
|Title = Kestral Pointman Armour&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Smartgun harness variant of the kestral armour. Similar in function to regular kestral armour outside of its ability to holster and operate a smartgun.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Smartgun Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Smartgun_Armour&lt;br /&gt;
|Title = Kestral Armoured Smartgun Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue varient of the kestral armour issued to officers and squad leaders. Offers seven internal storage slots for equipment, but otherwise offers the same level of protection and movement speed as its more commonly issued armour. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;RMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Carry Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Carry_Armour&lt;br /&gt;
|Title = Kestral Armoured Carry Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33185</id>
		<title>User:Harryob/Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33185"/>
		<updated>2024-08-25T16:05:50Z</updated>

		<summary type="html">&lt;p&gt;Harryob: /* USCM Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Autowiki/Content/Gun/M4A3 service pistol}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.&lt;br /&gt;
Takes *only* non-high-velocity M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
{{M4RA Consolidated}}&lt;br /&gt;
&amp;lt;!-- `|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM43E1 Anti Materiel Rifle|&#039;&#039;&#039;XM43E1 Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; and is an alternative for the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Custom Battle Rifle}}[[File:M4RA Custom.png]]&lt;br /&gt;
[[#M4RA Custom Battle Rifle|&#039;&#039;&#039;M4RA Custom Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.&lt;br /&gt;
This version is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56B Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Template:M56_Smartgun_Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|96px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM51 Scattergun}}[[File:XM51 breaching scattergun.png|64px]]&lt;br /&gt;
[[#XM51 Breaching Scattergun|&#039;&#039;&#039;XM51 Breaching Scattergun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{XM51 Description}}&lt;br /&gt;
&lt;br /&gt;
{{XM51 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|G2 Electroshock Grenade}}[[File:G2_Grenade.png|64px]]&lt;br /&gt;
[[#G2 Electroshock Grenade|&#039;&#039;&#039;G2 Electroshock Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.&lt;br /&gt;
&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Video Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirburstDemo.mp4]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-S 40mm Grenade}}[[File:M74 Smoke Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-S 40mm Grenade|&#039;&#039;&#039;M74 AGM-S 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 MFHS Metal Foam grenade}}[[File:Metal Foam Grenade.png|64px]]&lt;br /&gt;
[[#M40 MFHS Metal Foam grenade|&#039;&#039;&#039;M40 Metal Foam grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Box}}[[File:M40_HPDP_box.png |64px]]&lt;br /&gt;
[[#M40 HPDP Box|&#039;&#039;&#039;M40 HPDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. Don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Magazine Box}}[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RAExtended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA AP Magazine Box}}[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Hollow Point Magazine Box}}[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A_Incendiary_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Incendiary Magazine Box}}[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|458 SOCOM Bullets Box}}[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56B Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56B Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56T Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Specialists.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required to control its recoil.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:QYJ-72.png|64px]]&lt;br /&gt;
{{Anchor|QYJ-72 General Purpose Machine Gun}}&lt;br /&gt;
[[#QYJ-72 General Purpose Machine Gun|&#039;&#039;&#039;QYJ-72 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The QYJ-72 is the standard GPMG of the Union of Progressive Peoples, chambered in 7.62x54mmR, it fires a hard-hitting cartridge with a high rate of fire. With an extremely large box at 250 rounds, the QJY-72 is designed with suppressing fire and accuracy by volume of fire at its forefront. Could also be used as a very effective blunt object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-click it to open the feed cover and allow for reloading.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Machinegunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP QYJ-72 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HJRA-12.png|64px]]&lt;br /&gt;
{{Anchor|HJRA-12 Handheld Anti-Tank Grenade Launcher}}&lt;br /&gt;
[[#HJRA-12 Handheld Anti-Tank Grenade Launcher|&#039;&#039;&#039;HJRA-12 Handheld Anti-Tank Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The HJRA-12 Handheld Anti-Tank Grenade Launcher is the standard Anti-Armor weapon of the UPP. It is designed to be easy to use and to take out or disable armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HJRA-12 Handheld Anti-Tank Grenade Launcher Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|Type 88 Designated Marksman Rifle}}&lt;br /&gt;
[[#Type 88 Designated Marksman Rifle|&#039;&#039;&#039;Type 88 Designated Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue DMR of the UPP, the Type 88 is sought after by competitive shooters and terrorists alike for its high degree of accuracy. Typically loaded with armor-piercing 7.62x54mmR rounds in a 12 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type64-SMG.png|64px]]&lt;br /&gt;
{{Anchor|Type 64 Submachinegun}}&lt;br /&gt;
[[#Type 64 Submachinegun|&#039;&#039;&#039;Type 64 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard submachinegun of the UPP, sporting an unusual 64 round helical magazine, it has a high fire-rate, but is unusually accurate. This one has a black polymer grip, denoting it as in-use by the UPP military.&lt;br /&gt;
Found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and the UPP.&lt;br /&gt;
&lt;br /&gt;
{{Type 64 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type-19 Submachinegun.png|64px]]&lt;br /&gt;
{{Anchor|Type-19 Submachinegun}}&lt;br /&gt;
[[#Type-19 Submachinegun|&#039;&#039;&#039;Type-19 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An outdated, but reliable and powerful, submachinegun originating in the Union of Progressive Peoples, it is still in limited service in the UPP but is most often used by paramilitary groups or corporate security forces. It is usually used with a 35 round stick magazine, or a 71 round drum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type-19 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NP92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NP92 Pistol}}&lt;br /&gt;
[[#NP92 Pistol|&#039;&#039;&#039;NP92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue sidearm of the UPP. The NP92 is a small but powerful sidearm, well-liked by most it is issued to, although some prefer the weapon it was meant to replace, the Type 73. Takes 12 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NPZ92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NPZ92 Pistol}}&lt;br /&gt;
[[#NPZ92 Pistol|&#039;&#039;&#039;NPZ92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The NPZ92 is a version of the NP92 that includes an integrated suppressor, issued sparingly to Kommando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type73-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 73 Pistol}}&lt;br /&gt;
[[#Type 73 Pistol|&#039;&#039;&#039;Type 73 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 73 is the once-standard issue sidearm of the UPP. Replaced by the NP92 in UPP use, it remains popular with veteran UPP troops due to familiarity and extra power. Due to an extremely large amount being produced, they tend to end up in the hands of forces attempting to arm themselves on a budget. Users include the Union of Progressive Peoples, Colonial Liberation Front, and just about any mercenary or pirate group out there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 73 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type74-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 74 Pistol}}&lt;br /&gt;
[[#Type 74 Pistol|&#039;&#039;&#039;Type 74 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 74 is the designation for a specially modified Type 73 with an integrated laser sight system, multiple lightning cuts to reduce weight in order to allow a higher pressure round to be used with the same recoil sping, and a more comfortable grip. Due to the adoption of the NP92, the Type 74 was produced in limited numbers, because of this it is typically only issued on request to high-ranking officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 74 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ZHNK-72 Revolver.png|64px]]&lt;br /&gt;
{{Anchor|ZHNK-72 Revolver}}&lt;br /&gt;
[[#ZHNK-72 Revolver|&#039;&#039;&#039;ZHNK-72 Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ZHNK-72 is a UPP designed revolver. The ZHNK-72 is used by the UPP armed forces in a policing role as well as limited numbers in the hands of SNCOs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ZHNK-72 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Royal Marines Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Rifle}}&lt;br /&gt;
[[#F903A1 Rifle|&#039;&#039;&#039;F903A1 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue rifle of the royal marines. Uniquely the royal marines are the only modern military to not use a pulse weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A2.png|64px]]&lt;br /&gt;
{{Anchor|F903A2 Rifle}}&lt;br /&gt;
[[#F903A2 Rifle|&#039;&#039;&#039;F903A2 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A non-standard issue rifle of the royal marines the F903A2 is currently being phased into the royal marines as their new mainline rifle but currently only sees use by unit leaders. Uniquely the royal marines are the only modern military to not use a pulse weapon. Uses 10x24mm caseless ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1_B.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 &#039;Breacher&#039; Rifle}}&lt;br /&gt;
[[#F903A1 &#039;Breacher&#039; Rifle|&#039;&#039;&#039;F903A1/B &#039;Breacher&#039; Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. Modified to be used in one hand with a shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1/B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1Marksman.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Marksman Rifle}}&lt;br /&gt;
[[#F903A1 Marksman Rifle|&#039;&#039;&#039;F903A1 Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. This weapon only accepts the smaller 20 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Marksman Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:L56A2.png|96px]]&lt;br /&gt;
{{Anchor|L56A2 Smartgun}}&lt;br /&gt;
[[#L56A2 Smartgun|&#039;&#039;&#039;L56A2 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The actual firearm in the 2-piece L56A2 Smartgun System. This Variant is used by the Three World Empires Royal Marines Commando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{L56A2 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:ballisticshield.png|64px]]&lt;br /&gt;
{{Anchor|FBS-B Ballistic shield}}&lt;br /&gt;
[[#FBS-B Ballistic shield|&#039;&#039;&#039;FBS-B Ballistic shield&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Ballistic shield used by the royal marines commando. This shield is commonly used during boarding actions due to its lightweight but durable design.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L5 Bayonet}}[[File:l5bayonet.png|64px]]&lt;br /&gt;
[[#L5 Bayonet|&#039;&#039;&#039;L5 Bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard-issue bayonet of the RMC, the L5 is balanced to also function as an effective throwing knife.&lt;br /&gt;
&lt;br /&gt;
{{L5 Bayonet Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-50 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-40 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MAR-30 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
&lt;br /&gt;
This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{R4T Consolidated}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MP27 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BasiraScopedRifle.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Armstrong Rifle}}&lt;br /&gt;
[[#Basira-ArmstrongRifle|&#039;&#039;&#039;Basira-Armstrong Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outer colonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
&lt;br /&gt;
It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Needs to have the bolt opened and closed in-between each shot with &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MP5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{MAC-15 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sawn-Off Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M1911 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This variant cannot load the Commanding Officers high impact or armor-piercing high impact magazines.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Colony Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{KT-42 Automag Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .38 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .38 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with .45 ACP.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ABR40changingstyle.gif|64px]]&lt;br /&gt;
{{Anchor|ABR-40 Hunting Rifle}}&lt;br /&gt;
[[#ABR-40 Hunting Rifle|&#039;&#039;&#039;ABR-40 Hunting Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The civilian version of the L42A battle rifle that is often wielded by Marines. Almost identical and even cross-compatible with L42 magazines, just don&#039;t take the stock off..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ABR-40 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3717_Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|M37-17 Pump Shotgun}}&lt;br /&gt;
[[#M37-17 Pump Shotgun|&#039;&#039;&#039;M37-17 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels out on the rim. You can switch the active internal magazine by toggling burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M37-17 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SemiSawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Semi-Sawn-Off Spearhead Rival 78 }}&lt;br /&gt;
