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		<id>https://cm-ss13.com/w/index.php?title=User:NGGJamie&amp;diff=25343</id>
		<title>User:NGGJamie</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:NGGJamie&amp;diff=25343"/>
		<updated>2023-04-20T09:34:50Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Created page with &amp;quot;= About Me = I am the former, and longest lasting, host of CM-SS13 to date. I joined the community roughly in February of 2017, and began as a Mentor in the following June. Me...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= About Me =&lt;br /&gt;
I am the former, and longest lasting, host of CM-SS13 to date. I joined the community roughly in February of 2017, and began as a Mentor in the following June. Mentors were headed up by the Senior Mentor Jerkface00 at the time, and were considered staff. I spent a little over a month as a Mentor before getting the greenlight from SLC97 to apply to be a Moderator. Mods weren&#039;t required to be Mentors first at the time, but for those that were, the process was effectively a formality, and was almost guaranteed to be accepted.&lt;br /&gt;
&lt;br /&gt;
I was largely an overnight mod, being the type to stay up all night, and was typically alone. I spent the majority of my trial period without any real assistance, but passed my trial nonetheless. It was around this time that I built the first initial iteration of gpanel&#039;s tools, taking advantage of the server logs being stored in predictable webserver locations and having a hook download and process them automatically on my own server. These were hosted on https://jamie.tools/. It was during this time that I built the first version of Fast Log Search, and Multikey Lookup. I would later build a staff time counting tool and help the Senior Staff, the positions that would become Manager later, and outdate the manual process they were previously doing.&lt;br /&gt;
&lt;br /&gt;
The tools were very well accepted, because tooling was almost non-existent at the time. The entire staff team had to share a password to a PHP file that allowed searches, and it changed infrequently, but some staff also downloaded logs and used Notepad++ from time to time. However, Apophis, the Host at the time, didn&#039;t like that technically log data was exposed, though password protected, through a third party site. Thus, I restricted access to only myself and would perform any lookups upon request. I would often assist Feweh with his investigations, and through that and generally doing well as a mod, I was picked for trial admin by surprise in that October, then chosen for Senior Mentor before my trial was up, due to freemysoul leaving Senior Admin, and Seniors being shifted around.&lt;br /&gt;
&lt;br /&gt;
I spent 4 and a half months as Senior Mentor when the community got shaken up again, but harder. Feweh had incited some drama in a voice channel with a female user, and it led to his removal from staff shortly thereafter. Some time later, Apophis started to face pedophilia accusations due to conduct from a user of the same name requesting certain mods for The Sims. Apophis denied that user having any relation to him, but left the community because of people trying to bring it into real life. This left the Vice Host, Rahlzel, to become Host, and he opted not to pick a Vice nor to replace Feweh&#039;s old position of Head Manager. Instead, he renamed the Senior positions to Managers, and expanded their abilities. When this happened, Jerkface opted to shift back to leading the Mentors, I took up Mod Manager, and SLC was the initial Admin Manager. This arrangement stuck for nearly 4 months before I stepped down for a lack of time, and opted to be a Coder. Emerald Blood took my place.&lt;br /&gt;
&lt;br /&gt;
Later that same month, BMC, the Head Dev who happened to be SLC&#039;s brother, became fed up with the community, leaving an infamous Discord announcement before exiting. This event prompted Rahlzel to also quit the same day or the day after, I&#039;m unsure of which. Rahlzel initially offered Host to SLC, who declined. I was then offered the role as I was the only person on the team with significant technical skill. I initially thought it was a joke, but after he confirmed that it was not, I considered the proposal for a couple of hours before accepting. SLC was made Vice Host, Emerald Blood was Head Manager.&lt;br /&gt;
&lt;br /&gt;
I was Host for less than a week before the source code to the game was leaked. The leaker has never been completely proven, but accounts claim that it was done by Rahlzel as an act of non-confidence, fearing that I would fail the community. That event caused a lot of tension between myself and Hostchat, as CM had been using an old Goon master controller which was licensed under AGPL. There was talk that the master controller was given to us with permission to keep it closed source in a trade, but this was unverifiable. CM was almost kicked out of Hostchat for license violation, only remaining in by 1 vote that broke a tie through the support of the Goons telling people they didn&#039;t care.&lt;br /&gt;
&lt;br /&gt;
SLC would remain Vice Host until that January, when he left to pursue other interests. I opted not to replace him at the time. Little else of note happened during that year until I decided that Emerald Blood should be made Vice Host. She tried to use this to start contributing to Development, which was still closed source, but the devs were not interested in her getting involved, I understood and respected that choice, and it caused a massive rift to occur between us. Between that, other drama, and accusations that I was &amp;quot;tyrannical,&amp;quot; the next several months were incredibly draining and stressful. After the new year in 2020, I removed Emerald Blood from Vice Host, extending an offer as a permanent Senior Admin, to which she declined and left the community. The events during the preceding months would sap my interest in taking an active role in CM, and that interest never recovered for any lengthy period of time.&lt;br /&gt;
&lt;br /&gt;
Thus, for the remaining time I was host, I largely allowed the community to be governed by the managers and devs, and attempted to step in only when needed to keep things in order. The code would later be open sourced for anyone to contribute toward after much planning.&lt;br /&gt;
&lt;br /&gt;
I may expand this later with certain events that occurred during my tenure as Host, but those are not as well ingrained in my memory as those that came before, or early on. So what I&#039;ve written is likely to be all there is, but I won&#039;t leave out the possibility of updating it in the future.&lt;br /&gt;
&lt;br /&gt;
= Staff Rank Listing =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Staff Rank&lt;br /&gt;
! Start Date&lt;br /&gt;
! End Date&lt;br /&gt;
|-&lt;br /&gt;
| Mentor&lt;br /&gt;
| 06/28/2017&lt;br /&gt;
| 08/07/2017&lt;br /&gt;
|-&lt;br /&gt;
| Trial Moderator&lt;br /&gt;
| 08/07/2017&lt;br /&gt;
| 08/25/2017&lt;br /&gt;
|-&lt;br /&gt;
| Moderator&lt;br /&gt;
| 08/25/2017&lt;br /&gt;
| 10/11/2017&lt;br /&gt;
|-&lt;br /&gt;
| Trial Admin&lt;br /&gt;
| 10/11/2017&lt;br /&gt;
| 10/30/2017&lt;br /&gt;
|-&lt;br /&gt;
| Senior Mentor&lt;br /&gt;
| 10/30/2017&lt;br /&gt;
| 03/15/2018&lt;br /&gt;
|-&lt;br /&gt;
| Mod Manager&lt;br /&gt;
| 03/15/2018&lt;br /&gt;
| 07/08/2018&lt;br /&gt;
|-&lt;br /&gt;
| Coder&lt;br /&gt;
| 07/08/2018&lt;br /&gt;
| 07/27/2018&lt;br /&gt;
|-&lt;br /&gt;
| Host&lt;br /&gt;
| 07/27/2018&lt;br /&gt;
| 10/19/2022&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rules&amp;diff=14364</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rules&amp;diff=14364"/>
		<updated>2020-04-17T21:27:00Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Undo revision 14363 by Nanu308 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;﻿Rule 0.&#039;&#039;&#039; Admins (not Mentors or Mods) retain the authority to ignore the enforcement of specific rules at their discretion when they feel it is in the best interest of the current round, the server, or the player base at large. However, they are fully accountable for their actions when they exercise this privilege.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rule 0.1&#039;&#039;&#039; Rules are enforced as intended. Every example of a rule break cannot be defined as written, therefore, enforcement of the rules is subject to staff interpretation of the rule&#039;s intention.&lt;br /&gt;
# &#039;&#039;&#039;Rule 1. No Erotic Role Play (ERP), erotic content, or 18+ sexual content -&#039;&#039;&#039; Roleplay intended to elicit a sexual response from the receiver(s), including but not limited to writing stories (WGW) or posting links to adult content. Doing so will almost always result in an instant permaban from our server. However, these actions could still be susceptible to Marine Law. A good rule of thumb for whether an interaction crosses this line would be to consider if the action would be allowed in a PG-13 rated movie in the USA. A few basic guidelines are as follows:&lt;br /&gt;
#* No character should ever engage in any form of sexual intercourse in the game, whether alone or with another player.&lt;br /&gt;
#* No sexual act or genetalia should ever be given explicit description. If a sexual act must be referenced, there should never be a description of how particular body parts made contact or interacted in any way, nor should any particular act be named. Distasteful but non-sexual bravado do not apply to this. A marine scratching their nuts, for example, is fine.&lt;br /&gt;
#* Euphemisms that also have a sexual meaning are allowed in non-sexual contexts. Common terms of phrase like &amp;quot;Suck my dick&amp;quot; are fine, as long as saying such is not a literal invitation or solicitation to do so.&lt;br /&gt;
#* If you are not sure whether something you wish to say or do is okay, AHelp first. We would rather you ask and be told no, than have it happen and a ban become necessary.&lt;br /&gt;
#* Staff reserve the right to make judgement calls on situations to determine if they constitute a breach of 18+ or erotic conduct. If something is overly disgusting or crosses a line in a way that becomes an 18+ situation, it may be punished for regardless of nature. The above are guidelines for reference, and it is highly not recommended to straddle the line along what is and is not allowed when dealing with erotic/18+ content.&lt;br /&gt;
# &#039;&#039;&#039;Rule 2. Roleplay -&#039;&#039;&#039; CM-SS13 is intended to be a Medium Roleplay server. Play a reasonably realistic character. Treat your character as a separate entity from you, the player. Your character&#039;s actions, feelings, and knowledge in-game should be based solely on the character&#039;s experiences and not your own as the player. Low roleplay actions that have no regard for your character or the setting (Memes, silly copypaste spam IC) are not acceptable. Character development can occur over rounds but each round is a soft-reset, meaning you can have previous mission experience but your character will never have died or fled the ship in the past. Both Marines and Xeno know of the others existence, but this does not guarantee every round is Marine vs Xeno (IE: Human vs Human events can still happen without you being aware). Follow the Roleplay Standards.&lt;br /&gt;
# &#039;&#039;&#039;Rule 3. Don&#039;t be a dick -&#039;&#039;&#039; Harassment, racism, bigotry, homophobia, exploiting bugs, cheating, hacking, and just plain being an asshole. Giving out plot spoilers to any media with malicious intent is not allowed, but the general discussion of plot that contains spoilers about media released 1 year ago or longer is fine.&lt;br /&gt;
#* Acting in a hostile tone using profanity and minor racism within roleplay is permitted. However, staff reserves the right to make calls on situations if a player has crossed the line. If a staff member tells you to stop, you stop. &lt;br /&gt;
# &#039;&#039;&#039;Rule 4. No griefing -&#039;&#039;&#039; Griefing is the intent of one player wanting to cause grief or annoyance to other players or the server without a valid roleplay reason. If Staff believes that the player’s intent is to grief, then action will be taken whether or not it was the player’s intent. Any damage to the station or players caused by griefing can be repaired at an Admin&#039;s discretion. If you are being griefed, don’t retaliate - Adminhelp it and you’ll get healed. Shooting a griefer can cause you to get in trouble as well, and the combat logs you’re generating make it harder for Staff to prove who the real griefer is.&lt;br /&gt;
#* End of Round Grief (EORG) is fighting and generating any combat logs with friendly players after the round ends and is an immediate 3-hour ban without warning. Exceptions are between normal enemies, such as Marines and Aliens, Marines and UPP, etc.&lt;br /&gt;