[[#Semi-Sawn-Off Spearhead Rival 78|&#039;&#039;&#039;Semi-Sawn-Off Spearhead Rival 78&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. For some reason it seems that someone tried to saw through the barrel and gave up halfway through. This probably isn&#039;t going to be the greatest gun for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Semi-Sawn-Off Spearhead Rival 78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:AR10_Rifle.png|64px]]&lt;br /&gt;
{{Anchor|AR10 Rifle}}&lt;br /&gt;
[[#AR10 Rifle|&#039;&#039;&#039;AR10 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An earlier version of the more widespread M16 rifle. Considered to be the father of the 20th century rifle. How one of these ended up here is a mystery of its own. It is chambered in 7.62x51mm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AR10 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UZI.png|64px]]&lt;br /&gt;
{{Anchor|UZI}}&lt;br /&gt;
[[#UZI|&#039;&#039;&#039;UZI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exported to over 90 countries, somehow this relic has managed to end up here. Couldn&#039;t be simpler to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UZI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M48A4.png|64px]]&lt;br /&gt;
{{Anchor|M48A4 Service Pistol}}&lt;br /&gt;
[[#M48A4 Service Pistol|&#039;&#039;&#039;M48A4 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A timeless classic since the first World War, the M1911A1 has limited use with the USCM, and is often used as a sidearm by non-governmental bodies due to its reliability. This is a modernized version with an ammo counter and a polymer grip, designated M48A4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M48A4 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#XM40 Pulse Rifle|&#039;&#039;&#039;XM40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#XM38 Tactical Shotgun|&#039;&#039;&#039;XM38 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Recharged at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM-VESG-1 Flamer Nozzle--&amp;gt;&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to hospital corpsmen, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Hospital Corpsman|Hospital Corpsman&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M272 Pattern Knife Vest}}[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.&lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Fireteam Leaders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Smartgunner|&#039;&#039;&#039;USCM Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Laser Designators}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Commander of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Heat Absorbent Coif Description}}&lt;br /&gt;
&lt;br /&gt;
Spawns at the &#039;&#039;&#039;Automated Closet&#039;&#039;&#039; as Standard Equipment.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M10 Pattern Marine Helmet}} &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  {{M10 Technician Helmet}}&lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
|Icon = Press_Helmet&lt;br /&gt;
|Title = Press Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact.&lt;br /&gt;
{{M10 Pattern MP Helm Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_Pattern_MP_Helm&lt;br /&gt;
|Title = M10 Pattern Military Police Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work or for your fantastic leadership.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intelligence Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = M12 Pattern Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A High-cut ballistic helmet. Designed by Lindenthal-Ehrenfeld Militärindustrie it is intended to be used by Royal Marines Commando as part of the kestrel armour system. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{L5A2 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = L5A2_Helmet&lt;br /&gt;
|Title = L5A2 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue variant of the L5A2 given to RMC breachers. Provides slightly increased protection. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breacher&#039;&#039;&#039;.&lt;br /&gt;
{{L5A3 Helmet stats}} &lt;br /&gt;
|Icon = L5A3_Helmet&lt;br /&gt;
|Title = L5A3 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A green beret belonging to the royal marines commando. This beret symbolizes a royal marines ability to fight in any environment, desert, sea, artic or space a royal marine will always be ready.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{Royal Marine Beret stats}} &lt;br /&gt;
|Icon = Royal_Marine_Beret&lt;br /&gt;
|Title = Royal Marine Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-L Pattern Light Armor}} &lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Medium Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B12 Armor}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-S Armor}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-T Armor}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-G4 Armor}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Press Body Armor}}&lt;br /&gt;
|Icon = Press_Body_Armor&lt;br /&gt;
|Title = Press Body Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Armor}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Warden Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 CMP Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Riot Armor}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M56 Combat Harness}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Officer Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Tanker Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B18 Armor}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M4 Armor}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-VL Armor}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{MARSOC Armor}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A customizable personal armor system used by the Three World Empire&#039;s Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC&#039;s M3 pattern personal armor in their Tokonigara lab to create an armor system to suit the unique needs of the Three World Empire&#039;s smaller but better equipped Royal Marines.&lt;br /&gt;
Provides slightly stronger protection than standard issue USCM medium armour, but at the benefit of faster movement speed comparable to light armor. Comes with three internal storage slots. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Riflemen&#039;&#039;&#039; and &#039;&#039;&#039;RMC Marksman&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Armor Stats}}&lt;br /&gt;
|Icon = kestral_armour&lt;br /&gt;
|Title = Kestral Armoured Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavier version of the armor system used by the Three World Empire&#039;s Royal Marines Commandos. Provides greater physical protection and seven internal storage slots for equipment, at the cost of a slight movement speed reduction akin to USCM medium armor. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breachers&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Pointman Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Pointman_Armour&lt;br /&gt;
|Title = Kestral Pointman Armour&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Smartgun harness variant of the kestral armour. Similar in function to regular kestral armour outside of its ability to holster and operate a smartgun.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Smartgun Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Smartgun_Armour&lt;br /&gt;
|Title = Kestral Armoured Smartgun Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue varient of the kestral armour issued to officers and squad leaders. Offers seven internal storage slots for equipment, but otherwise offers the same level of protection and movement speed as its more commonly issued armour. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;RMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Carry Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Carry_Armour&lt;br /&gt;
|Title = Kestral Armoured Carry Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33181</id>
		<title>User:Harryob/Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Harryob/Marine_Equipment&amp;diff=33181"/>
		<updated>2024-08-25T16:03:14Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Created page with &amp;quot;    __TOC__  &amp;quot;&amp;#039;&amp;#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&amp;#039;&amp;#039;&amp;quot; - Private Hudson, &amp;#039;&amp;#039;Aliens&amp;#039;&amp;#039;  &amp;quot;&amp;#039;&amp;#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&amp;#039;&amp;#039;&amp;quot; ―Corp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
{{M4A3 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.&lt;br /&gt;
Takes *only* non-high-velocity M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
{{M4RA Consolidated}}&lt;br /&gt;
&amp;lt;!-- `|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM43E1 Anti Materiel Rifle|&#039;&#039;&#039;XM43E1 Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; and is an alternative for the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Custom Battle Rifle}}[[File:M4RA Custom.png]]&lt;br /&gt;
[[#M4RA Custom Battle Rifle|&#039;&#039;&#039;M4RA Custom Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.&lt;br /&gt;
This version is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Custom Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 4 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56B Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Template:M56_Smartgun_Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|96px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM51 Scattergun}}[[File:XM51 breaching scattergun.png|64px]]&lt;br /&gt;
[[#XM51 Breaching Scattergun|&#039;&#039;&#039;XM51 Breaching Scattergun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{XM51 Description}}&lt;br /&gt;
&lt;br /&gt;
{{XM51 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;border: 2px solid black;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|G2 Electroshock Grenade}}[[File:G2_Grenade.png|64px]]&lt;br /&gt;
[[#G2 Electroshock Grenade|&#039;&#039;&#039;G2 Electroshock Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.&lt;br /&gt;
&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Video Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirburstDemo.mp4]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-S 40mm Grenade}}[[File:M74 Smoke Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-S 40mm Grenade|&#039;&#039;&#039;M74 AGM-S 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Combat Technicians&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 MFHS Metal Foam grenade}}[[File:Metal Foam Grenade.png|64px]]&lt;br /&gt;
[[#M40 MFHS Metal Foam grenade|&#039;&#039;&#039;M40 Metal Foam grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Box}}[[File:M40_HPDP_box.png |64px]]&lt;br /&gt;
[[#M40 HPDP Box|&#039;&#039;&#039;M40 HPDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. Don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Magazine Box}}[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RAExtended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA AP Magazine Box}}[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Hollow Point Magazine Box}}[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A_Incendiary_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Incendiary Magazine Box}}[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|458 SOCOM Bullets Box}}[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56B Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56B Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56T Smartgun}}[[File:SmartGun.png|96px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Specialists.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required to control its recoil.&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:QYJ-72.png|64px]]&lt;br /&gt;
{{Anchor|QYJ-72 General Purpose Machine Gun}}&lt;br /&gt;
[[#QYJ-72 General Purpose Machine Gun|&#039;&#039;&#039;QYJ-72 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The QYJ-72 is the standard GPMG of the Union of Progressive Peoples, chambered in 7.62x54mmR, it fires a hard-hitting cartridge with a high rate of fire. With an extremely large box at 250 rounds, the QJY-72 is designed with suppressing fire and accuracy by volume of fire at its forefront. Could also be used as a very effective blunt object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-click it to open the feed cover and allow for reloading.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the standard firearms for &#039;&#039;&#039;UPP Machinegunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UPP QYJ-72 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HJRA-12.png|64px]]&lt;br /&gt;
{{Anchor|HJRA-12 Handheld Anti-Tank Grenade Launcher}}&lt;br /&gt;
[[#HJRA-12 Handheld Anti-Tank Grenade Launcher|&#039;&#039;&#039;HJRA-12 Handheld Anti-Tank Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The HJRA-12 Handheld Anti-Tank Grenade Launcher is the standard Anti-Armor weapon of the UPP. It is designed to be easy to use and to take out or disable armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HJRA-12 Handheld Anti-Tank Grenade Launcher Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|Type 88 Designated Marksman Rifle}}&lt;br /&gt;
[[#Type 88 Designated Marksman Rifle|&#039;&#039;&#039;Type 88 Designated Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue DMR of the UPP, the Type 88 is sought after by competitive shooters and terrorists alike for its high degree of accuracy. Typically loaded with armor-piercing 7.62x54mmR rounds in a 12 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type64-SMG.png|64px]]&lt;br /&gt;
{{Anchor|Type 64 Submachinegun}}&lt;br /&gt;
[[#Type 64 Submachinegun|&#039;&#039;&#039;Type 64 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard submachinegun of the UPP, sporting an unusual 64 round helical magazine, it has a high fire-rate, but is unusually accurate. This one has a black polymer grip, denoting it as in-use by the UPP military.&lt;br /&gt;
Found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and the UPP.&lt;br /&gt;
&lt;br /&gt;
{{Type 64 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type-19 Submachinegun.png|64px]]&lt;br /&gt;
{{Anchor|Type-19 Submachinegun}}&lt;br /&gt;
[[#Type-19 Submachinegun|&#039;&#039;&#039;Type-19 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An outdated, but reliable and powerful, submachinegun originating in the Union of Progressive Peoples, it is still in limited service in the UPP but is most often used by paramilitary groups or corporate security forces. It is usually used with a 35 round stick magazine, or a 71 round drum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type-19 Submachinegun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NP92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NP92 Pistol}}&lt;br /&gt;
[[#NP92 Pistol|&#039;&#039;&#039;NP92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue sidearm of the UPP. The NP92 is a small but powerful sidearm, well-liked by most it is issued to, although some prefer the weapon it was meant to replace, the Type 73. Takes 12 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:NPZ92-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|NPZ92 Pistol}}&lt;br /&gt;
[[#NPZ92 Pistol|&#039;&#039;&#039;NPZ92 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The NPZ92 is a version of the NP92 that includes an integrated suppressor, issued sparingly to Kommando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NP92 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type73-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 73 Pistol}}&lt;br /&gt;
[[#Type 73 Pistol|&#039;&#039;&#039;Type 73 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 73 is the once-standard issue sidearm of the UPP. Replaced by the NP92 in UPP use, it remains popular with veteran UPP troops due to familiarity and extra power. Due to an extremely large amount being produced, they tend to end up in the hands of forces attempting to arm themselves on a budget. Users include the Union of Progressive Peoples, Colonial Liberation Front, and just about any mercenary or pirate group out there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 73 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type74-Pistol.png|64px]]&lt;br /&gt;
{{Anchor|Type 74 Pistol}}&lt;br /&gt;
[[#Type 74 Pistol|&#039;&#039;&#039;Type 74 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Type 74 is the designation for a specially modified Type 73 with an integrated laser sight system, multiple lightning cuts to reduce weight in order to allow a higher pressure round to be used with the same recoil sping, and a more comfortable grip. Due to the adoption of the NP92, the Type 74 was produced in limited numbers, because of this it is typically only issued on request to high-ranking officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 74 Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ZHNK-72 Revolver.png|64px]]&lt;br /&gt;
{{Anchor|ZHNK-72 Revolver}}&lt;br /&gt;
[[#ZHNK-72 Revolver|&#039;&#039;&#039;ZHNK-72 Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ZHNK-72 is a UPP designed revolver. The ZHNK-72 is used by the UPP armed forces in a policing role as well as limited numbers in the hands of SNCOs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ZHNK-72 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Royal Marines Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Rifle}}&lt;br /&gt;
[[#F903A1 Rifle|&#039;&#039;&#039;F903A1 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The standard issue rifle of the royal marines. Uniquely the royal marines are the only modern military to not use a pulse weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A2.png|64px]]&lt;br /&gt;
{{Anchor|F903A2 Rifle}}&lt;br /&gt;
[[#F903A2 Rifle|&#039;&#039;&#039;F903A2 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A non-standard issue rifle of the royal marines the F903A2 is currently being phased into the royal marines as their new mainline rifle but currently only sees use by unit leaders. Uniquely the royal marines are the only modern military to not use a pulse weapon. Uses 10x24mm caseless ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1_B.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 &#039;Breacher&#039; Rifle}}&lt;br /&gt;
[[#F903A1 &#039;Breacher&#039; Rifle|&#039;&#039;&#039;F903A1/B &#039;Breacher&#039; Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. Modified to be used in one hand with a shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1/B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:F903A1Marksman.png|64px]]&lt;br /&gt;
{{Anchor|F903A1 Marksman Rifle}}&lt;br /&gt;
[[#F903A1 Marksman Rifle|&#039;&#039;&#039;F903A1 Marksman Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variation of the F903 rifle used by the royal marines commando. This weapon only accepts the smaller 20 round magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F903A1 Marksman Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:L56A2.png|96px]]&lt;br /&gt;
{{Anchor|L56A2 Smartgun}}&lt;br /&gt;
[[#L56A2 Smartgun|&#039;&#039;&#039;L56A2 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The actual firearm in the 2-piece L56A2 Smartgun System. This Variant is used by the Three World Empires Royal Marines Commando units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{L56A2 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:ballisticshield.png|64px]]&lt;br /&gt;
{{Anchor|FBS-B Ballistic shield}}&lt;br /&gt;
[[#FBS-B Ballistic shield|&#039;&#039;&#039;FBS-B Ballistic shield&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Ballistic shield used by the royal marines commando. This shield is commonly used during boarding actions due to its lightweight but durable design.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L5 Bayonet}}[[File:l5bayonet.png|64px]]&lt;br /&gt;
[[#L5 Bayonet|&#039;&#039;&#039;L5 Bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard-issue bayonet of the RMC, the L5 is balanced to also function as an effective throwing knife.&lt;br /&gt;
&lt;br /&gt;
{{L5 Bayonet Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
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{{MAR-50 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-40 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-30 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
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This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
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These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{R4T Consolidated}}&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
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{{L42A Description}}&lt;br /&gt;
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{{L42A Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MP27 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:BasiraScopedRifle.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Armstrong Rifle}}&lt;br /&gt;
[[#Basira-ArmstrongRifle|&#039;&#039;&#039;Basira-Armstrong Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outer colonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
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It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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Needs to have the bolt opened and closed in-between each shot with &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;.&lt;br /&gt;
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{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
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{{MP5 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{FN FP9000 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MAC-15 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
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{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Sawn-Off Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{M1911 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
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It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;This variant cannot load the Commanding Officers high impact or armor-piercing high impact magazines.&#039;&#039;&#039;&lt;br /&gt;
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{{Colony Desert Eagle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
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{{KT-42 Automag Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .38 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .38 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with .45 ACP.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ABR40changingstyle.gif|64px]]&lt;br /&gt;
{{Anchor|ABR-40 Hunting Rifle}}&lt;br /&gt;
[[#ABR-40 Hunting Rifle|&#039;&#039;&#039;ABR-40 Hunting Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The civilian version of the L42A battle rifle that is often wielded by Marines. Almost identical and even cross-compatible with L42 magazines, just don&#039;t take the stock off..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ABR-40 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3717_Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|M37-17 Pump Shotgun}}&lt;br /&gt;
[[#M37-17 Pump Shotgun|&#039;&#039;&#039;M37-17 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels out on the rim. You can switch the active internal magazine by toggling burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M37-17 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SemiSawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Semi-Sawn-Off Spearhead Rival 78 }}&lt;br /&gt;
[[#Semi-Sawn-Off Spearhead Rival 78|&#039;&#039;&#039;Semi-Sawn-Off Spearhead Rival 78&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. For some reason it seems that someone tried to saw through the barrel and gave up halfway through. This probably isn&#039;t going to be the greatest gun for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Semi-Sawn-Off Spearhead Rival 78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:AR10_Rifle.png|64px]]&lt;br /&gt;
{{Anchor|AR10 Rifle}}&lt;br /&gt;
[[#AR10 Rifle|&#039;&#039;&#039;AR10 Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An earlier version of the more widespread M16 rifle. Considered to be the father of the 20th century rifle. How one of these ended up here is a mystery of its own. It is chambered in 7.62x51mm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AR10 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UZI.png|64px]]&lt;br /&gt;
{{Anchor|UZI}}&lt;br /&gt;
[[#UZI|&#039;&#039;&#039;UZI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Exported to over 90 countries, somehow this relic has managed to end up here. Couldn&#039;t be simpler to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UZI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M48A4.png|64px]]&lt;br /&gt;
{{Anchor|M48A4 Service Pistol}}&lt;br /&gt;
[[#M48A4 Service Pistol|&#039;&#039;&#039;M48A4 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A timeless classic since the first World War, the M1911A1 has limited use with the USCM, and is often used as a sidearm by non-governmental bodies due to its reliability. This is a modernized version with an ammo counter and a polymer grip, designated M48A4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M48A4 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#XM40 Pulse Rifle|&#039;&#039;&#039;XM40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#XM38 Tactical Shotgun|&#039;&#039;&#039;XM38 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Recharged at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM-VESG-1 Flamer Nozzle--&amp;gt;&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to hospital corpsmen, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Hospital Corpsman|Hospital Corpsman&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M272 Pattern Knife Vest}}[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.&lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Fireteam Leaders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Smartgunner|&#039;&#039;&#039;USCM Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Laser Designators}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Commander of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Heat Absorbent Coif Description}}&lt;br /&gt;
&lt;br /&gt;
Spawns at the &#039;&#039;&#039;Automated Closet&#039;&#039;&#039; as Standard Equipment.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M10 Pattern Marine Helmet}} &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  {{M10 Technician Helmet}}&lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Weapons Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
|Icon = Press_Helmet&lt;br /&gt;
|Title = Press Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact.&lt;br /&gt;
{{M10 Pattern MP Helm Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_Pattern_MP_Helm&lt;br /&gt;
|Title = M10 Pattern Military Police Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work or for your fantastic leadership.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intelligence Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = M12 Pattern Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A High-cut ballistic helmet. Designed by Lindenthal-Ehrenfeld Militärindustrie it is intended to be used by Royal Marines Commando as part of the kestrel armour system. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{L5A2 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = L5A2_Helmet&lt;br /&gt;
|Title = L5A2 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue variant of the L5A2 given to RMC breachers. Provides slightly increased protection. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breacher&#039;&#039;&#039;.&lt;br /&gt;
{{L5A3 Helmet stats}} &lt;br /&gt;
|Icon = L5A3_Helmet&lt;br /&gt;
|Title = L5A3 Ballistic Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A green beret belonging to the royal marines commando. This beret symbolizes a royal marines ability to fight in any environment, desert, sea, artic or space a royal marine will always be ready.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Personnel&#039;&#039;&#039;.&lt;br /&gt;
{{Royal Marine Beret stats}} &lt;br /&gt;
|Icon = Royal_Marine_Beret&lt;br /&gt;
|Title = Royal Marine Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-L Pattern Light Armor}} &lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Medium Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B12 Armor}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-S Armor}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-T Armor}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armor}}&lt;br /&gt;
&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-G4 Armor}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Press Body Armor}}&lt;br /&gt;
|Icon = Press_Body_Armor&lt;br /&gt;
|Title = Press Body Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Armor}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Warden Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 CMP Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Riot Armor}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M56 Combat Harness}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M2 Officer Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3 Tanker Armor}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{B18 Armor}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M4 Armor}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M3-VL Armor}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{MARSOC Armor}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RMC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A customizable personal armor system used by the Three World Empire&#039;s Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC&#039;s M3 pattern personal armor in their Tokonigara lab to create an armor system to suit the unique needs of the Three World Empire&#039;s smaller but better equipped Royal Marines.&lt;br /&gt;