#* Major shenanigans that may disrupt the normal flow of the round are not allowed at roundstart. This includes big or lethal fights, briefing brawls, riots, and massive equipment restrictions.&lt;br /&gt;
# &#039;&#039;&#039;Rule 5. No powergaming - &#039;&#039;&#039;Do not abuse bugs or unintended features to gain an advantage for yourself or your team. Xenos should not be pushing around crates/structures for cover or moving fuel tanks to locations to blow up walls/structures. Marine roles should be doing their assigned tasks and not simply ignoring them in lieu of their own plan. IE: A doctor going planetside to fight Xenos or a Squad Medic only choosing to heal themselves. In the event that a vital role needs to be filled with no primary player to fill the slot, a role with the required skills can fill in for them. This means if there is no CE/MT to set up the engines, the XO/CO, or another role with the required skills, is free to set them up.&lt;br /&gt;
# &#039;&#039;&#039;Rule 6. No Metagaming or Metacommunication -&#039;&#039;&#039; Acting upon knowledge your character would not have or providing unknowable information to another player. Should you be in a voice call with other players, you are still expected to relay information through IC channels (talking, radio, etc) to preserve in-game roleplay. IC information should not be posted to any public location where other parties can be given an advantage. Any form of cheating via metacomms will result in a permaban. All public chat on the CM Discord should refrain from talking about any ongoing round information until the round ends.&lt;br /&gt;
#* Examples of Metagaming:&lt;br /&gt;
#** Wordlessly following a friend around without having any IC communications or interactions.&lt;br /&gt;
#** Building defenses on the ship before a hostile force is en route.&lt;br /&gt;
#** Xenos sitting next to the dropship landing pad to attack right as the Marines open the doors.&lt;br /&gt;
#** Xenos melting every colony wall in a specific location to remove a building/defensive point.&lt;br /&gt;
#* Examples that are NOT Metagaming:&lt;br /&gt;
#** Xenos destroying colony assets prior to Marine landing, such as APCs, lights, vendors, etc.&lt;br /&gt;
#** Xenos &amp;amp; Marines building traps to catch and kill the other side.&lt;br /&gt;
#** Marines killing themselves after becoming infected or captured by the Xenos.&lt;br /&gt;
# &#039;&#039;&#039;Rule 7. English only -&#039;&#039;&#039; All communications within the server should be done in English only. Phrases from other languages are fine but should not make up the majority of your conversations.&lt;br /&gt;
# &#039;&#039;&#039;Rule 8. No Advertising -&#039;&#039;&#039; Don’t post byond://, Discord, Twitch, etc, links to other servers purely for the sake of advertising. If you wish to share links to these kinds of places, either ahelp for permission or do so off the server (IE: over Byond messages). &lt;br /&gt;
# &#039;&#039;&#039;Rule 9. No Ban Evading / Multi-Keying -&#039;&#039;&#039; Logging in with different accounts at different times, logging in with another account because you died (or were banned), or logging into two separate accounts at the same time. If you have multiple accounts tied to CM-SS13, please ahelp regarding them. Players caught breaking this rule may receive permabans from the server.&lt;br /&gt;
# &#039;&#039;&#039;Rule 10. No IC in OOC or Vice-Versa -&#039;&#039;&#039; Keep In Character (IC) communication in character and Out Of Character (OOC) communication out of character. Don&#039;t use (( or )) to communicate OOC. Vice versa, you should not use LOOC to share IC information to bypass IC restrictions. You may use LOOC to talk someone through something if they ask for help.&lt;br /&gt;
# &#039;&#039;&#039;Rule 11. Suicide, Rage-Quitting, and Logging off -&#039;&#039;&#039; If you are a marine and need to leave the game, go to Cryo on the ship and put yourself in a cryotube. This will release your job slot and allow another player to join with your job. If you are unable to get to cryo, send an Adminhelp to staff. If you are the Queen, Adminhelp to let staff know. If you leave without cryo’ing yourself or informing staff, you risk a job ban, especially if your job is an important one.&lt;br /&gt;
# &#039;&#039;&#039;Rule 12. Character names -&#039;&#039;&#039; Use a reasonable, unique, lore-friendly character name. Short nicknames are allowed inside the name (e.g. Derek &#039;Double-D&#039; Donahue, Jane &#039;Crusher&#039; Sanchez, Dan &#039;The Man&#039; Thompson). Ranked, titled, honorific, offensive, famous and pop-culture names are not allowed (e.g. Dr John Smith, Barack Obama, Lt John Doe, Adolf Hitler). Also, avoid lore-based names like Weyland, Bishop, Ripley, etc.&lt;br /&gt;
# &#039;&#039;&#039;Rule 13. ID Cards -&#039;&#039;&#039; These should only be taken for a roleplay reason, such as from a dead XO to call for help on a computer in the ship’s bridge. If you take an ID or find one from a living player (or a dead player that has since been revived), you should make every attempt to return it unless your character has a good reason not to.&lt;br /&gt;
# &#039;&#039;&#039;Rule 14. Lethal Force -&#039;&#039;&#039; Do not attack another player without a legitimate, explainable roleplay reason that could be applied in a similar, real-life scenario. A fist fight does not suddenly escalate into a gun fight. Even if you are justified, you are still susceptible to Marine Law.&lt;br /&gt;
# &#039;&#039;&#039;Rule 15. Military Police -&#039;&#039;&#039; All Military Police jobs must follow Marine Law. They may ignore Minor Crimes unless ordered to enforce them, but they may not ignore Major Crimes nor commit any crimes themselves, Minor or Major.&lt;br /&gt;
# &#039;&#039;&#039;Rule 16. Battlefield Execution -&#039;&#039;&#039; Whitelisted Commanders are allowed to instantly kill any player at any time if the player fulfills the conditions found in Marine Law. Excessive or poorly-reasoned battlefield executions (such as BEing MPs over a valid arrest) may end with the Commander being removed from the whitelist.&lt;br /&gt;
# &#039;&#039;&#039;Rule 17. Mutinies -&#039;&#039;&#039;&lt;br /&gt;
#*Mutinies must be Adminhelped by a chosen leader stating the reasoning and the players directly involved. There must be at least 5 members with MPs not eligible to mutiny.&lt;br /&gt;
#* If the mutiny does not have a valid reason, it can&#039;t happen.&lt;br /&gt;
#* Only the Acting Commander can be mutinied against for their actions, decisions, or inactions. They must be given a chance to stand down peacefully.&lt;br /&gt;
#* During the mutiny, attacking any uninvolved, medical, or surrendered personnel is strictly forbidden, as is perma-killing anyone involved. If you have surrendered during a mutiny, you must remain as such.&lt;br /&gt;
#* Once concluded, all sides must be given medical treatment. Only a Captain or higher is able to deny treatment or battlefield execute specific mutineers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplay Standards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marines:&#039;&#039;&#039; All personnel employed by the USCM are mentally stable and physically fit for duty. They would not desert their post or go against the USCM without a good reason. Marriages are forbidden, no two people employed by the USCM on the same ship may be married. The USCM has knowledge of most threats, including all human forces (UPP, CLF, PMC, etc) and general knowledge of the Xenomorph hive structure. The USCM does not know there is a Xenomorph threat on the planet of operation unless that information is given in a custom event.&lt;br /&gt;
* &#039;&#039;&#039;Survivors:&#039;&#039;&#039; Survivors have more leeway than marines with their mental stability due to the trauma they may have experienced during the xenomorph attack. They may be suffering PTSD, paranoia or similar conditions for roleplaying purposes. Survivors may &#039;&#039;&#039;NOT&#039;&#039;&#039; be hostile unless they have been spawned as hostile survivors (CLF).&lt;br /&gt;
* &#039;&#039;&#039;Xenos:&#039;&#039;&#039; Aliens have no free will. They are a hivemind, and their purpose is to enforce the will of the Queen and expand the Hive. They are not friendly and will not negotiate. Due to the Hivemind, xenos know everything every xeno learns and know the basics of human equipment. At the start of the round, the Xeno do sense the human&#039;s ship looming above their hive and are aware that human forces will be visiting the colony shortly. Xeno hivemind is an English translation of their thoughts, so words such as “hydro” or “shuttle” are acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Predators:&#039;&#039;&#039; Predators are honorable hunters. They must follow the [https://cm-ss13.com/forums/showthread.php?46-Predator-Honor-Code Code of Honor] and act like a serious predator, not a prankster. The USCM does not hold any information about these beings, meaning each contact is unknown regarding them.&lt;br /&gt;
* &#039;&#039;&#039;Synthetics:&#039;&#039;&#039; Synthetics are cold and do not feel emotions as strongly as humans, though they may fake them. They serve the USCM and may not turn against them. Synthetics must adhere to the [https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming] and Guidelines.&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rules&amp;diff=12645</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rules&amp;diff=12645"/>
		<updated>2019-09-12T07:46:29Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: 18+ update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;﻿Rule 0.&#039;&#039;&#039; Admins (not Mentors or Mods) retain the authority to ignore the enforcement of specific rules at their discretion when they feel it is in the best interest of the current round, the server, or the player base at large. However, they are fully accountable for their actions when they exercise this privilege.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rule 0.1&#039;&#039;&#039; Rules are enforced as intended. Every example of a rule break cannot be defined as written, therefore, enforcement of the rules is subject to staff interpretation of the rule&#039;s intention.&lt;br /&gt;
# &#039;&#039;&#039;Rule 1. No Erotic Role Play (ERP), erotic content, or 18+ sexual content -&#039;&#039;&#039; Roleplay intended to elicit a sexual response from the receiver(s), including but not limited to writing stories (WGW) or posting links to adult content. Doing so will almost always result in an instant permaban from our server. However, these actions could still be susceptible to Marine Law. A good rule of thumb for whether an interaction crosses this line would be to consider if the action would be allowed in a PG-13 rated movie in the USA. A few basic guidelines are as follows:&lt;br /&gt;
#* No character should ever engage in any form of sexual intercourse in the game, whether alone or with another player.&lt;br /&gt;
#* No sexual act or genetalia should ever be given explicit description. If a sexual act must be referenced, there should never be a description of how particular body parts made contact or interacted in any way, nor should any particular act be named. Distasteful but non-sexual bravado do not apply to this. A marine scratching their nuts, for example, is fine.&lt;br /&gt;
#* Euphemisms that also have a sexual meaning are allowed in non-sexual contexts. Common terms of phrase like &amp;quot;Suck my dick&amp;quot; are fine, as long as saying such is not a literal invitation or solicitation to do so.&lt;br /&gt;
#* If you are not sure whether something you wish to say or do is okay, AHelp first. We would rather you ask and be told no, than have it happen and a ban become necessary.&lt;br /&gt;
#* &#039;&#039;&#039;Disgust Clause:&#039;&#039;&#039; Staff reserve the right to make judgement calls on situations to determine if they constitute a breach of 18+ or erotic conduct. If something is overly disgusting or crosses a line in a way that becomes an 18+ situation, it may be punished for regardless of nature. The above are guidelines for reference, and it is highly not recommended to straddle the line along what is and is not allowed when dealing with erotic/18+ content.&lt;br /&gt;