Provides slightly stronger protection than standard issue USCM medium armour, but at the benefit of faster movement speed comparable to light armor. Comes with three internal storage slots. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Riflemen&#039;&#039;&#039; and &#039;&#039;&#039;RMC Marksman&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Armor Stats}}&lt;br /&gt;
|Icon = kestral_armour&lt;br /&gt;
|Title = Kestral Armoured Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavier version of the armor system used by the Three World Empire&#039;s Royal Marines Commandos. Provides greater physical protection and seven internal storage slots for equipment, at the cost of a slight movement speed reduction akin to USCM medium armor. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Breachers&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Pointman Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Pointman_Armour&lt;br /&gt;
|Title = Kestral Pointman Armour&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Smartgun harness variant of the kestral armour. Similar in function to regular kestral armour outside of its ability to holster and operate a smartgun.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Smartgun Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Smartgun_Armour&lt;br /&gt;
|Title = Kestral Armoured Smartgun Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Special issue varient of the kestral armour issued to officers and squad leaders. Offers seven internal storage slots for equipment, but otherwise offers the same level of protection and movement speed as its more commonly issued armour. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;RMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;RMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Kestral Carry Armor Stats}}&lt;br /&gt;
|Icon = Kestral_Carry_Armour&lt;br /&gt;
|Title = Kestral Armoured Carry Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:Starter_Guide&amp;diff=32953</id>
		<title>PVE:Starter Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Starter_Guide&amp;diff=32953"/>
		<updated>2024-08-09T05:10:13Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide provides a basic overview of CM-SS13: PVE. [https://discord.gg/v6P6wns5dN Join the Discord.] &lt;br /&gt;
&lt;br /&gt;
[[File:Golden_Arrow.png|700px]]&lt;br /&gt;
&lt;br /&gt;
== Everyone==&lt;br /&gt;
Ammo and weapons are in the armory, and your basic gear can be found in the prep room. M41AMK1 ammo is located in the crates in the prep room and must be crowbar’d open.&lt;br /&gt;
&lt;br /&gt;
Everyone has engineering/construction/fireman carry skills.&lt;br /&gt;
&lt;br /&gt;
Welders do not need welder goggles.&lt;br /&gt;
&lt;br /&gt;
Basic marine gloves are insulated&lt;br /&gt;
&lt;br /&gt;
Sentries are far stronger.&lt;br /&gt;
&lt;br /&gt;
YOU DO NOT HAVE REVIVES&lt;br /&gt;
&lt;br /&gt;
DEFIBS DO NOT EXIST&lt;br /&gt;
&lt;br /&gt;
Instead, you actually die at -200 rather than -100 HP. Be careful!&lt;br /&gt;
&lt;br /&gt;
==Platoon Commander==&lt;br /&gt;
Shortly after mission start, expect either a fax or phone call in your office denoting your platoon’s objectives for the mission. Make a plan to complete the objectives, conduct brief with *at least* the sergeants of the platoon, have the platoon deploy. You should be mostly handling overwatch and guiding the squad via squad messages. This will be a more relaxed role but you do have high responsibilities as the person who knows where everyone needs to be going. Remember to relay orders through the proper chain of command. Many times the game master will be communicating directly with you.&lt;br /&gt;
&lt;br /&gt;
==Platoon Sergeant ==&lt;br /&gt;
&lt;br /&gt;
Wake up, get geared with the boys and make sure everyone gets what they need and haul it to brief. You are the hands of the platoon commander. Keep people together and follow orders best you can. You will be deploying and are the highest authority on the ground.&lt;br /&gt;
&lt;br /&gt;
==Squad Sergeant==&lt;br /&gt;
&lt;br /&gt;
As you wake up you will be assigned leadership of one of the squads (fireteams in normal CM). You will have two riflemen and a smartgunner. Make sure you keep these people close and all of your marines are taken care of. Follow orders best you can. You are crucial for cohesion of the overall group.&lt;br /&gt;
&lt;br /&gt;
== Smartgunner==&lt;br /&gt;
&lt;br /&gt;
You will wake up and be assigned a squad (fireteam in normal CM). Make sure to listen to your sergeants. Your smartgun is located in a special locker in the prep room. &lt;br /&gt;
&lt;br /&gt;
While you still have regular IFF, you will not be able to fire if someone with IFF is in your firing line. It’s essentially baby-proofing for friendly fire. As an offset, you have been significantly buffed. Lacks belts to carry the ammo, ammo bearer recommended&lt;br /&gt;
&lt;br /&gt;
==Rifleman==&lt;br /&gt;
&lt;br /&gt;
You are the backbone of the squad. You will find most of the gear you need prep room and your weapons in the armory just beyond prep. Listen to your sergeants.&lt;br /&gt;
&lt;br /&gt;
==Platoon Corpsman== &lt;br /&gt;
&lt;br /&gt;
You will have to gear up with the rest of the grunts from the prep room for the time being, but you’ll have a special vendor in the Medbay that will contain special chem mixes for your mission.  Keep in mind, you do not have a defib. You must keep people from bleeding out all the way. You also have a new chem: Concentrated Adrenaline. This chemical will pull people out of critical conditions to move and keep fighting but will do oxy and heart damage. Good luck!&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/Gun&amp;diff=32700</id>
		<title>Template:Autowiki/Gun</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/Gun&amp;diff=32700"/>
		<updated>2024-08-02T13:05:05Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:400px;&amp;quot; | &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:800px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Autowiki-{{{icon}}}.png|64px |link=]]&amp;lt;br&amp;gt; {{{name}}}  &lt;br /&gt;
||  {{{desc}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Weapon Handling Statistics:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recoil !! Unwielded Recoil !! Firerate (ps) !! Burst Firerate (ps) !! Scatter / Unwielded / Burst !! Burst Amount !! Damage !! Falloff !! Total Projectile Amount&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{recoil}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{unwielded_recoil}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{firerate}}} ({{{firerate_second}}}) &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{burst_firerate}}} ({{{burst_firerate_second}}}) &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{scatter}}} / {{{unwielded_scatter}}} / {{{burst_scatter}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{burst_amount}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{damage}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{falloff}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{total_projectile_amount}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor Punch !! Penetration !! Accuracy !! Unwielded Accuracy !! Minimum Accuracy !! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{#if: {{{armor_punch|}}} | {{{armor_punch}}} | N/A }}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{penetration}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{unwielded_accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{min_accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{max_range}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Ammunition &amp;amp; Damage:&lt;br /&gt;
||&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:400px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:947px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Table&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=width:30% | &lt;br /&gt;
{{{ammo_types}}} &lt;br /&gt;
|| &lt;br /&gt;
{{{damage_table}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attachments|}}} | {{Autowiki/RenderAttachment|attachments={{{attachments}}} }} |}}&lt;br /&gt;
{{#if: {{{grenades|}}} | {{Autowiki/RenderGrenades|grenades={{{grenades}}} }} |}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Autowiki/Gun|icon=Basira-Armstrong bolt-action hunting rifle|name=Basira-Armstrong bolt-action hunting rifle|desc=Named after its eccentric designers, the Basira-Armstrong is a cheap but reliable civilian bolt-action rifle frequently found in the outer colonies. Despite its legally-mandated limited magazine capacity, its light weight and legendary accuracy makes it popular among hunters and competitive shooters.|two_handed_only=2048|recoil=0.1|unwielded_recoil=6|firerate=75|burst_firerate=54|firerate_second=1.25|burst_firerate_second=0.91|scatter=2|unwielded_scatter=13|burst_scatter=5|burst_amount=0|has_ammo=1|ammo_name=crude sniper bullet|damage=58.8|falloff=0|total_projectile_amount=1|armor_punch=0.5|penetration=30|accuracy=41.6|unwielded_accuracy=11.2|min_accuracy=4|max_range=32|damage_armor_profile_headers1=0|damage_armor_profile_headers2=5|damage_armor_profile_headers3=10|damage_armor_profile_headers4=15|damage_armor_profile_headers5=20|damage_armor_profile_headers6=25|damage_armor_profile_headers7=30|damage_armor_profile_headers8=35|damage_armor_profile_headers9=40|damage_armor_profile_headers10=45|damage_armor_profile_headers11=50|damage_armor_profile_marine1=58|damage_armor_profile_marine2=58|damage_armor_profile_marine3=58|damage_armor_profile_marine4=58|damage_armor_profile_marine5=58|damage_armor_profile_marine6=58|damage_armor_profile_marine7=58|damage_armor_profile_marine8=53|damage_armor_profile_marine9=48|damage_armor_profile_marine10=44|damage_armor_profile_marine11=40|damage_armor_profile_xeno1=58|damage_armor_profile_xeno2=58|damage_armor_profile_xeno3=58|damage_armor_profile_xeno4=58|damage_armor_profile_xeno5=58|damage_armor_profile_xeno6=58|damage_armor_profile_xeno7=58|damage_armor_profile_xeno8=53|damage_armor_profile_xeno9=48|damage_armor_profile_xeno10=44|damage_armor_profile_xeno11=40|ammo_types={{Autowiki/AmmoMagazine|icon=Basira-Armstrong magazine (6.5mm)|name=Basira-Armstrong magazine (6.5mm)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}|damage_table={{Autowiki/DamageVersusArmorRow|ammo_name=Basira-Armstrong magazine (6.5mm)|armor-0=58|armor-5=58|armor-10=58|armor-15=58|armor-20=58|armor-25=58|armor-30=58|armor-35=53|armor-40=48|armor-45=44|armor-50=40}}|attachments={{Autowiki/AttachmentsBySlot|slot=Muzzle|attachments={{Autowiki/AvailableAttachment|icon=M5 &#039;Night Raider&#039; bayonet|name=M5 &#039;Night Raider&#039; bayonet}}{{Autowiki/AvailableAttachment|icon=M8 cartridge bayonet|name=M8 cartridge bayonet}}{{Autowiki/AvailableAttachment|icon=Type 80 bayonet|name=Type 80 bayonet}}}}{{Autowiki/AttachmentsBySlot|slot=Rail|attachments={{Autowiki/AvailableAttachment|icon=S8 4x telescopic scope|name=S8 4x telescopic scope}}{{Autowiki/AvailableAttachment|icon=S4 2x telescopic mini-scope|name=S4 2x telescopic mini-scope}}{{Autowiki/AvailableAttachment|icon=2x hunting mini-scope|name=2x hunting mini-scope}}}}{{Autowiki/AttachmentsBySlot|slot=Stock|attachments={{Autowiki/AvailableAttachment|icon=wooden stock|name=wooden stock}}}}}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/Content/Gun/M37A2_pump_shotgun&amp;diff=32699</id>
		<title>Template:Autowiki/Content/Gun/M37A2 pump shotgun</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/Content/Gun/M37A2_pump_shotgun&amp;diff=32699"/>
		<updated>2024-08-02T12:31:32Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;{{Autowiki/Gun|icon=M37A2 pump shotgun|name=M37A2 pump shotgun|desc=An Armat Battlefield Systems classic design, the M37A2 combines close-range firepower with long term reliability. Requires a pump, which is a Unique Action.|two_handed_only=0|recoil=2|unwielded_recoil=4|firerate=30|burst_firerate=20|firerate_second=0.5|burst_firerate_second=0.33|scatter=5|unwielded_scatter=10|burst_scatter=5|burst_amount=1|has_ammo=1|ammo_name=shotgun slug|damage=70|falloff=1|total_projectile_amount=1|penetration=20|accuracy=6.9|unwielded_accuracy=3|min_accuracy=0|max_range=8|effective_range=0|damage_armor_profile_headers1=0|damage_armor_profile_headers2=5|damage_armor_profile_headers3=10|damage_armor_profile_headers4=15|damage_armor_profile_headers5=20|damage_armor_profile_headers6=25|damage_armor_profile_headers7=30|damage_armor_profile_headers8=35|damage_armor_profile_headers9=40|damage_armor_profile_headers10=45|damage_armor_profile_headers11=50|damage_armor_profile_marine1=70|damage_armor_profile_marine2=70|damage_armor_profile_marine3=70|damage_armor_profile_marine4=70|damage_armor_profile_marine5=70|damage_armor_profile_marine6=63|damage_armor_profile_marine7=57|damage_armor_profile_marine8=52|damage_armor_profile_marine9=47|damage_armor_profile_marine10=37|damage_armor_profile_marine11=32|damage_armor_profile_xeno1=70|damage_armor_profile_xeno2=70|damage_armor_profile_xeno3=70|damage_armor_profile_xeno4=70|damage_armor_profile_xeno5=70|damage_armor_profile_xeno6=63|damage_armor_profile_xeno7=57|damage_armor_profile_xeno8=52|damage_armor_profile_xeno9=47|damage_armor_profile_xeno10=37|damage_armor_profile_xeno11=32|ammo_types={{Autowiki/AmmoMagazine|icon=handful of shotgun slugs (12g)|name=handful of shotgun slugs (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of shotgun slugs (12g)|name=handful of shotgun slugs (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of incendiary slugs (12g)|name=handful of incendiary slugs (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of shotgun buckshot shells (12g)|name=handful of shotgun buckshot shells (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of incendiary buckshot shells (12g)|name=handful of incendiary buckshot shells (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=abstract handful custom type|name=abstract handful custom type|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of shotgun flechette shells (12g)|name=handful of shotgun flechette shells (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of beanbag slugs (12g)|name=handful of beanbag slugs (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of beanbag slugs (20g)|name=handful of beanbag slugs (20g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of heavy shotgun slugs (8g)|name=handful of heavy shotgun slugs (8g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of heavy shotgun slugs (8g)|name=handful of heavy shotgun slugs (8g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of heavy buckshot shells (8g)|name=handful of heavy buckshot shells (8g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of dragon&#039;s breath shells (8g)|name=handful of dragon&#039;s breath shells (8g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of heavy flechette shells (8g)|name=handful of heavy flechette