# &#039;&#039;&#039;Rule 2. Roleplay -&#039;&#039;&#039; CM-SS13 is intended to be a Medium Roleplay server. Play a reasonably realistic character. Treat your character as a separate entity from you, the player. Your character&#039;s actions, feelings, and knowledge in-game should be based solely on the character&#039;s experiences and not your own as the player. Each round is a fresh start with no knowledge of the previous one carrying over. This rule may be ignored in some game modes such as Whiskey Outpost and other “Survival”-type maps that pit escaping marines against waves of enemies. Follow the Roleplay Standards.&lt;br /&gt;
# &#039;&#039;&#039;Rule 3. Don’t be a dick -&#039;&#039;&#039; Harassment, racism, bigotry, homophobia, exploiting bugs, cheating, hacking, and just plain being an asshole. Giving out plot spoilers to any media with malicious intent is not allowed, but the general discussion of plot that contains spoilers about media released 1 year ago or longer is fine.&lt;br /&gt;
# &#039;&#039;&#039;Rule 4. No griefing -&#039;&#039;&#039; Griefing is the intent of one player wanting to cause grief or annoyance to other players or the server without a valid roleplay reason. If Staff believes that the player’s intent is to grief, then action will be taken whether or not it was the player’s intent. Any damage to the station or players caused by griefing can be repaired at an Admin&#039;s discretion. If you are being griefed, don’t retaliate - Adminhelp it and you’ll get healed. Shooting a griefer can cause you to get in trouble as well, and the combat logs you’re generating make it harder for Staff to prove who the real griefer is.&lt;br /&gt;
#* End of Round Grief (EORG) is fighting and generating any combat logs with friendly players after the round ends and is an immediate 3-hour ban without warning. Exceptions are between normal enemies, such as Marines and Aliens, Marines and UPP, etc.&lt;br /&gt;
#* Major shenanigans that may disrupt the normal flow of the round are not allowed at roundstart. This includes big or lethal fights, briefing brawls, riots, and massive equipment restrictions.&lt;br /&gt;
# &#039;&#039;&#039;Rule 5. No powergaming -&#039;&#039;&#039; Powergaming includes performing actions outside your assigned job or chosen character’s abilities. Your skills or RP background before the round do not matter - a standard marine with &amp;quot;a brother in Engineering&amp;quot; does not know how to hack an airlock.&lt;br /&gt;
#* NOT Powergaming:&lt;br /&gt;
#** The Acting Commander/Executive Officer setting up the ship&#039;s engines if there are no Maintenance Techs and no Chief Engineer to do it. The CO/XO would realistically have at least some knowledge of the engine that runs their ship. Also, it is crucial to the success of the marine team, so gameplay trumps realism here.&lt;br /&gt;
# &#039;&#039;&#039;Rule 6. No Metagaming or Metacommunication -&#039;&#039;&#039; Acting upon knowledge your character does not have or communicating information about the current round, including but not limited to private discussions, chat rooms, and voice chats during the game. If you want to talk to other CM players about CM or just in general, we have an official Discord, but keep the discussion about past rounds and never about the current one.&lt;br /&gt;
#* Examples:&lt;br /&gt;
#** Welding vents before seeing the aliens use them or before they&#039;ve boarded the ship.&lt;br /&gt;
#** Building defenses on the ship before a hostile force is en route.&lt;br /&gt;
#** &amp;quot;Ramboing&amp;quot; - Chasing down aliens immediately after the first contact, directly to their hive.&lt;br /&gt;
#* Examples that are NOT Metagaming:&lt;br /&gt;
#** Aliens slashing powered devices such as APCs, cameras, and lights.&lt;br /&gt;
# &#039;&#039;&#039;Rule 7. English only -&#039;&#039;&#039; All communications within the server should be done in English only. Phrases from other languages are fine but should not make up the majority of your conversations.&lt;br /&gt;
# &#039;&#039;&#039;Rule 8. No Advertising -&#039;&#039;&#039; Don’t post byond://, Discord, Twitch, etc, links to other servers purely for the sake of advertising. If you wish to share links to these kinds of places, either ahelp for permission or do so off the server (IE: over Byond messages). &lt;br /&gt;
# &#039;&#039;&#039;Rule 9. No Ban Evading / Multi-Keying -&#039;&#039;&#039; Logging in with different accounts at different times, logging in with another account because you died (or were banned), or logging into two separate accounts at the same time. If you have multiple accounts tied to CM-SS13, please ahelp regarding them. Players caught breaking this rule may receive permabans from the server.&lt;br /&gt;
# &#039;&#039;&#039;Rule 10. No IC in OOC or Vice-Versa -&#039;&#039;&#039; Keep In Character (IC) communication in character and Out Of Character (OOC) communication out of character. Don&#039;t use (( or )) to communicate OOC. Vice versa, you should not use LOOC to share IC information to bypass IC restrictions. You may use LOOC to talk someone through something if they ask for help.&lt;br /&gt;
# &#039;&#039;&#039;Rule 11. Suicide, Rage-Quitting, and Logging off -&#039;&#039;&#039; If you are a marine and need to leave the game, go to Cryo on the ship and put yourself in a cryotube. This will release your job slot and allow another player to join with your job. If you are unable to get to cryo, send an Adminhelp to staff. If you are the Queen, Adminhelp to let staff know. If you leave without cryo’ing yourself or informing staff, you risk a job ban, especially if your job is an important one.&lt;br /&gt;
# &#039;&#039;&#039;Rule 12. Character names -&#039;&#039;&#039; Use a reasonable, unique, lore-friendly character name. Short nicknames are allowed inside the name (e.g. Derek &#039;Double-D&#039; Donahue, Jane &#039;Crusher&#039; Sanchez, Dan &#039;The Man&#039; Thompson). Ranked, titled, honorific, offensive, famous and pop-culture names are not allowed (e.g. Dr John Smith, Barack Obama, Lt John Doe, Adolf Hitler). Also, avoid lore-based names like Weyland, Bishop, Ripley, etc.&lt;br /&gt;
# &#039;&#039;&#039;Rule 13. ID Cards -&#039;&#039;&#039; These should only be taken for a roleplay reason, such as from a dead XO to call for help on a computer in the ship’s bridge. If you take an ID or find one from a living player (or a dead player that has since been revived), you should make every attempt to return it unless your character has a good reason not to.&lt;br /&gt;
# &#039;&#039;&#039;Rule 14. Lethal Force -&#039;&#039;&#039; Do not attack another player without a legitimate, explainable roleplay reason that could be applied in a similar, real-life scenario. A fist fight does not suddenly escalate into a gun fight. Even if you are justified, you are still susceptible to Marine Law.&lt;br /&gt;
# &#039;&#039;&#039;Rule 15. Military Police -&#039;&#039;&#039; All Military Police jobs must follow Marine Law. They may ignore Minor Crimes unless ordered to enforce them, but they may not ignore Major Crimes nor commit any crimes themselves, Minor or Major.&lt;br /&gt;
# &#039;&#039;&#039;Rule 16. Battlefield Execution -&#039;&#039;&#039; Whitelisted Commanders are allowed to instantly kill any player at any time if the player fulfills the conditions found in Marine Law. Excessive or poorly-reasoned battlefield executions (such as BEing MPs over a valid arrest) may end with the Commander being removed from the whitelist.&lt;br /&gt;
# &#039;&#039;&#039;Rule 17. Mutinies -&#039;&#039;&#039;&lt;br /&gt;
#*Mutinies must be Adminhelped by a chosen leader stating the reasoning and the players directly involved. There must be at least 5 members with MPs not eligible to mutiny.&lt;br /&gt;
#* If the mutiny does not have a valid reason, it can&#039;t happen.&lt;br /&gt;
#* Only the Acting Commander can be mutinied against for their actions, decisions, or inactions. They must be given a chance to stand down peacefully.&lt;br /&gt;
#* During the mutiny, attacking any uninvolved, medical, or surrendered personnel is strictly forbidden, as is perma-killing anyone involved. If you have surrendered during a mutiny, you must remain as such.&lt;br /&gt;
#* Once concluded, all sides must be given medical treatment. Only a Captain or higher is able to deny treatment or battlefield execute specific mutineers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplay Standards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marines:&#039;&#039;&#039; All personnel employed by the USCM are mentally stable and physically fit for duty. They would not desert their post or go against the USCM without a good reason. Marriages are forbidden, no two people employed by the USCM on the same ship may be married. The USCM only know about things that are human in origin.&lt;br /&gt;
* &#039;&#039;&#039;Survivors:&#039;&#039;&#039; Survivors have more leeway than marines with their mental stability due to the trauma they may have experienced during the xenomorph attack. They may be suffering PTSD, paranoia or similar conditions. Survivors may be hostile but must be overtly so and from the beginning. Turncoating is not allowed, if you go up to the Almayer willingly or act friendly, you waive your right to be hostile. Survivors may know the basics of xenos from observation.&lt;br /&gt;
* &#039;&#039;&#039;Xenos:&#039;&#039;&#039; Aliens have no free will. They are a hivemind, and their purpose is to enforce the will of the Queen and expand the Hive. They are not friendly and will not negotiate. Due to the Hivemind, xenos know everything every xeno learns and know the basics of human equipment. They do not know where the humans are going to be attacking from. Xeno hivemind is an English translation of their thoughts, so words such as “hydro” or “shuttle” are acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Predators:&#039;&#039;&#039; Predators are honourable hunters. They must follow the [https://cm-ss13.com/forums/showthread.php?46-Predator-Honor-Code Code of Honor] and act like a serious predator, not a prankster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetics:&#039;&#039;&#039; Synthetics are cold and do not feel emotions as strongly as humans, though they may fake them. They serve the USCM and may not turn against them. Synthetics must adhere to the [https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming] and Guidelines.&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=11217</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=11217"/>
		<updated>2019-03-04T17:55:34Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Updated to reflect current game state.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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, Aliens&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand credits 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 traveled; the further a projectile moves, the less likely it is to hit a target. May or may not reduce damage falloff from distance traveled by a projectile (will not be confirmed by the Devs).&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 armor.&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.&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;
&lt;br /&gt;
=Standard Marine Weapons=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4A3_Variants.gif]]&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; |This is one of two handguns that the marines have stocked in their combat prep vendors. The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine.&lt;br /&gt;
All &#039;&#039;&#039;[[Cargo Technician|Cargo Technicians]]&#039;&#039;&#039; start with one, including 3 Extended Magazines (One loaded) and a Hollowpoint Magazine.&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:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Magazine|&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Extended Magazine|&#039;&#039;&#039;M4A3 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-AP-mag.png]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine|&#039;&#039;&#039;M4A3 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Hollow Point|&#039;&#039;&#039;M4A3 Hollow Point&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-Incen-mag.png]]&lt;br /&gt;