shells (8g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of heavy beanbag shells (8g)|name=handful of heavy beanbag shells (8g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=handful of shotgun slugs (12g)|name=handful of shotgun slugs (12g)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of shotgun slugs|name=box of shotgun slugs|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of shotgun slugs|name=box of shotgun slugs|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of incendiary slugs|name=box of incendiary slugs|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of incendiary buckshots|name=box of incendiary buckshots|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of buckshot shells|name=box of buckshot shells|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of flechette shells|name=box of flechette shells|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of beanbag slugs|name=box of beanbag slugs|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of RC beanbag slugs|name=box of RC beanbag slugs|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of shotgun slugs|name=box of shotgun slugs|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}{{Autowiki/AmmoMagazine|icon=box of breaching shells|name=box of breaching 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(12g)|armor-0=65|armor-5=65|armor-10=59|armor-15=53|armor-20=48|armor-25=44|armor-30=34|armor-35=29|armor-40=24|armor-45=20|armor-50=16}}{{Autowiki/DamageVersusArmorRow|ammo_name=abstract handful custom type|armor-0=65|armor-5=65|armor-10=59|armor-15=53|armor-20=48|armor-25=44|armor-30=34|armor-35=29|armor-40=24|armor-45=20|armor-50=16}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of shotgun flechette shells (12g)|armor-0=30|armor-5=30|armor-10=30|armor-15=30|armor-20=30|armor-25=30|armor-30=30|armor-35=30|armor-40=27|armor-45=24|armor-50=18}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of beanbag slugs (12g)}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of beanbag slugs (20g)}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of heavy shotgun slugs (8g)|armor-0=90|armor-5=90|armor-10=90|armor-15=90|armor-20=90|armor-25=90|armor-30=90|armor-35=81|armor-40=74|armor-45=67|armor-50=61}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of heavy shotgun slugs (8g)|armor-0=90|armor-5=90|armor-10=90|armor-15=90|armor-20=90|armor-25=90|armor-30=90|armor-35=81|armor-40=74|armor-45=67|armor-50=61}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of heavy buckshot shells (8g)|armor-0=75|armor-5=68|armor-10=61|armor-15=56|armor-20=51|armor-25=40|armor-30=34|armor-35=29|armor-40=24|armor-45=20|armor-50=16}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of dragon&#039;s breath shells (8g)|armor-0=60|armor-5=54|armor-10=49|armor-15=45|armor-20=40|armor-25=31|armor-30=26|armor-35=22|armor-40=17|armor-45=14|armor-50=10}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of heavy flechette shells (8g)|armor-0=45|armor-5=45|armor-10=45|armor-15=45|armor-20=45|armor-25=45|armor-30=45|armor-35=45|armor-40=45|armor-45=45|armor-50=45}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of heavy beanbag shells (8g)}}{{Autowiki/DamageVersusArmorRow|ammo_name=handful of shotgun slugs (12g)|armor-0=70|armor-5=70|armor-10=70|armor-15=70|armor-20=70|armor-25=63|armor-30=57|armor-35=52|armor-40=47|armor-45=37|armor-50=32}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of shotgun slugs|armor-0=70|armor-5=70|armor-10=70|armor-15=70|armor-20=70|armor-25=63|armor-30=57|armor-35=52|armor-40=47|armor-45=37|armor-50=32}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of shotgun slugs|armor-0=70|armor-5=70|armor-10=70|armor-15=70|armor-20=70|armor-25=63|armor-30=57|armor-35=52|armor-40=47|armor-45=37|armor-50=32}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of incendiary slugs|armor-0=55|armor-5=55|armor-10=50|armor-15=45|armor-20=41|armor-25=32|armor-30=27|armor-35=23|armor-40=19|armor-45=15|armor-50=12}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of incendiary buckshots|armor-0=65|armor-5=65|armor-10=59|armor-15=53|armor-20=48|armor-25=44|armor-30=34|armor-35=29|armor-40=24|armor-45=20|armor-50=16}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of buckshot shells|armor-0=65|armor-5=65|armor-10=59|armor-15=53|armor-20=48|armor-25=44|armor-30=34|armor-35=29|armor-40=24|armor-45=20|armor-50=16}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of flechette shells|armor-0=30|armor-5=30|armor-10=30|armor-15=30|armor-20=30|armor-25=30|armor-30=30|armor-35=30|armor-40=27|armor-45=24|armor-50=18}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of beanbag slugs}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of RC beanbag slugs}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of shotgun slugs|armor-0=70|armor-5=70|armor-10=70|armor-15=70|armor-20=70|armor-25=63|armor-30=57|armor-35=52|armor-40=47|armor-45=37|armor-50=32}}{{Autowiki/DamageVersusArmorRow|ammo_name=box of breaching shells|armor-0=55|armor-5=55|armor-10=50|armor-15=45|armor-20=41|armor-25=32|armor-30=27|armor-35=23|armor-40=19|armor-45=15|armor-50=12}}|grenades=|attachments={{Autowiki/AttachmentsBySlot|slot=Muzzle|attachments={{Autowiki/AvailableAttachment|icon=M5 &#039;Night Raider&#039; bayonet|name=M5 &#039;Night Raider&#039; bayonet}}{{Autowiki/AvailableAttachment|icon=Type 80 bayonet|name=Type 80 bayonet}}{{Autowiki/AvailableAttachment|icon=M8 cartridge bayonet|name=M8 cartridge bayonet}}{{Autowiki/AvailableAttachment|icon=extended barrel|name=extended barrel}}{{Autowiki/AvailableAttachment|icon=barrel charger|name=barrel charger}}{{Autowiki/AvailableAttachment|icon=recoil compensator|name=recoil compensator}}}}{{Autowiki/AttachmentsBySlot|slot=Rail|attachments={{Autowiki/AvailableAttachment|icon=S5 red-dot sight|name=S5 red-dot sight}}{{Autowiki/AvailableAttachment|icon=S6 reflex sight|name=S6 reflex sight}}{{Autowiki/AvailableAttachment|icon=rail flashlight|name=rail flashlight}}{{Autowiki/AvailableAttachment|icon=magnetic harness|name=magnetic harness}}}}{{Autowiki/AttachmentsBySlot|slot=Under|attachments={{Autowiki/AvailableAttachment|icon=vertical grip|name=vertical grip}}{{Autowiki/AvailableAttachment|icon=angled grip|name=angled grip}}{{Autowiki/AvailableAttachment|icon=underbarrel flashlight grip|name=underbarrel flashlight grip}}{{Autowiki/AvailableAttachment|icon=gyroscopic stabilizer|name=gyroscopic stabilizer}}{{Autowiki/AvailableAttachment|icon=underbarrel flashlight grip|name=underbarrel flashlight grip}}{{Autowiki/AvailableAttachment|icon=HME-12 underbarrel extinguisher|name=HME-12 underbarrel extinguisher}}{{Autowiki/AvailableAttachment|icon=mini flamethrower|name=mini flamethrower}}{{Autowiki/AvailableAttachment|icon=advanced mini flamethrower|name=advanced mini flamethrower}}}}{{Autowiki/AttachmentsBySlot|slot=Stock|attachments={{Autowiki/AvailableAttachment|icon=M37 wooden stock|name=M37 wooden stock}}}}}}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/DamageVersusArmorRow&amp;diff=32698</id>
		<title>Template:Autowiki/DamageVersusArmorRow</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/DamageVersusArmorRow&amp;diff=32698"/>
		<updated>2024-08-02T12:31:14Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if: {{{armor-0|}}} | {{Autowiki/RenderDamageVersusArmorRow|ammo_name={{{ammo_name}}}|armor-0={{{armor-0}}}|armor-5={{{armor-5}}}|armor-10={{{armor-10}}}|armor-15={{{armor-15}}}|armor-20={{{armor-20}}}|armor-25={{{armor-25}}}|armor-30={{{armor-30}}}|armor-35={{{armor-35}}}|armor-40={{{armor-40}}}|armor-45={{{armor-45}}}|armor-50={{{armor-50}}} }} |}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Autowiki/DamageVersusArmorRow|ammo_name=Basira-Armstrong magazine (6.5mm)|armor-0=58|armor-5=58|armor-10=58|armor-15=58|armor-20=58|armor-25=58|armor-30=58|armor-35=53|armor-40=48|armor-45=44|armor-50=40}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/DamageVersusArmorRow&amp;diff=32697</id>
		<title>Template:Autowiki/DamageVersusArmorRow</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/DamageVersusArmorRow&amp;diff=32697"/>
		<updated>2024-08-02T12:30:21Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if: {{{armor-0|}}} | {{RenderDamageVersusArmorRow|armor-0={{{armor-0}}}|armor-5={{{armor-5}}}|armor-10={{{armor-10}}}|armor-15={{{armor-15}}}|armor-20={{{armor-20}}}|armor-25={{{armor-25}}}|armor-30={{{armor-30}}}|armor-35={{{armor-35}}}|armor-40={{{armor-40}}}|armor-45={{{armor-45}}}|armor-50={{{armor-50}}} }} |}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Autowiki/DamageVersusArmorRow|ammo_name=Basira-Armstrong magazine (6.5mm)|armor-0=58|armor-5=58|armor-10=58|armor-15=58|armor-20=58|armor-25=58|armor-30=58|armor-35=53|armor-40=48|armor-45=44|armor-50=40}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/RenderDamageVersusArmorRow&amp;diff=32696</id>
		<title>Template:Autowiki/RenderDamageVersusArmorRow</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/RenderDamageVersusArmorRow&amp;diff=32696"/>
		<updated>2024-08-02T12:29:21Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; |+ {{{ammo_name}}} |style=&amp;quot;padding: 15px;&amp;quot;| Armor Value: ! 0 !! 5 !! 10 !! 15 !! 20 !! 25 !! 30 !! 35 !! 40 !! 45 !! 50 |- |style=&amp;quot;padding: 20px;&amp;quot;|Damage:|| {{{armor-0}}} || {{{armor-5}}} || {{{armor-10}}} || {{{armor-15}}} || {{{armor-20}}} || {{{armor-25}}} || {{{armor-15}}} || {{{armor-35}}} || {{{armor-40}}} || {{{armor-45}}} || {{{armor-50}}} |- |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ {{{ammo_name}}}&lt;br /&gt;
|style=&amp;quot;padding: 15px;&amp;quot;| Armor Value:&lt;br /&gt;
! 0 !! 5 !! 10 !! 15 !! 20 !! 25 !! 30 !! 35 !! 40 !! 45 !! 50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 20px;&amp;quot;|Damage:|| {{{armor-0}}} || {{{armor-5}}} || {{{armor-10}}} || {{{armor-15}}} || {{{armor-20}}} || {{{armor-25}}} || {{{armor-15}}} || {{{armor-35}}} || {{{armor-40}}} || {{{armor-45}}} || {{{armor-50}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/Grenade&amp;diff=32695</id>
		<title>Template:Autowiki/Grenade</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/Grenade&amp;diff=32695"/>
		<updated>2024-08-02T11:47:51Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; ! Icon !! Name !! Description |- |style=&amp;quot;padding: 15px;&amp;quot;| 64px | {{{name}}} | {{{description}}} |- |}&amp;lt;noinclude&amp;gt;{{Autowiki/Grenade|icon=HIRR baton slug|name=HIRR baton slug|description=Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 15px;&amp;quot;| [[File:Autowiki-{{{icon}}}.png|64px]]&lt;br /&gt;
| {{{name}}}&lt;br /&gt;
| {{{description}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;{{Autowiki/Grenade|icon=HIRR baton slug|name=HIRR baton slug|description=Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/RenderGrenades&amp;diff=32694</id>
		<title>Template:Autowiki/RenderGrenades</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/RenderGrenades&amp;diff=32694"/>
		<updated>2024-08-02T11:39:50Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Created page with &amp;quot;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; |+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Grenades: || {{{grenades}}} |- |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Grenades:&lt;br /&gt;
||&lt;br /&gt;
{{{grenades}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/Content/Gun/M92_grenade_launcher&amp;diff=32693</id>
		<title>Template:Autowiki/Content/Gun/M92 grenade launcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/Content/Gun/M92_grenade_launcher&amp;diff=32693"/>
		<updated>2024-08-02T11:36:40Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;{{Autowiki/Gun|icon=M92 grenade launcher|name=M92 grenade launcher|desc=A heavy, 6-shot grenade launcher used by the Colonial Marines for area denial and big explosions.|two_handed_only=4096|recoil=2|unwielded_recoil=0.1|firerate=18|burst_firerate=12|firerate_second=0.31|burst_firerate_second=0.21|scatter=5|unwielded_scatter=5|burst_scatter=4|burst_amount=1|has_ammo=0|ammo_name=bullet|damage=0|falloff=0|total_projectile_amount=1|penetration=0|accuracy=0|unwielded_accuracy=0|min_accuracy=0|max_range=0|effective_range=0|ammo_types=|damage_table=|grenades={{Autowiki/Grenade|icon=custom grenade|name=custom grenade|description=A custom chemical grenade with an M40 casing. This one is made to fit into underslung grenade launchers, but can also be thrown by hand.}}{{Autowiki/Grenade|icon=large custom grenade|name=large custom grenade|description=A custom chemical grenade with an M15 casing. This casing has a higher explosive capacity than the M40 variant.}}{{Autowiki/Grenade|icon=M15-F flare grenade|name=M15-F flare grenade|description=Chemical flare in a grenade form, expanded variant. The casing is too large to fit most launchers.}}{{Autowiki/Grenade|icon=metal-foam grenade|name=metal-foam grenade|description=Used for emergency sealing of air breaches.}}{{Autowiki/Grenade|icon=incendiary grenade|name=incendiary grenade|description=Used for clearing rooms of living things.}}{{Autowiki/Grenade|icon=M40-F flare grenade|name=M40-F flare grenade|description=Chemical flare in a grenade form, designed for compatibility with most standard issue launchers.}}{{Autowiki/Grenade|icon=weedkiller grenade|name=weedkiller grenade|description=Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents.}}{{Autowiki/Grenade|icon=cleaner grenade|name=cleaner grenade|description=BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas.}}{{Autowiki/Grenade|icon=M66 teargas grenade|name=M66 teargas grenade|description=Tear gas grenade used for nonlethal riot control. Please wear adequate gas protection.}}{{Autowiki/Grenade|icon=improvised explosive device|name=improvised explosive device|description=An improvised chemical explosive grenade. Designed to kill through fragmentation.}}{{Autowiki/Grenade|icon=improvised explosive device (incendiary)|name=improvised explosive device (incendiary)|description=An improvised chemical explosive grenade. Designed to spray incendiary shrapnel across a wide area.}}{{Autowiki/Grenade|icon=classic emp grenade|name=classic emp grenade|description=Wide area EMP grenade.}}{{Autowiki/Grenade|icon=Dutch&#039;s Concoction|name=Dutch&#039;s Concoction|description=Wide area EMP grenade. The label reads, &#039;CLOAKER DESTROYER - EXTREMELY STRONG&#039;.}}{{Autowiki/Grenade|icon=M40 HEDP grenade|name=M40 HEDP grenade|description=High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.}}{{Autowiki/Grenade|icon=M402 HEDP grenade|name=M40/2 HEDP grenade|description=High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. This version is stronger.}}{{Autowiki/Grenade|icon=M12 blast grenade|name=M12 blast grenade|description=A high-explosive grenade produced for private security firms. It explodes around 3 seconds after the pin has been pulled.}}{{Autowiki/Grenade|icon=Webley Mk15 stick grenade|name=Webley Mk15 stick grenade|description=A blast grenade produced in the colonies, most commonly using old designs and schematics. It explodes 3 seconds after the pin has been pulled.