[[#M4A3 Incendiary Magazine|&#039;&#039;&#039;M4A3 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]] &lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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;|This revolver is the standard sidearm for some military officers, but is also available as an alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed-loaders, and holds a maximum of 7 bullets.&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:M44SL.png]]&lt;br /&gt;
[[#M44 Speed Loader|&#039;&#039;&#039;M44 Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-MM-SL.png]]&lt;br /&gt;
[[#M44 Marksman Speed Loader|&#039;&#039;&#039;M44 Marksman Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-HR-SL.png]]&lt;br /&gt;
[[#M44 PW-MX speed Loader|&#039;&#039;&#039;M44 PW-MX speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#Rail Scope|Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnum_stock.png]][[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]&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]]&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; |This is the standard sub-machine gun. Useful for support roles, such as [[Squad Medic|medics]], [[Combat Engineer|engineers]] or specialists with heavy weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.&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:M39mag.png]]&lt;br /&gt;
[[#M39 Magazine|&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-extended-mag.png]]&lt;br /&gt;
[[#M39 Extended Magazine|&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine|&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-Incen-mag.png|64px]]&lt;br /&gt;
[[#M39 Incendiary Magazine|&#039;&#039;&#039;M39 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Smg_Stock.png|64px]][[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]][[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.png]][[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&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 Mk2 Pulse Rifle }}[[File:M41A_Variants.gif]]&lt;br /&gt;
[[#M41A Mk2 Pulse Rifle|&#039;&#039;&#039;M41A Mk2 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A Mk2 might jam and will fail to fire for a second.&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:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-extended-mag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#Rail Scope|Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png]][[#M41A Skeleton Stock|M41A Skeleton Stock]]&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|L41A Battle Rifle}}[[File:L41A.png]]&lt;br /&gt;
[[#L41A Battle Rifle|&#039;&#039;&#039;L41A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The L41A Battle Rifle, rechambered onto 10x24mm caseless and recently adopted by the Colonial Marines. Historically used by inner system police forces and Colonial Marshalls, this firearm brings an advance Identify Friend Foe (IFF) as an effective support weapon. Can very quickly change barrel attachments.&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:L41Amag.png]]&lt;br /&gt;
[[#L41A Magazine|&#039;&#039;&#039;L41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:L41A extended mag.png]]&lt;br /&gt;
[[#L41A Extended Magazine|&#039;&#039;&#039;L41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty five(35) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:L41A AP mag.png]]&lt;br /&gt;
[[#L41A Armor Piercing Magazine|&#039;&#039;&#039;L41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|IFTS Mini Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:L41ACstock.png]][[#L41A Carbon Stock|L41A Carbon Stock]]&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|M37A2 Pump Shotgun}}[[File:M37_Variants.gif]]&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; |An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a [[Macros | Macro]].&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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Deals massive damage, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:M37_stock.png]][[#M37 Wooden Stock|M37 Wooden Stock]]&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; |{{Anchor|M5 Survival Knife}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 Survival Knife|&#039;&#039;&#039;M5 Survival Knife&#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 survival 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, but it should only to be used as a last resort against enemies. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.&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;
| 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 Combat 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.&lt;br /&gt;
It&#039;s only available in Cargo, SL prep, Spec prep, Engineering prep, and Smartgun prep.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Specialist Weapons=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png|96px]]&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;
&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:M42Amag.png]]&lt;br /&gt;
[[#M42A Marksman Magazine|&#039;&#039;&#039;M42A Marksman Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Caseless sniper rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42A_Flak_mag.png]]&lt;br /&gt;
[[#M42A Flak Magazine|&#039;&#039;&#039;M42A Flak Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42A_Incendiary_mag.png]]&lt;br /&gt;
[[#M42A Incendiary Magazine|&#039;&#039;&#039;M42A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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 a Xenomorph.&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;
*&#039;&#039;&#039;This weapon has a minimum range of three 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;
&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:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |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. Slightly better radius than the M40 HEDP.&lt;br /&gt;
They&#039;re only available in by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Exploding in a 5x5 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!&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; have these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Exploding in a 5x5 radius, 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 Xenomorphs back.&lt;br /&gt;
&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; start with 2 of these 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;
 |[[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;
 |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;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with smoke grenades available in their vendors at round start.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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.&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;
{| 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:M5_RPG_HE.png|64px]]&lt;br /&gt;
[[#High Explosive (HE) Rocket|&#039;&#039;&#039;High Explosive (HE) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Deals damage and stuns in a 4-meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M5_RPG_AP.png|64px]]&lt;br /&gt;
[[#Anti-Armor (AA or AP) Rocket|&#039;&#039;&#039;Anti-Armor (AA or AP) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armored targets.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M5_RPG_PHS.png|64px]]&lt;br /&gt;
[[#White Phosphorous (PHS) Rocket|&#039;&#039;&#039;White Phosphorous (PHS) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for an extended period, human or otherwise. Effective against heavily armored targets. Spawns fire around the area hit, ignores cover.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.&lt;br /&gt;
This 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;
{| 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:M41Amag.png]]&lt;br /&gt;
[[#A19 High Velocity Magazine|&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) high velocity rounds. Lower magazine size, but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#A19 High Velocity Incendiary Magazine|&#039;&#039;&#039;A19 High Velocity Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) High velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4RA_Impact_mag.png]]&lt;br /&gt;
[[#A19 High Velocity Impact Magazine|&#039;&#039;&#039;A19 High Velocity Impact Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 | Holds fifteen (15) high velocity Impact rounds.  Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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.&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;
&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:IncineratorTanks.png]]&lt;br /&gt;
[[#Incinerator Tank|&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:LargeIncineratorTank.png]]&lt;br /&gt;
[[#Large Incinerator Tank|&#039;&#039;&#039;Large Incinerator Tank&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:IncineratorTanks_B_Variant.png]]&lt;br /&gt;
[[#Incinerator Tank: B Variant|&#039;&#039;&#039;Incinerator Tank: B Variant&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:IncineratorTanks_X_Variant.png]]&lt;br /&gt;
[[#Incinerator Tank: X Variant|&#039;&#039;&#039;Incinerator Tank: X Variant&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Restricted Weapons=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Special|&#039;&#039;&#039;Mateba Autorevolver Special&#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 one is stamped &#039;&#039;&#039;Major Ike Saker, 7th &#039;Falling Falcons&#039; Battalion.&#039;&#039;&#039; 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.&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;
{| 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:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speed loader|&#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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 special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, most notably firing speed.&lt;br /&gt;
Only &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; start with one, including 3 Extended Magazines (one loaded) and a Hollowpoint Magazine.&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:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Magazine|&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Extended Magazine|&#039;&#039;&#039;M4A3 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-AP-mag.png]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine|&#039;&#039;&#039;M4A3 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Hollow Point|&#039;&#039;&#039;M4A3 Hollow Point&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-Incen-mag.png]]&lt;br /&gt;
[[#M4A3 Incendiary Magazine|&#039;&#039;&#039;M4A3 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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; |A powerful sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armor piercing pistol rounds and is capable of 3-round burst.&lt;br /&gt;
It is typically used by &#039;&#039;&#039;Specialists&#039;&#039;&#039; employing the usage of the &#039;&#039;&#039;Sniper/Scout Loadout&#039;&#039;&#039;, or the &#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Executive Officer]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Tank Crewman]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Pilot Officer]]&#039;&#039;&#039; for self defence. It is also a standard sidearm for &#039;&#039;&#039;[[Corporate PMCs]]&#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:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#88M4 AP Magazine|&#039;&#039;&#039;88M4 AP Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|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; |The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts.&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:SU6 Smart Pistol_Magazine.png|32px]]&lt;br /&gt;
[[#Smart Pistol Magazine (.45)|&#039;&#039;&#039;Smart Pistol Magazine (.45)&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) rounds. Has specially made bullets for IFF capabilities.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M4A3 Service Pistol .45&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the standard USCM service pistols chambered in .45 caliber. But only issued in small numbers and reserved for high military personnel. It functions similar to the standard-issue M4A3, but deals greater damage with a smaller magazine size of 7 rounds.&lt;br /&gt;
Three pistols can be found inside Cargo&#039;s armaments vendor. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#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:M4A3_.45_Magazine.png|32px]]&lt;br /&gt;
[[#M4A3 Magazine .45|&#039;&#039;&#039;M4A3 Magazine .45&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .45 pistol rounds. Lower magazine size, but better damage.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 500 round ammo pool to draw from the ammo pack with an additional 50 rounds pre-loaded into the smartgun, and has an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, has burst fire capabilities. Also has an automatic reloading system, and the coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift and will automatically retract to the harness suit storage when the user is knocked down or else loses hold of the weapon. Like the M5 RPG, the user must stand still while reloading though this doesn&#039;t mean you can&#039;t carry on firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;[[Squad Smartgunner|Smartgunners]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad Specialist|Squad Specialists]]&#039;&#039;&#039;,&#039;&#039;&#039;[[Commanding Officer|the Commanding Officer]]&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; can use this weapon, it&#039;s only available inside the Smartgunners Equipment vendor.&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:PowerPack.png]]&lt;br /&gt;
[[#M56 Power Pack|&#039;&#039;&#039;M56 Power Pack&#039;&#039;&#039;]]&lt;br /&gt;
 |Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading. Notably can be refilled by restocking into the Requisition&#039;s Automated Munitions Vendor.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&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 company 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, and Prison Station&#039;s Research 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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at longer ranges, 4 meter effective range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and from certain crates orderable from [[Requisitions]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:MK221_Tactical_Stock.png]][[#MK221_Tactical_Stock|MK221 Tactical Stock]]&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;
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: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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. Additionally, one can ask the [[Squad_Specialist#Pyrotechnician Loadout|Pyrotechnician]] to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.&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:IncineratorTanks.png]]&lt;br /&gt;
[[#Incinerator Tank|&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 300-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. The M41AE2 has a 4-round burst fire capabilities but rounds tend to spread more. This can use M41A ammo, however the bullets must be transferred manually from the M41A mags into the M41AE2 Mags or by refilling it with an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]]. The M41AE2 was originally conceived as a squad support weapon, but was mostly supplanted by the M56 Smartgun.&lt;br /&gt;
It can be ordered from Cargo via the &#039;&#039;&#039;LMG Crate&#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: M41AE2_Magazine.png]]&lt;br /&gt;
[[#M41AE2 Ammo Box|&#039;&#039;&#039;M41AE2 Ammo Box&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) 10x24mm rounds.&lt;br /&gt;
Uses the same caliber bullets as standard M41A magazines, so can be refilled using bullets from standard M4A1 magazines.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#Rail Scope|Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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; |An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among [[Mercenaries|mercenary groups]] and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments.&lt;br /&gt;
Three rifles can be found in the command armory on the Almayer. It is also one of the standard rifles for the &#039;&#039;&#039;[[Freelancer Mercenaries]]&#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:M41Amag.png]]&lt;br /&gt;
[[#M41A MK1 Magazine|&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds ninety five (95) 10x24mm rounds.&lt;br /&gt;
Uses the same calibre bullets as standard M41 magazines, so can be refilled using bullets from standard M41 magazines.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;. In addition to 3-round burstfire, this rifle is capable of firing 5-rounds in one burst which can be set after 3-round burstfire mode and 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.&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:M41Amag.png]]&lt;br /&gt;
[[#M41A MK1 Magazine|&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds ninety five (95) 10x24mm rounds.&lt;br /&gt;
Uses the same calibre bullets as standard M41 magazines, so can be refilled using bullets from standard M41 magazines.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41Amag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]  (Default, comes preloaded with 2 grenades)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png]][[#M41A Skeleton Stock|M41A Skeleton Stock]]  (Default)&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Restricted Defensive Marine Equipment=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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; |{{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 4 M20 Claymore anti-personnel mines per mine box.&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;Deployment and Deactivation:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy A Mine:&#039;&#039;&#039;&lt;br /&gt;
* Take an M20 mine out of the box with an empty hand,&lt;br /&gt;
* Stand on top of the tile you want to place the mine on,&lt;br /&gt;
* Face the tile you want the mine to detect enemies on,&lt;br /&gt;
* Click on the mine in your active hand.&lt;br /&gt;
&#039;&#039;&#039;Keep in mind that any mob that enters the mine&#039;s tile, or the tile it&#039;s facing, living or dead, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How To Deactivate Mines:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Multitool.png|32px]] Use a multitool on the deployed mine.&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;Tactics:&#039;&#039;&#039;&lt;br /&gt;
|width=150|&lt;br /&gt;
* Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.&lt;br /&gt;
* The trigger area is two tiles, the mine&#039;s tile and the tile it&#039;s facing. Cover the whole two tiles corridor instead of leaving one tile open.&lt;br /&gt;
* Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.&lt;br /&gt;
* Deploy the mines facing north or west, because they can easily be concealed with a lit flare.&lt;br /&gt;
|}&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. Comes with various options, such as 10-round burst fire or single shot and firing arcs ranging between 180 degrees to 30 degrees for better range or field of fire. Has 500 bullets.&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:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;M30 Box Magazine (10x28mm Caseless)&#039;&#039;&#039;&lt;br /&gt;
 |Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.&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;Construction and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Construct It:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Plasteel.png|32px]] Construct Turret Frame with Plasteel,&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench it,&lt;br /&gt;
* [[File:CableCoils.png|32px]] Apply Cable,&lt;br /&gt;
* Add Turret Piece,&lt;br /&gt;
* [[File:Metal.png|32px]] Apply Metal,&lt;br /&gt;
* [[File:Welder.gif|32px]] Weld it,&lt;br /&gt;
* Add Turret Sensor,&lt;br /&gt;
* Click on the sentry with an empty hand to open the control interface and turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
* [[File:Crowbar.png|32px]] Crowbar for taking out power cell (after turning off).&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off).&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* If the sentry is knocked over click on it with an empty hand to right it.&lt;br /&gt;
* During its construction, you can examine the half-finished Sentry to see what part is missing.&lt;br /&gt;
* The default power cell doesn&#039;t last long, use a High-Capacity Powercell instead.&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 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. The tracking system of a standard smartgun is non-functional on the M56D. &#039;&#039;&#039;Note that this does not have IFF tracking built into it, so you will hit friendlies with it.&#039;&#039;&#039;&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;Construction and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Construct It:&#039;&#039;&#039;&lt;br /&gt;
* Click on the mount once it&#039;s in your hand,&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver it,&lt;br /&gt;
* Mount the Gun,&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver it,&lt;br /&gt;
* Apply Ammo Drum.&lt;br /&gt;
* Drag the gun on yourself to man it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* To toggle burst fire, &#039;&#039;&#039;Ctrl-click&#039;&#039;&#039; the M56D while you are manning it&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver for disassembling.&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for rotating.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
 |}&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]] and the engineer system vendor.&#039;&#039;&#039;&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:80mm_Flare_Shell.png]]&lt;br /&gt;
[[#80mm Flare Shell|&#039;&#039;&#039;80mm Flare Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deploys a flare to the target area which can&#039;t be melted or destroyed however it doesn&#039;t last as long as traditional flares.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Flash_Powder_Shell.png]]&lt;br /&gt;
[[#80mm Flash Powder Shell|&#039;&#039;&#039;80mm Flash Powder Shell&#039;&#039;&#039;]]&lt;br /&gt;
 |Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Smoke_Shell.png]]&lt;br /&gt;
[[#80mm Smoke Shell|&#039;&#039;&#039;80mm Smoke Shell&#039;&#039;&#039;]]&lt;br /&gt;
 |Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_High_Explosive_Shell.png]]&lt;br /&gt;
[[#80mm High Explosive Shell|&#039;&#039;&#039;80mm High Explosive Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Napalm_Shell.png]]&lt;br /&gt;
[[#80mm Napalm Shell|&#039;&#039;&#039;80mm Napalm Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Fragmentation_Shell.png]]&lt;br /&gt;
[[#80mm Fragmentation Shell|&#039;&#039;&#039;80mm Fragmentation Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.&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;Usage:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
* Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can deploy the Mortar.&lt;br /&gt;
* Recruit a squad member to be your spotter and make sure they have tactical binoculars.&lt;br /&gt;
* Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then &#039;&#039;&#039;&#039;&#039;Ctrl Click&#039;&#039;&#039;&#039;&#039; an enemy position and wait, once the binoculars beep you&#039;ll be given coordinates in chat.&lt;br /&gt;
* Upon receiving the longitude and latitude coordinates, enter them into the &#039;&#039;&#039;&#039;&#039;Target&#039;&#039;&#039;&#039;&#039; section. &amp;lt;small&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: After entering in a target the mortar will fire upon being loaded.&#039;&#039;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
* Load a flare shell and after it has fired notify your spotter to inform you of any corrections that need to be given. For more accurate spotter adjustments it&#039;s better to fire a smoke/flash shell as they both only leave an explosion mark on the impacted tile.&lt;br /&gt;
* Once the spotter has relayed the corrections to you, enter them into the &#039;&#039;&#039;&#039;&#039;Dial&#039;&#039;&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.&#039;&#039;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