}}{{Autowiki/Grenade|icon=M40 HEFA grenade|name=M40 HEFA grenade|description=High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Capable of being loaded in the M92 Launcher, or thrown by hand.}}{{Autowiki/Grenade|icon=toy HEFA grenade|name=toy HEFA grenade|description=High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Capable of being loaded in the M92 Launcher, or thrown by hand. Wait, the labeling on the side indicates this is a toy, what the hell?}}{{Autowiki/Grenade|icon=M15 fragmentation grenade|name=M15 fragmentation grenade|description=An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced by the slightly safer M40-series grenades. It is set to detonate in 4 seconds.}}{{Autowiki/Grenade|icon=M15 rubber pellet grenade|name=M15 rubber pellet grenade|description=A relatively harmless version of the M15 grenade designed for riot control and combat exercises.}}{{Autowiki/Grenade|icon=Type 6 shrapnel grenade|name=Type 6 shrapnel grenade|description=A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes 3 seconds after the pin has been pulled.}}{{Autowiki/Grenade|icon=M74 AGM-F 40mm Grenade|name=M74 AGM-F 40mm Grenade|description=M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.}}{{Autowiki/Grenade|icon=M74 AGM-H 40mm Hornet Shell|name=M74 AGM-H 40mm Hornet Shell|description=Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targeting .22lr rounds. The equivalent to buckshot at-range.}}{{Autowiki/Grenade|icon=M74 AGM-S Star Shell|name=M74 AGM-S Star Shell|description=Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.}}{{Autowiki/Grenade|icon=40mm Buckshot Shell|name=40mm Buckshot Shell|description=A classic of grenade launchers everywhere, this is a 40mm shell loaded with buckshot; very dangerous, watch your fire.}}{{Autowiki/Grenade|icon=40mm HE grenade|name=40mm HE grenade|description=This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a High-Explosive grenade, watch your fire.}}{{Autowiki/Grenade|icon=M07 training grenade|name=M07 training grenade|description=A harmless reusable version of the M40 HEDP, used for training. Capable of being loaded in the M92 Launcher, or thrown by hand.}}{{Autowiki/Grenade|icon=bursting pipe|name=bursting pipe|description=High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.}}{{Autowiki/Grenade|icon=R2175A HEDP grenade|name=R2175/A HEDP grenade|description=High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has recently been added to the arsenal of the RMC.}}{{Autowiki/Grenade|icon=M40 HIDP incendiary grenade|name=M40 HIDP incendiary grenade|description=The M40 HIDP is a small, but deceptively strong incendiary grenade designed to disrupt enemy mobility with long-lasting Type B napalm. It is set to detonate in 4 seconds.}}{{Autowiki/Grenade|icon=40mm incendiary grenade|name=40mm incendiary grenade|description=This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a incendiary grenade, watch your fire.}}{{Autowiki/Grenade|icon=M74 AGM-I 40mm Grenade|name=M74 AGM-I 40mm Grenade|description=M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.}}{{Autowiki/Grenade|icon=R2175B HIDP grenade|name=R2175/B HIDP grenade|description=The R2175/B HIDP is a small, but deceptively strong incendiary grenade designed to rapidly clear areas with fast-acting potent fire. It is set to detonate in 4 seconds.}}{{Autowiki/Grenade|icon=M40 HSDP smoke grenade|name=M40 HSDP smoke grenade|description=The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds.}}{{Autowiki/Grenade|icon=M74 AGM-S 40mm Grenade|name=M74 AGM-S 40mm Grenade|description=M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. Upon detonation, instantly combines multiple chemicals inside its casing to form a smoke cloud.}}{{Autowiki/Grenade|icon=M40 HPDP grenade|name=M40 HPDP grenade|description=The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.}}{{Autowiki/Grenade|icon=Type 8 WP grenade|name=Type 8 WP grenade|description=A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.}}{{Autowiki/Grenade|icon=improvised phosphorus bomb|name=improvised phosphorus bomb|description=An improvised version of gas grenade designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.}}{{Autowiki/Grenade|icon=G2 Electroshock grenade|name=G2 Electroshock grenade|description=This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.}}{{Autowiki/Grenade|icon=slug shell|name=slug shell|description=It doesn&#039;t actually explode. Fancy that.}}{{Autowiki/Grenade|icon=HIRR baton slug|name=HIRR baton slug|description=Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.}}{{Autowiki/Grenade|icon=M40 MFHS grenade|name=M40 MFHS grenade|description=A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Based off the same platform as the M40 HEDP. Has a 2 second fuse.}}|attachments={{Autowiki/AttachmentsBySlot|slot=Rail|attachments={{Autowiki/AvailableAttachment|icon=magnetic harness|name=magnetic harness}}}}}}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/Gun&amp;diff=32692</id>
		<title>Template:Autowiki/Gun</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/Gun&amp;diff=32692"/>
		<updated>2024-08-02T10:04:46Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:400px;&amp;quot; | &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:800px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Autowiki-{{{icon}}}.png|64px |link=]]&amp;lt;br&amp;gt; {{{name}}}  &lt;br /&gt;
||  {{{desc}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Weapon Handling Statistics:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recoil !! Unwielded Recoil !! Firerate (ps) !! Burst Firerate (ps) !! Scatter / Unwielded / Burst !! Burst Amount !! Damage !! Falloff !! Total Projectile Amount&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{recoil}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{unwielded_recoil}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{firerate}}} ({{{firerate_second}}}) &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{burst_firerate}}} ({{{burst_firerate_second}}}) &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{scatter}}} / {{{unwielded_scatter}}} / {{{burst_scatter}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{burst_amount}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{damage}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{falloff}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{total_projectile_amount}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor Punch !! Penetration !! Accuracy !! Unwielded Accuracy !! Minimum Accuracy !! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{#if: {{{armor_punch|}}} | {{{armor_punch}}} | N/A }}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{penetration}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{unwielded_accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{min_accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{max_range}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Ammunition &amp;amp; Damage:&lt;br /&gt;
||&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:400px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:947px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Table&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=width:30% | &lt;br /&gt;
{{{ammo_types}}} &lt;br /&gt;
|| &lt;br /&gt;
{{{damage_table}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attachments|}}} | {{Autowiki/RenderAttachment|attachments={{{attachments}}} }} |}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Autowiki/Gun|icon=Basira-Armstrong bolt-action hunting rifle|name=Basira-Armstrong bolt-action hunting rifle|desc=Named after its eccentric designers, the Basira-Armstrong is a cheap but reliable civilian bolt-action rifle frequently found in the outer colonies. Despite its legally-mandated limited magazine capacity, its light weight and legendary accuracy makes it popular among hunters and competitive shooters.|two_handed_only=2048|recoil=0.1|unwielded_recoil=6|firerate=75|burst_firerate=54|firerate_second=1.25|burst_firerate_second=0.91|scatter=2|unwielded_scatter=13|burst_scatter=5|burst_amount=0|has_ammo=1|ammo_name=crude sniper bullet|damage=58.8|falloff=0|total_projectile_amount=1|armor_punch=0.5|penetration=30|accuracy=41.6|unwielded_accuracy=11.2|min_accuracy=4|max_range=32|damage_armor_profile_headers1=0|damage_armor_profile_headers2=5|damage_armor_profile_headers3=10|damage_armor_profile_headers4=15|damage_armor_profile_headers5=20|damage_armor_profile_headers6=25|damage_armor_profile_headers7=30|damage_armor_profile_headers8=35|damage_armor_profile_headers9=40|damage_armor_profile_headers10=45|damage_armor_profile_headers11=50|damage_armor_profile_marine1=58|damage_armor_profile_marine2=58|damage_armor_profile_marine3=58|damage_armor_profile_marine4=58|damage_armor_profile_marine5=58|damage_armor_profile_marine6=58|damage_armor_profile_marine7=58|damage_armor_profile_marine8=53|damage_armor_profile_marine9=48|damage_armor_profile_marine10=44|damage_armor_profile_marine11=40|damage_armor_profile_xeno1=58|damage_armor_profile_xeno2=58|damage_armor_profile_xeno3=58|damage_armor_profile_xeno4=58|damage_armor_profile_xeno5=58|damage_armor_profile_xeno6=58|damage_armor_profile_xeno7=58|damage_armor_profile_xeno8=53|damage_armor_profile_xeno9=48|damage_armor_profile_xeno10=44|damage_armor_profile_xeno11=40|ammo_types={{Autowiki/AmmoMagazine|icon=Basira-Armstrong magazine (6.5mm)|name=Basira-Armstrong magazine (6.5mm)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}|damage_table={{Autowiki/DamageVersusArmorRow|ammo_name=Basira-Armstrong magazine (6.5mm)|armor-0=58|armor-5=58|armor-10=58|armor-15=58|armor-20=58|armor-25=58|armor-30=58|armor-35=53|armor-40=48|armor-45=44|armor-50=40}}|attachments={{Autowiki/AttachmentsBySlot|slot=Muzzle|attachments={{Autowiki/AvailableAttachment|icon=M5 &#039;Night Raider&#039; bayonet|name=M5 &#039;Night Raider&#039; bayonet}}{{Autowiki/AvailableAttachment|icon=M8 cartridge bayonet|name=M8 cartridge bayonet}}{{Autowiki/AvailableAttachment|icon=Type 80 bayonet|name=Type 80 bayonet}}}}{{Autowiki/AttachmentsBySlot|slot=Rail|attachments={{Autowiki/AvailableAttachment|icon=S8 4x telescopic scope|name=S8 4x telescopic scope}}{{Autowiki/AvailableAttachment|icon=S4 2x telescopic mini-scope|name=S4 2x telescopic mini-scope}}{{Autowiki/AvailableAttachment|icon=2x hunting mini-scope|name=2x hunting mini-scope}}}}{{Autowiki/AttachmentsBySlot|slot=Stock|attachments={{Autowiki/AvailableAttachment|icon=wooden stock|name=wooden stock}}}}}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/RenderAttachment&amp;diff=32691</id>
		<title>Template:Autowiki/RenderAttachment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/RenderAttachment&amp;diff=32691"/>
		<updated>2024-08-02T09:59:07Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Created page with &amp;quot;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; |+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Attachments: || {{{attachments}}} |- |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Attachments:&lt;br /&gt;
||&lt;br /&gt;
{{{attachments}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Autowiki/Gun&amp;diff=32690</id>
		<title>Template:Autowiki/Gun</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Autowiki/Gun&amp;diff=32690"/>
		<updated>2024-08-02T09:34:00Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:400px;&amp;quot; | &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:800px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:Autowiki-{{{icon}}}.png|64px |link=]]&amp;lt;br&amp;gt; {{{name}}}  &lt;br /&gt;
||  {{{desc}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Weapon Handling Statistics:&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recoil !! Unwielded Recoil !! Firerate (ps) !! Burst Firerate (ps) !! Scatter / Unwielded / Burst !! Burst Amount !! Damage !! Falloff !! Total Projectile Amount&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{recoil}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{unwielded_recoil}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{firerate}}} ({{{firerate_second}}}) &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{burst_firerate}}} ({{{burst_firerate_second}}}) &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{scatter}}} / {{{unwielded_scatter}}} / {{{burst_scatter}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{burst_amount}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{damage}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{falloff}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{total_projectile_amount}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor Punch !! Penetration !! Accuracy !! Unwielded Accuracy !! Minimum Accuracy !! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{#if: {{{armor_punch|}}} | {{{armor_punch}}} | N/A }}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{penetration}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{unwielded_accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{min_accuracy}}} &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| {{{max_range}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Ammunition &amp;amp; Damage:&lt;br /&gt;
||&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:400px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:947px;&amp;quot;| &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Table&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=width:30% | &lt;br /&gt;
{{{ammo_types}}} &lt;br /&gt;
|| &lt;br /&gt;
{{{damage_table}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width:100%;&amp;quot;| Attachments:&lt;br /&gt;
||&lt;br /&gt;