* Keep firing on that position until new coordinates are given.&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; The flare lands and the spotter notices that it missed the targetted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialing Graph:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_Graph.jpg|500px]]&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; 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.&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;border: 2px solid black;&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; |{{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 Engineers&#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. 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;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;.&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 5x5 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 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|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; |A powerful phosphorus grenade.&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 3-5 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-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. 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|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. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&lt;br /&gt;
&#039;&#039;&#039;Combat Engineers&#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;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Explosive and Ammo Boxes=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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; |{{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 colored 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.&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;
|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;
|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;
|-&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|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|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|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|10x24mm Ammo Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#10x24mm Ammo Box (M41A)|&#039;&#039;&#039;10x24mm Ammo 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, M4A1E2, and M4A1 MK1 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;
*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|10x24mm Ammo Armor Piercing Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#10x24mm Ammo Armor Piercing Box (M41A)|&#039;&#039;&#039;10x24mm Ammo Armor Piercing 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 400 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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|10x20mm Ammo Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#10x20mm Ammo Box (M39)|&#039;&#039;&#039;10x20mm Ammo 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|10x20mm Ammo Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#10x20mm AP Ammo Box (M39)|&#039;&#039;&#039;10x20mm AP Ammo 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 400 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;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
== PMC/Commando Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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; |{{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. 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 when the PMC team is spawned hostile to the USCM.&#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;
&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:M42Amag.png]]&lt;br /&gt;
[[#M42C Marksman Magazine|&#039;&#039;&#039;M42C Marksman Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) 10x99mm supersonic rifle rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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. This rifle deals more damage per rifle bullet.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#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:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41Amag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#Rail Scope|Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png]][[#M41A Skeleton Stock|M41A Skeleton Stock]]&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, more can be found in the armory of Big-Red.&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:M39mag.png]]&lt;br /&gt;
[[#M39 Magazine|&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39mag.png]]&lt;br /&gt;
[[#M39 Extended Magazine|&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine|&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-Incen-mag.png|64px]]&lt;br /&gt;
[[#M39 Incendiary Magazine|&#039;&#039;&#039;M39 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
  |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Smg_Stock.png|64px]][[#Submachinegun Stock|Submachinegun Stock]]&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; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 18 squash-head pistol rounds in the magazine. In addition, this sidearm has 3-burst capabilities.&lt;br /&gt;
It is a standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#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:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eighteen (18) 9mm squash-head pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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; |{{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;
{| 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:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speed loader|&#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Union of Progressive People Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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: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 Type 71 is chambered with 40 7.62x39mm heavy rifle rounds that has become a staple in the arsenal of the UPP (Union of Progressive Peoples). Firing only in two round bursts to conserve ammunition, the Type 71 was originally designed to be an ergonomic, lightweight, and compact rifle to be used in multiple types of operations. The Type 71 suffers some reliability issues, and is prone to jamming in terrestrial climates, but makes up for this with a high number of variants and ease of production.&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; and &#039;&#039;&#039;UPP Specialists&#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: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]] (Improved Variant - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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 standard Type 71 Pulse Rifle, issued for Scouts and other UPP combat personnel.&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: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 |&#039;&#039;&#039;Type 71 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As a much rarer variant of the standard Type 71 rifle, this version adds an integrated suppressor, a scope, and a high degree of fine-tuning to the internal mechanisms. Many parts have been replaced, filed down, and/or improved upon. As a result, this variant is rarely seen issued outside of commando units and officer cadres.&lt;br /&gt;
This is the standard rifle for some &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; as well as &#039;&#039;&#039;UPP Commandos&#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: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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 or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;, &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#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:M4A3mag.png]]&lt;br /&gt;
[[#Korovin PK-9 Magazine|&#039;&#039;&#039;Korovin PK-9 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#PK-9 Tranquilizer (Tranq) Magazine|&#039;&#039;&#039;PK-9 Tranquilizer (Tranq) Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#PK-9 Hollowpoint Magazine|&#039;&#039;&#039;PK-9 Hollowpoint Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .22 Hollowpoint rounds. Has better overall damage, but lower penetration.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Freelancer Mercenary / Colonial Liberation Front Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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: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 USSR 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;
{| 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: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Magazine|&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Extended Magazine|&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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.&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;
{| 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: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Magazine|&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Extended Magazine|&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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:MP5_Magazine.png]]&lt;br /&gt;
[[#MP27 Magazine|&#039;&#039;&#039;MP27 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (30) 4.6x30mm Amour-Piercing SMG rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#Rail Scope|Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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. Fires fast armor piercing rounds and can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#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:FN_Magazine.png]]&lt;br /&gt;
[[#FN Magazine|&#039;&#039;&#039;FN Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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, 20th century firearm that&#039;s a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round 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;, &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#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:CZ-81_Magazine.png]]&lt;br /&gt;
[[#CZ-81 Magazine|&#039;&#039;&#039;CZ-81 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) .32 ACP SMG rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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:MAC15_Magazine.png]]&lt;br /&gt;
[[#MAC15 Magazine|&#039;&#039;&#039;MAC15 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty-two (32) 9mm SMG rounds.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:MAC15_Magazine.png]]&lt;br /&gt;
[[#MAC15 Extended Magazine|&#039;&#039;&#039;MAC15 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG Pump Shotgun}}&lt;br /&gt;
[[#HG Pump Shotgun|&#039;&#039;&#039;HG Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.&lt;br /&gt;
Can be found on both LV-624 and Big-Red. 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; and the &#039;&#039;&#039;Colonial Liberation Front&#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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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 can be burst fired for devastating effect.&lt;br /&gt;
Can only be found in LV-624&#039;s old shack 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;
&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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#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:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenary Captain&#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;
{| 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:M4A3_.45_Magazine.png]]&lt;br /&gt;
[[#Desert Eagle Magazine|&#039;&#039;&#039;Desert Eagle Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .50AE heavy pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:KT42_Magazine.png|32px]]&lt;br /&gt;
[[#KT-42 Magazine|&#039;&#039;&#039;KT-42 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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 .357 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber.&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;
{| 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:S&amp;amp;W_Speedloader.png]]&lt;br /&gt;
[[#S&amp;amp;W Speed loader|&#039;&#039;&#039;S&amp;amp;W Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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; |Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals.&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;
&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:Spearhead_Speedloader.png]]&lt;br /&gt;