{{{attachments}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Autowiki/Gun|icon=Basira-Armstrong bolt-action hunting rifle|name=Basira-Armstrong bolt-action hunting rifle|desc=Named after its eccentric designers, the Basira-Armstrong is a cheap but reliable civilian bolt-action rifle frequently found in the outer colonies. Despite its legally-mandated limited magazine capacity, its light weight and legendary accuracy makes it popular among hunters and competitive shooters.|two_handed_only=2048|recoil=0.1|unwielded_recoil=6|firerate=75|burst_firerate=54|firerate_second=1.25|burst_firerate_second=0.91|scatter=2|unwielded_scatter=13|burst_scatter=5|burst_amount=0|has_ammo=1|ammo_name=crude sniper bullet|damage=58.8|falloff=0|total_projectile_amount=1|armor_punch=0.5|penetration=30|accuracy=41.6|unwielded_accuracy=11.2|min_accuracy=4|max_range=32|damage_armor_profile_headers1=0|damage_armor_profile_headers2=5|damage_armor_profile_headers3=10|damage_armor_profile_headers4=15|damage_armor_profile_headers5=20|damage_armor_profile_headers6=25|damage_armor_profile_headers7=30|damage_armor_profile_headers8=35|damage_armor_profile_headers9=40|damage_armor_profile_headers10=45|damage_armor_profile_headers11=50|damage_armor_profile_marine1=58|damage_armor_profile_marine2=58|damage_armor_profile_marine3=58|damage_armor_profile_marine4=58|damage_armor_profile_marine5=58|damage_armor_profile_marine6=58|damage_armor_profile_marine7=58|damage_armor_profile_marine8=53|damage_armor_profile_marine9=48|damage_armor_profile_marine10=44|damage_armor_profile_marine11=40|damage_armor_profile_xeno1=58|damage_armor_profile_xeno2=58|damage_armor_profile_xeno3=58|damage_armor_profile_xeno4=58|damage_armor_profile_xeno5=58|damage_armor_profile_xeno6=58|damage_armor_profile_xeno7=58|damage_armor_profile_xeno8=53|damage_armor_profile_xeno9=48|damage_armor_profile_xeno10=44|damage_armor_profile_xeno11=40|ammo_types={{Autowiki/AmmoMagazine|icon=Basira-Armstrong magazine (6.5mm)|name=Basira-Armstrong magazine (6.5mm)|capacity=|damage=|max_range=|fall_off=|penetration=|punch=}}|damage_table={{Autowiki/DamageVersusArmorRow|ammo_name=Basira-Armstrong magazine (6.5mm)|armor-0=58|armor-5=58|armor-10=58|armor-15=58|armor-20=58|armor-25=58|armor-30=58|armor-35=53|armor-40=48|armor-45=44|armor-50=40}}|attachments={{Autowiki/AttachmentsBySlot|slot=Muzzle|attachments={{Autowiki/AvailableAttachment|icon=M5 &#039;Night Raider&#039; bayonet|name=M5 &#039;Night Raider&#039; bayonet}}{{Autowiki/AvailableAttachment|icon=M8 cartridge bayonet|name=M8 cartridge bayonet}}{{Autowiki/AvailableAttachment|icon=Type 80 bayonet|name=Type 80 bayonet}}}}{{Autowiki/AttachmentsBySlot|slot=Rail|attachments={{Autowiki/AvailableAttachment|icon=S8 4x telescopic scope|name=S8 4x telescopic scope}}{{Autowiki/AvailableAttachment|icon=S4 2x telescopic mini-scope|name=S4 2x telescopic mini-scope}}{{Autowiki/AvailableAttachment|icon=2x hunting mini-scope|name=2x hunting mini-scope}}}}{{Autowiki/AttachmentsBySlot|slot=Stock|attachments={{Autowiki/AvailableAttachment|icon=wooden stock|name=wooden stock}}}}}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Main_page/search&amp;diff=32363</id>
		<title>Template:Main page/search</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Main_page/search&amp;diff=32363"/>
		<updated>2024-08-01T09:53:19Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;home-header&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;citizen-search-trigger&amp;quot; class=&amp;quot;home-header__search&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;home-header__searchIcon&amp;quot;&amp;gt;[[File:WikimediaUI-Search.svg|16px|link=]]&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;home-header__searchText&amp;quot;&amp;gt;Click here&amp;lt;span class=&amp;quot;desktoponly&amp;quot;&amp;gt; or press {{Key press|/}}&amp;lt;/span&amp;gt; to start searching&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Main page/search/styles.css&amp;quot;/&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- For preview only --&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Main Page/Shared/Styles.css&amp;quot; /&amp;gt;{{/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=MediaWiki:Citizen.js&amp;diff=32362</id>
		<title>MediaWiki:Citizen.js</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=MediaWiki:Citizen.js&amp;diff=32362"/>
		<updated>2024-08-01T09:51:45Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All JavaScript here will be loaded for users of the Citizen skin */&lt;br /&gt;
mw.loader.using( [ &#039;mediawiki.util&#039; ] ).done( function() {&lt;br /&gt;
	/* Trigger search box when click on the fake search button on main page */&lt;br /&gt;
	if ( mw.config.get( &#039;wgPageName&#039; ) === &#039;Main_Page&#039; ) {&lt;br /&gt;
		document.getElementById( &#039;citizen-search-trigger&#039; ).addEventListener( &#039;click&#039;, function() {&lt;br /&gt;
			var search = document.getElementById( &#039;citizen-search-details&#039; );&lt;br /&gt;
			search.open = true;&lt;br /&gt;
		} );&lt;br /&gt;
	}&lt;br /&gt;
} );&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Main_page/search&amp;diff=32361</id>
		<title>Template:Main page/search</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Main_page/search&amp;diff=32361"/>
		<updated>2024-08-01T09:46:15Z</updated>

		<summary type="html">&lt;p&gt;Harryob: Undo revision 32360 by Harryob (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;home-header&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;skin-citizen-search-trigger&amp;quot; class=&amp;quot;home-header__search&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;home-header__searchIcon&amp;quot;&amp;gt;[[File:WikimediaUI-Search.svg|16px|link=]]&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;home-header__searchText&amp;quot;&amp;gt;Click here&amp;lt;span class=&amp;quot;desktoponly&amp;quot;&amp;gt; or press {{Key press|/}}&amp;lt;/span&amp;gt; to start searching&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Main page/search/styles.css&amp;quot;/&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- For preview only --&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Main Page/Shared/Styles.css&amp;quot; /&amp;gt;{{/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Main_page/search&amp;diff=32360</id>
		<title>Template:Main page/search</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Main_page/search&amp;diff=32360"/>
		<updated>2024-08-01T09:44:49Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;home-header&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;citizen-search__checkbox&amp;quot; class=&amp;quot;home-header__search&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;home-header__searchIcon&amp;quot;&amp;gt;[[File:WikimediaUI-Search.svg|16px|link=]]&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;home-header__searchText&amp;quot;&amp;gt;Click here&amp;lt;span class=&amp;quot;desktoponly&amp;quot;&amp;gt; or press {{Key press|/}}&amp;lt;/span&amp;gt; to start searching&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Main page/search/styles.css&amp;quot;/&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;!-- For preview only --&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Main Page/Shared/Styles.css&amp;quot; /&amp;gt;{{/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=32282</id>
		<title>PVE:Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=32282"/>
		<updated>2024-07-26T08:55:14Z</updated>

		<summary type="html">&lt;p&gt;Harryob: /* Present Command Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ {{Center|3rd Battalion, 2nd Colonial Marines}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;float:center;&amp;quot; | {{Center|[[File:Solar_Devils.png|200px]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Active || October 30, 2101 – present&lt;br /&gt;
|-&lt;br /&gt;
| Type || Infantry battalion&lt;br /&gt;
|-&lt;br /&gt;
| Part of || 2nd Colonial Marine Division&lt;br /&gt;
|-&lt;br /&gt;
| Garrison/HQ || Chinook 91 GSO station&lt;br /&gt;
|-&lt;br /&gt;
| Nickname || &amp;quot;Solar Devils&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Motto || “Sol Lucet Omnibus” or “The Sun Shines on Everything.”&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | {{Center|Commanders}}&lt;br /&gt;
|-&lt;br /&gt;
| Current Commander || LtCol William  H. Fredrickson&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Establishment ==&lt;br /&gt;
The Solar Devils (originally “Sea Devils”) were officially converted to a Colonial Marine Batt. during the founding of the USCM in the early 22nd Century. The Battalion is based out of scenic Camp Pendleton, California, where marines are trained to the strict standards set by the UA.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
3/2 consists of four companies.  Three infantry companies, and a single support company:&lt;br /&gt;
&lt;br /&gt;
* India (I) Company&lt;br /&gt;
* Kilo (K) Company&lt;br /&gt;
* Lima (L) Company&lt;br /&gt;
* Support Company&lt;br /&gt;
&lt;br /&gt;
Each infantry company is made up of four infantry platoons dedicated to ground and ship-to-ship actions. The support company consists of three logistics platoons combining supply, maintenance, and transport, supporting the battalion on a tactical level during deployed operations.&lt;br /&gt;
&lt;br /&gt;
== Unit History ==&lt;br /&gt;
&#039;&#039;&#039;Lacaille 8760&#039;&#039;&#039; - The battalion deployed to the Lacaille system in 2125 in support of Operation West Wind.  3/2 would transition to combat operations six months later. After approximately 25 months in theater, the unit returned to Sol to recuperate and prepare for a second tour.  Operation West Wind would conclude a month later, before the battalion could redeploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helene 215&#039;&#039;&#039; - The battalion was originally intended to be deployed to Kilo Primaris. However, while enroute  ██████  ██  ████  ██   ███  █.  ████  ███  ████████,  ████  ███  █  ███████  ████  ███. No such weapon has been deemed to exist.   ███  ███  ██████,  ██████  ███ Col.  █████  █████   ███ LtCol.  █████  ████  ███  ███  █  ████.  ███  ███ MajGen.  ████  █████ LtGen.  ████  █████  ███ Executive Director  ██████  ██  ███████  █  █  ████  ████.  ███  █  █████  ████  ███ loyalty questions.  Retire or ███  ████  █████  ███. Even in the face of missing half of his unit, additional details have not been forthcoming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whitworth 155 - New Yukon&#039;&#039;&#039; - In 2138, the Solar Devils were deployed to the distant colony of New Yukon to address a growing security threat in the form of local insurrections. Operating in the unforgiving environment of a desolate mining colony, the battalion faced a series of clandestine insurgent activities. Tasked with safeguarding vital mining operations critical to the operations of Weyland-Yutani subsidiary companies, the Solar Devils demonstrated their versatility by employing a combination of force and, surprisingly, diplomacy. Seven months of police actions effectively quelled the unrest and maintained security in the sector. The Solar Devils&#039; unyielding commitment to their mission earned them a Streamer for Corridor Security Operations, a testament to their adaptability and resourcefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation Davy Crockett&#039;&#039;&#039; - In 2146, the Solar Devils embarked on Operation Davy Crockett, a deployment to the distant, uncharted regions of the colonial frontier. This audacious campaign aimed to establish a foothold in a region of space known for its rugged terrain, uncharted planets, and the ever-looming threat of unknown adversaries. The final intent was to create a secure “buffer zone” for follow-on colonists to exploit the resources of planets as the USCM secured them. As the battalion ventured into the unknown regions, they encountered a spectrum of challenges, from resource scarcity to confrontations with local alien species. The soldiers of 3/2 displayed unwavering courage, resilience, and a pioneer spirit as they explored and secured this untamed frontier. Operation Davy Crockett pushed the boundaries of the Solar Devils&#039; capabilities and marked their determination to protect humanity&#039;s interests, earning them a Frontier Service Streamer with four Bronze Stars for their exceptional efforts in expanding the reach of the United States Colonial Marines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL849 - Pandora&#039;&#039;&#039; - The GL849 campaign of 2167 left a significant mark on the Battalion.  Within the USCM, the term ‘Pandora’ is synonymous with bloody failure.  Veteran members of the Pandora incident rarely speak about the incident. When asked directly about what the battalion did at Pandora, former battalion CO LtCol Tristan Yates, ret. simply responded: “What had to be done.”  Details about the former colon(ies) are scant, and even replacement marines who joke about “Another Pandora” are swiftly and sternly corrected by veteran members.&lt;br /&gt;
&lt;br /&gt;
== Unit Awards ==&lt;br /&gt;
&lt;br /&gt;
* Presidential Unit Citation, 3 Bronze Stars&lt;br /&gt;
* USCM Foundation Streamer&lt;br /&gt;
* USCM Space Defence Streamer, 1 Silver, 3 Bronze Stars&lt;br /&gt;
* Frontier Service Streamer, 4 Bronze Stars&lt;br /&gt;
* Corridor Security Operation Streamer&lt;br /&gt;
* GL849 Campaign Streamer&lt;br /&gt;
&lt;br /&gt;
== Present Command Structure ==&lt;br /&gt;
&lt;br /&gt;
Circa 2181&lt;br /&gt;
&lt;br /&gt;
[[File:Solar_Devils_Command_Structure.png]]&lt;br /&gt;
&lt;br /&gt;
== Notable Former Members ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Capt. Xavier Ramirez&#039;&#039;&#039; - Colorado Senator, former. (2103-2115)&lt;br /&gt;
* &#039;&#039;&#039;Cpl. Jessica Davis&#039;&#039;&#039; - Science Fiction author. (2108-2116)&lt;br /&gt;
* &#039;&#039;&#039;LCpl. Michael Johnson&#039;&#039;&#039; - starred in the hit film Soldiers of the Void as himself.  Several members of 3/2 have come forward offering opposing viewpoints of what happened during the battle the movie portrays.  (2118-2126)&lt;br /&gt;
* &#039;&#039;&#039;GySgt. Jennifer Brown&#039;&#039;&#039; - Author of the autobiography Blood and Smoke. (2118 - 2134)&lt;br /&gt;
* &#039;&#039;&#039;PFC Finnegan O&#039;Malley&#039;&#039;&#039; - Medal of Honor recipient, posthumous. (2121-2123)&lt;br /&gt;
* &#039;&#039;&#039;SSgt. Mei Ling Chen&#039;&#039;&#039; - Medal of Honor recipient. (2135 - 2155)&lt;br /&gt;
* &#039;&#039;&#039;Capt. Kellan MacGregor&#039;&#039;&#039; - Navy Cross, and three time Silver Star, one time Bronze Star recipient during the events of the Corridor Security Operation.  (2135 - 2143)&lt;br /&gt;
* &#039;&#039;&#039;Cpl. Evangeline Rousseau&#039;&#039;&#039; - Athlete. (2157 - 2165)&lt;br /&gt;
* &#039;&#039;&#039;Maj. Declan O&#039;Donnell&#039;&#039;&#039; - Presidential Candidate. (2148 - 2178)&lt;br /&gt;
* &#039;&#039;&#039;SgtMajCM. Selena Montenegro&#039;&#039;&#039; - Sergeant Major of the Colonial Marines. (2149 - 2179)&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=32281</id>
		<title>PVE:Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=32281"/>
		<updated>2024-07-26T08:54:57Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ {{Center|3rd Battalion, 2nd Colonial Marines}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;float:center;&amp;quot; | {{Center|[[File:Solar_Devils.png|200px]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Active || October 30, 2101 – present&lt;br /&gt;
|-&lt;br /&gt;
| Type || Infantry battalion&lt;br /&gt;
|-&lt;br /&gt;
| Part of || 2nd Colonial Marine Division&lt;br /&gt;
|-&lt;br /&gt;
| Garrison/HQ || Chinook 91 GSO station&lt;br /&gt;
|-&lt;br /&gt;
| Nickname || &amp;quot;Solar Devils&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Motto || “Sol Lucet Omnibus” or “The Sun Shines on Everything.”&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | {{Center|Commanders}}&lt;br /&gt;
|-&lt;br /&gt;
| Current Commander || LtCol William  H. Fredrickson&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Establishment ==&lt;br /&gt;
The Solar Devils (originally “Sea Devils”) were officially converted to a Colonial Marine Batt. during the founding of the USCM in the early 22nd Century. The Battalion is based out of scenic Camp Pendleton, California, where marines are trained to the strict standards set by the UA.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