[[#Spearhead Speed loader|&#039;&#039;&#039;Spearhead Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:M4A3mag.png]]&lt;br /&gt;
[[#Tiny Pistol Magazine|&#039;&#039;&#039;Tiny Pistol Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds five (5) .22 light pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&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:M4A3mag.png]]&lt;br /&gt;
[[#Highpower Magazine|&#039;&#039;&#039;Highpower Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirteen (13) 9mm Amour-Piercing pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ERT Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.&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:SVD_Magazine.png]]&lt;br /&gt;
[[#SVD Magazine|&#039;&#039;&#039;SVD Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds ten (10) 7.62x54mmR large caliber sniper rifle rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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; |Was 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. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.&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:Drum_mag.png]]&lt;br /&gt;
[[#PPSh Drum Magazine|&#039;&#039;&#039;PPSh Drum Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty-five (35) 7.62x25mm SMG rounds.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Drum_mag.png]]&lt;br /&gt;
[[#PPSh Extended Drum Magazine|&#039;&#039;&#039;PPSh Extended Drum Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber.&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:NY_Speedloader.png|32px]]&lt;br /&gt;
[[#N-Y Speed loader|&#039;&#039;&#039;N-Y Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) 7.62x38mmR revolver rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Equipment=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&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;
{| 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:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#Auto 9 Magazine|&#039;&#039;&#039;Auto 9 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 9mm squash-head pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
&#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:MP5_Magazine.png|32px]]&lt;br /&gt;
[[#MP5 Magazine|&#039;&#039;&#039;MP5 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty (30) 9mm SMG rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#Rail Scope|Rail Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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 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;.&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: MAR_Magazine.png|32px]]&lt;br /&gt;
[[#M16 Magazine|&#039;&#039;&#039;M16 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm rifle rounds.&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:60%&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#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:M4A3mag.png|32px]]&lt;br /&gt;
[[#Beretta 92FS Magazine|&#039;&#039;&#039;Beretta 92FS Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 9mm pistol rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speedloader|&#039;&#039;&#039;Mateba Speedloader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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;
{| 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:RotatingAmmoDrum .png]]&lt;br /&gt;
[[#Rotating Ammo Drum|&#039;&#039;&#039;Rotating Ammo Drum&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) 7.62x51mm minigun rounds.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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: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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | 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;
{| 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:RotatingAmmoDrum .png]]&lt;br /&gt;
[[#CHIMP70 Magazine|&#039;&#039;&#039;CHIMP70 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) live monkey rounds. Will set ablaze any and all targets hit with this round as well as knocking them down. Also spawns a live monkey to any targets hit.&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_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&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]] located in the center of the Almayer&#039;s lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.&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 Masterkey shotgun are affected by other attachments on the weapon they&#039;re attached to, and inherit their effects where applicable: the Barrel Charger will make them do more damage, Red Dot Sight will make them more accurate, Bayonet less accurate, etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Attachment Tier System&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!width=150 | The Tier&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Tier 1: Slightly--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 1: &#039;&#039;&#039;Slightly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The lowest increase/decrease in attachment stats.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 2: &#039;&#039;&#039;Moderately&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A moderate increase/decrease in attachment stats that&#039;s higher then slightly.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 3: &#039;&#039;&#039;Greatly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A great increase/decrease in attachment stats, higher than moderately.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 4: &#039;&#039;&#039;Majorly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The highest increase/decrease in attachment stats.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Muzzle Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!width=150 | Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!width=450 | Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Suppressor}}[[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&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;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&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;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Bayonet}}[[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:bayonet.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;
* Greatly increases weapon melee damage&lt;br /&gt;
&lt;br /&gt;
* Using wire coil on a M5 Survival Knife will instantly modify it to a Bayonet.&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;
* Slightly decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Extended Barrel}}[[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&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;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Barrel Charger}}[[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.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;
*Greatly increases damage&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;
*Greatly decreases accuracy&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 decreases accuracy&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;
*Greatly decreases firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Recoil Compensator}}[[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
[[File:Recoil_compensator.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&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;
*Moderately reduces recoil&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;
* Moderately increases accuracy&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;|&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 decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rail Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!width=150 | Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!width=450 | Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rail Flashlight}}[[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:mountedflash.png]]&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;
* Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)&lt;br /&gt;
* Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.&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;
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Red Dot Sight}}[[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]]&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;
*Moderately increases accuracy&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;
*Slightly increases accuracy&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;
* Slight increase of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Quickfire Adapter--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Quickfire Adapter}}[[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]]&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 increases firing speed&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;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly increases spread.&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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases spread.&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;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magnetic Harness}}[[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]]&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 suit 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;
* Slightly decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Rail Scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rail Scope}}[[#Rail Scope|Rail Scope]]&lt;br /&gt;
[[File:railscope.png]]&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;
*Majorly increases accuracy only when scoped.&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&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;
*Slightly decreases accuracy.&lt;br /&gt;
* Majorly increased 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;
*Moderately decreases accuracy.&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;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
* Slightly decreases firing speed when in use.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Mini Rail Scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mini Rail Scope}}[[#Mini Rail Scope|Mini Rail Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png]]&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;
*Majorly increases accuracy&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&lt;br /&gt;
* Allows for slow movement when zoomed in.&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;
* Slightly decreases accuracy when not in use.&lt;br /&gt;
* Majorly increased 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;
* Moderately decreases accuracy.&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;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--IFTS Mini Scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|IFTS Mini Scope}}[[#IFTS Mini Scope|IFTS Mini Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png]]&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;
*Majorly increases accuracy&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&lt;br /&gt;
* Allows for slow movement when zoomed in.&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;
* Allows the user to have IFF capabilities&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;
* Slightly decreases accuracy when not in use.&lt;br /&gt;
* Slight delay before use.&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;
* Moderately decreases accuracy.&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;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
* Slightly reduces damage.&lt;br /&gt;
* Slightly reduces firing speed.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Underbarrel Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!width=150 | Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!width=450 | Drawbacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Vertical Grip}}[[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:forwardgrip.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&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;
*Moderately reduces burst spread&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;