3/2 consists of four companies.  Three infantry companies, and a single support company:&lt;br /&gt;
&lt;br /&gt;
* India (I) Company&lt;br /&gt;
* Kilo (K) Company&lt;br /&gt;
* Lima (L) Company&lt;br /&gt;
* Support Company&lt;br /&gt;
&lt;br /&gt;
Each infantry company is made up of four infantry platoons dedicated to ground and ship-to-ship actions. The support company consists of three logistics platoons combining supply, maintenance, and transport, supporting the battalion on a tactical level during deployed operations.&lt;br /&gt;
&lt;br /&gt;
== Unit History ==&lt;br /&gt;
&#039;&#039;&#039;Lacaille 8760&#039;&#039;&#039; - The battalion deployed to the Lacaille system in 2125 in support of Operation West Wind.  3/2 would transition to combat operations six months later. After approximately 25 months in theater, the unit returned to Sol to recuperate and prepare for a second tour.  Operation West Wind would conclude a month later, before the battalion could redeploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helene 215&#039;&#039;&#039; - The battalion was originally intended to be deployed to Kilo Primaris. However, while enroute  ██████  ██  ████  ██   ███  █.  ████  ███  ████████,  ████  ███  █  ███████  ████  ███. No such weapon has been deemed to exist.   ███  ███  ██████,  ██████  ███ Col.  █████  █████   ███ LtCol.  █████  ████  ███  ███  █  ████.  ███  ███ MajGen.  ████  █████ LtGen.  ████  █████  ███ Executive Director  ██████  ██  ███████  █  █  ████  ████.  ███  █  █████  ████  ███ loyalty questions.  Retire or ███  ████  █████  ███. Even in the face of missing half of his unit, additional details have not been forthcoming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whitworth 155 - New Yukon&#039;&#039;&#039; - In 2138, the Solar Devils were deployed to the distant colony of New Yukon to address a growing security threat in the form of local insurrections. Operating in the unforgiving environment of a desolate mining colony, the battalion faced a series of clandestine insurgent activities. Tasked with safeguarding vital mining operations critical to the operations of Weyland-Yutani subsidiary companies, the Solar Devils demonstrated their versatility by employing a combination of force and, surprisingly, diplomacy. Seven months of police actions effectively quelled the unrest and maintained security in the sector. The Solar Devils&#039; unyielding commitment to their mission earned them a Streamer for Corridor Security Operations, a testament to their adaptability and resourcefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation Davy Crockett&#039;&#039;&#039; - In 2146, the Solar Devils embarked on Operation Davy Crockett, a deployment to the distant, uncharted regions of the colonial frontier. This audacious campaign aimed to establish a foothold in a region of space known for its rugged terrain, uncharted planets, and the ever-looming threat of unknown adversaries. The final intent was to create a secure “buffer zone” for follow-on colonists to exploit the resources of planets as the USCM secured them. As the battalion ventured into the unknown regions, they encountered a spectrum of challenges, from resource scarcity to confrontations with local alien species. The soldiers of 3/2 displayed unwavering courage, resilience, and a pioneer spirit as they explored and secured this untamed frontier. Operation Davy Crockett pushed the boundaries of the Solar Devils&#039; capabilities and marked their determination to protect humanity&#039;s interests, earning them a Frontier Service Streamer with four Bronze Stars for their exceptional efforts in expanding the reach of the United States Colonial Marines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL849 - Pandora&#039;&#039;&#039; - The GL849 campaign of 2167 left a significant mark on the Battalion.  Within the USCM, the term ‘Pandora’ is synonymous with bloody failure.  Veteran members of the Pandora incident rarely speak about the incident. When asked directly about what the battalion did at Pandora, former battalion CO LtCol Tristan Yates, ret. simply responded: “What had to be done.”  Details about the former colon(ies) are scant, and even replacement marines who joke about “Another Pandora” are swiftly and sternly corrected by veteran members.&lt;br /&gt;
&lt;br /&gt;
== Unit Awards ==&lt;br /&gt;
&lt;br /&gt;
* Presidential Unit Citation, 3 Bronze Stars&lt;br /&gt;
* USCM Foundation Streamer&lt;br /&gt;
* USCM Space Defence Streamer, 1 Silver, 3 Bronze Stars&lt;br /&gt;
* Frontier Service Streamer, 4 Bronze Stars&lt;br /&gt;
* Corridor Security Operation Streamer&lt;br /&gt;
* GL849 Campaign Streamer&lt;br /&gt;
&lt;br /&gt;
== Present Command Structure ==&lt;br /&gt;
&lt;br /&gt;
Circa 2181&lt;br /&gt;
[[File:Solar_Devils_Command_Structure.png]]&lt;br /&gt;
&lt;br /&gt;
== Notable Former Members ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Capt. Xavier Ramirez&#039;&#039;&#039; - Colorado Senator, former. (2103-2115)&lt;br /&gt;
* &#039;&#039;&#039;Cpl. Jessica Davis&#039;&#039;&#039; - Science Fiction author. (2108-2116)&lt;br /&gt;
* &#039;&#039;&#039;LCpl. Michael Johnson&#039;&#039;&#039; - starred in the hit film Soldiers of the Void as himself.  Several members of 3/2 have come forward offering opposing viewpoints of what happened during the battle the movie portrays.  (2118-2126)&lt;br /&gt;
* &#039;&#039;&#039;GySgt. Jennifer Brown&#039;&#039;&#039; - Author of the autobiography Blood and Smoke. (2118 - 2134)&lt;br /&gt;
* &#039;&#039;&#039;PFC Finnegan O&#039;Malley&#039;&#039;&#039; - Medal of Honor recipient, posthumous. (2121-2123)&lt;br /&gt;
* &#039;&#039;&#039;SSgt. Mei Ling Chen&#039;&#039;&#039; - Medal of Honor recipient. (2135 - 2155)&lt;br /&gt;
* &#039;&#039;&#039;Capt. Kellan MacGregor&#039;&#039;&#039; - Navy Cross, and three time Silver Star, one time Bronze Star recipient during the events of the Corridor Security Operation.  (2135 - 2143)&lt;br /&gt;
* &#039;&#039;&#039;Cpl. Evangeline Rousseau&#039;&#039;&#039; - Athlete. (2157 - 2165)&lt;br /&gt;
* &#039;&#039;&#039;Maj. Declan O&#039;Donnell&#039;&#039;&#039; - Presidential Candidate. (2148 - 2178)&lt;br /&gt;
* &#039;&#039;&#039;SgtMajCM. Selena Montenegro&#039;&#039;&#039; - Sergeant Major of the Colonial Marines. (2149 - 2179)&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=32280</id>
		<title>PVE:Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=32280"/>
		<updated>2024-07-26T08:53:57Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ {{Center|3rd Battalion, 2nd Colonial Marines}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;float:center;&amp;quot; | {{Center|[[File:Solar_Devils.png|200px]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Active || October 30, 2101 – present&lt;br /&gt;
|-&lt;br /&gt;
| Type || Infantry battalion&lt;br /&gt;
|-&lt;br /&gt;
| Part of || 2nd Colonial Marine Division&lt;br /&gt;
|-&lt;br /&gt;
| Garrison/HQ || Chinook 91 GSO station&lt;br /&gt;
|-&lt;br /&gt;
| Nickname || &amp;quot;Solar Devils&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Motto || “Sol Lucet Omnibus” or “The Sun Shines on Everything.”&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | {{Center|Commanders}}&lt;br /&gt;
|-&lt;br /&gt;
| Current Commander || LtCol William  H. Fredrickson&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Establishment ==&lt;br /&gt;
The Solar Devils (originally “Sea Devils”) were officially converted to a Colonial Marine Batt. during the founding of the USCM in the early 22nd Century. The Battalion is based out of scenic Camp Pendleton, California, where marines are trained to the strict standards set by the UA.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
3/2 consists of four companies.  Three infantry companies, and a single support company:&lt;br /&gt;
&lt;br /&gt;
* India (I) Company&lt;br /&gt;
* Kilo (K) Company&lt;br /&gt;
* Lima (L) Company&lt;br /&gt;
* Support Company&lt;br /&gt;
&lt;br /&gt;
Each infantry company is made up of four infantry platoons dedicated to ground and ship-to-ship actions. The support company consists of three logistics platoons combining supply, maintenance, and transport, supporting the battalion on a tactical level during deployed operations.&lt;br /&gt;
&lt;br /&gt;
== Unit History ==&lt;br /&gt;
&#039;&#039;&#039;Lacaille 8760&#039;&#039;&#039; - The battalion deployed to the Lacaille system in 2125 in support of Operation West Wind.  3/2 would transition to combat operations six months later. After approximately 25 months in theater, the unit returned to Sol to recuperate and prepare for a second tour.  Operation West Wind would conclude a month later, before the battalion could redeploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helene 215&#039;&#039;&#039; - The battalion was originally intended to be deployed to Kilo Primaris. However, while enroute  ██████  ██  ████  ██   ███  █.  ████  ███  ████████,  ████  ███  █  ███████  ████  ███. No such weapon has been deemed to exist.   ███  ███  ██████,  ██████  ███ Col.  █████  █████   ███ LtCol.  █████  ████  ███  ███  █  ████.  ███  ███ MajGen.  ████  █████ LtGen.  ████  █████  ███ Executive Director  ██████  ██  ███████  █  █  ████  ████.  ███  █  █████  ████  ███ loyalty questions.  Retire or ███  ████  █████  ███. Even in the face of missing half of his unit, additional details have not been forthcoming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whitworth 155 - New Yukon&#039;&#039;&#039; - In 2138, the Solar Devils were deployed to the distant colony of New Yukon to address a growing security threat in the form of local insurrections. Operating in the unforgiving environment of a desolate mining colony, the battalion faced a series of clandestine insurgent activities. Tasked with safeguarding vital mining operations critical to the operations of Weyland-Yutani subsidiary companies, the Solar Devils demonstrated their versatility by employing a combination of force and, surprisingly, diplomacy. Seven months of police actions effectively quelled the unrest and maintained security in the sector. The Solar Devils&#039; unyielding commitment to their mission earned them a Streamer for Corridor Security Operations, a testament to their adaptability and resourcefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation Davy Crockett&#039;&#039;&#039; - In 2146, the Solar Devils embarked on Operation Davy Crockett, a deployment to the distant, uncharted regions of the colonial frontier. This audacious campaign aimed to establish a foothold in a region of space known for its rugged terrain, uncharted planets, and the ever-looming threat of unknown adversaries. The final intent was to create a secure “buffer zone” for follow-on colonists to exploit the resources of planets as the USCM secured them. As the battalion ventured into the unknown regions, they encountered a spectrum of challenges, from resource scarcity to confrontations with local alien species. The soldiers of 3/2 displayed unwavering courage, resilience, and a pioneer spirit as they explored and secured this untamed frontier. Operation Davy Crockett pushed the boundaries of the Solar Devils&#039; capabilities and marked their determination to protect humanity&#039;s interests, earning them a Frontier Service Streamer with four Bronze Stars for their exceptional efforts in expanding the reach of the United States Colonial Marines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL849 - Pandora&#039;&#039;&#039; - The GL849 campaign of 2167 left a significant mark on the Battalion.  Within the USCM, the term ‘Pandora’ is synonymous with bloody failure.  Veteran members of the Pandora incident rarely speak about the incident. When asked directly about what the battalion did at Pandora, former battalion CO LtCol Tristan Yates, ret. simply responded: “What had to be done.”  Details about the former colon(ies) are scant, and even replacement marines who joke about “Another Pandora” are swiftly and sternly corrected by veteran members.&lt;br /&gt;
&lt;br /&gt;
== Unit Awards ==&lt;br /&gt;
&lt;br /&gt;
* Presidential Unit Citation, 3 Bronze Stars&lt;br /&gt;
* USCM Foundation Streamer&lt;br /&gt;
* USCM Space Defence Streamer, 1 Silver, 3 Bronze Stars&lt;br /&gt;
* Frontier Service Streamer, 4 Bronze Stars&lt;br /&gt;
* Corridor Security Operation Streamer&lt;br /&gt;
* GL849 Campaign Streamer&lt;br /&gt;
&lt;br /&gt;
== Present Command Structure ==&lt;br /&gt;
&lt;br /&gt;
Circa 2181&lt;br /&gt;
[[File:Solar_Devils_Command_Structure.png]]&lt;br /&gt;
&lt;br /&gt;
== Notable Former Members ==&lt;br /&gt;
&lt;br /&gt;
Capt. Xavier Ramirez - Colorado Senator, former. (2103-2115)&lt;br /&gt;
Cpl. Jessica Davis - Science Fiction author. (2108-2116)&lt;br /&gt;
LCpl. Michael Johnson - starred in the hit film Soldiers of the Void as himself.  Several members of 3/2 have come forward offering opposing viewpoints of what happened during the battle the movie portrays.  (2118-2126)&lt;br /&gt;
GySgt. Jennifer Brown - Author of the autobiography Blood and Smoke. (2118 - 2134)&lt;br /&gt;
PFC Finnegan O&#039;Malley - Medal of Honor recipient, posthumous. (2121-2123)&lt;br /&gt;
SSgt. Mei Ling Chen - Medal of Honor recipient. (2135 - 2155)&lt;br /&gt;
Capt. Kellan MacGregor - Navy Cross, and three time Silver Star, one time Bronze Star recipient during the events of the Corridor Security Operation.  (2135 - 2143)&lt;br /&gt;
Cpl. Evangeline Rousseau - Athlete. (2157 - 2165)&lt;br /&gt;
Maj. Declan O&#039;Donnell - Presidential Candidate. (2148 - 2178)&lt;br /&gt;
SgtMajCM. Selena Montenegro - Sergeant Major of the Colonial Marines. (2149 - 2179)&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Solar_Devils_Command_Structure.png&amp;diff=32279</id>
		<title>File:Solar Devils Command Structure.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Solar_Devils_Command_Structure.png&amp;diff=32279"/>
		<updated>2024-07-26T08:53:18Z</updated>

		<summary type="html">&lt;p&gt;Harryob: &lt;/p&gt;
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		<author><name>Harryob</name></author>
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		<id>https://cm-ss13.com/w/index.php?title=PVE:Main_Page&amp;diff=32276</id>
		<title>PVE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Main_Page&amp;diff=32276"/>
		<updated>2024-07-25T18:49:03Z</updated>

		<summary type="html">&lt;p&gt;Harryob: pve main page&lt;/p&gt;
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&amp;lt;p align=center&amp;gt;CM-SS13: PVE is a heavily modified [http://www.byond.com/games/Exadv1/SpaceStation13 SS13] server inspired by the &#039;&#039;[http://en.wikipedia.org/wiki/Aliens_(film) Aliens]&#039;&#039; film and built from [https://cm-ss13.com CM-SS13]. If you&#039;re new to CM-SS13 PVE, check out our [https://cm-ss13.com/pve &amp;quot;Soul Guide&amp;quot;]. &amp;lt;b&amp;gt;We are not in any way affiliated with Fox/Disney, or the Aliens IP.&amp;lt;/b&amp;gt; This is an entirely fan-made project.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harryob</name></author>
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