*Majorly increases 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;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Angled Grip}}[[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&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;|&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;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&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;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Gyroscopic Stabilizer}}[[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
[[File:gyro.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&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 reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&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;
*Moderately reduces burst spread&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;
&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 decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Bipod}}[[#Bipod|Bipod]]&lt;br /&gt;
[[File:bipod.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;
These benefits will only take place once the bipod is deployed.&lt;br /&gt;
* Greatly increases accuracy&lt;br /&gt;
* Moderately reduces bullet spread&lt;br /&gt;
* Greatly reduces burst spread&lt;br /&gt;
* Slightly increases firing speed.&lt;br /&gt;
*Moderately increases firing speed if used on the [[#M41AE2_Heavy_Pulse_Rifle| M41AE2 Heavy Pulse Rifle]]&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;
* Majorly increases 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;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Increased weapon size&lt;br /&gt;
* Moderately decreases firing speed when not deployed.&lt;br /&gt;
* Requires setup on flipped tables and barricades by Activating Weapon Attachment[[File:Activate-Weapon-Attachment.png]] while facing the object before you get the benefits.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Underslung Grenade Launcher}}[[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
[[File:Undernade.png]]&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;
* Adds the ability to fire up to two M40 tube grenades of any kind.&lt;br /&gt;
* Reloadable with any M40 tube grenades&lt;br /&gt;
* Default M41A Rifle Mk2 attachment&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;
* Starts unloaded&lt;br /&gt;
* Grenades cannot be unloaded once loaded into the launcher.&lt;br /&gt;
* Moderately reduced attachment firing speed&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Mini Flamethrower}}[[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.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;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire several short flame bursts&lt;br /&gt;
* Refillable with standard flamer fuel tanks or USCM Technician Welderpacks&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;
&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;
* Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.&lt;br /&gt;
* Has a lower max range of 4 tiles versus the M240 Incinerator Unit&#039;s 5 tile range.&lt;br /&gt;
* Greatly reduced attachment firing speed.&lt;br /&gt;
* Cannot be refilled using B or X Variant fuel tanks.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Masterkey Shotgun--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Masterkey Shotgun}}[[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
[[File:Undershot.png]]&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;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&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;|&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;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Burst Fire Adapter}}[[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.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;
* Enables burst-fire on a weapon or enhances burst-fire capability&lt;br /&gt;
* Increases burst-fire shots by 2 (from 3 or 4)&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;|&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;
*Moderately decreases accuracy&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;
*Moderately decreases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Laser Sight}}[[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.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;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&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;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&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;
* None.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stock Attachments====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!width=150 | Attachment&lt;br /&gt;
!Benefits&lt;br /&gt;
!width=450 | Drawbacks&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M41A Skeleton Stock}}[[#M41A Skeleton Stock|M41A Skeleton Stock]]&lt;br /&gt;
[[File:m41astock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--L41ACstock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|L41A Carbon Stock}}[[#L41A Carbon Stock|L41A Carbon Stock]]&lt;br /&gt;
[[File:L41ACstock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;|&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;
* To be reviewed&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;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&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;
* Increases weapon size&lt;br /&gt;
* Slightly decreases melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M44 Magnum Sharpshooter Stock}}[[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]&lt;br /&gt;
[[File:Magnum_stock.png]]&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;
*Majorly increases accuracy&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;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
*Greatly increases bullet spread&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M37 Wooden Stock}}[[#M37 Wooden Stock|M37 Wooden Stock]]&lt;br /&gt;
[[File:M37_stock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|MK221 Tactical Stock}}[[#MK221 Tactical Stock|MK221 Tactical Stock]]&lt;br /&gt;
[[File:MK221_Tactical_Stock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Submachinegun Stock}}[[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Stock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Collapsible Submachinegun Stock}}[[#Collapsible Submachinegun Stock|Collapsible &amp;lt;small&amp;gt;(Paratrooper)&amp;lt;/small&amp;gt; Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]]&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;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&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;
*When collapsed it can fit into a holster.&lt;br /&gt;
 |}&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;|&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;
*Slightly decreases movement speed.&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;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&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;
*Only applies benefits when the stock is extended.&lt;br /&gt;
*Increases weapon size when extended.&lt;br /&gt;
*Moderately increases bullet spread if collapsed.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Submachinegun Arm Brace}}[[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.png]]&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;
&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 accuracy&lt;br /&gt;
* Greatly reduces recoil&lt;br /&gt;
* &lt;br /&gt;
 |}&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;|&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;
* Decreases accuracy&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;
*tba&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Specialization 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;&#039;&#039;&#039;M240 Pyrotechnician 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; Specialization kits give weapons and/or equipment to anyone who uses them. 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;
* Mini Flamer&lt;br /&gt;
* Big Extinguisher&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* Incinerator Fuel Tank&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 JTAC kit.png]]&amp;lt;br&amp;gt;&#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; Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&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;
 &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;&#039;&#039;&#039;IFTS Rifleman 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; Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* L41A Battle Rifle&lt;br /&gt;
* IFTS Mini-Scope&lt;br /&gt;
* Carbon Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&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;&#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; Specialization kits give weapons and/or equipment to anyone who uses them. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Engineering Pamphlet&lt;br /&gt;
* Construction Pouch&lt;br /&gt;
* Insulated Gloves&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;
* 20 metal&lt;br /&gt;
* 15 sandbags&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;&#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; Specialization kits give weapons and/or equipment to anyone who uses them. 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;
* Advanced First Aid Kit&lt;br /&gt;
* Medical 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:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Tramadol Pill Bottle&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Bicaridine Pill Bottle&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Kelotane Pill Bottle&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
* MedHUD glasses&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:kit.png]]&amp;lt;br&amp;gt;&#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; Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Document pouch&lt;br /&gt;
* Data Detector&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;First Defense 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; Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* HPR&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* MB-6 Folding Barricade&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; Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG&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;
|}&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; width=150|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 General Utility Pouch}}&lt;br /&gt;
[[#G8 General Utility Pouch|&#039;&#039;&#039;G8 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. Unfortunately, this pouch uses the same securing system as most Armat platform weaponry, and thus only one can be clipped to the M3 Pattern Armor&#039;s suit storage. 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. 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. &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;
|Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. Contains 2 slots.&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;
|Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. &lt;br /&gt;
Contains 3 slots.&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, 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;
|Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&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 standard issue M4A3 handgun, or 88M4 Pistol. 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 5 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for 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.&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 3 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, used for long deployments. Normally found in the pockets of [[Survivor|Civilians]].&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. Can hold 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, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&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;
[[#Multitool|&#039;&#039;&#039;Multitool&#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;
{| 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;
{| 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&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
It contains the following:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Pain-stop autoinjector|&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
[[#First-aid autoinjector|&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 |}&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 4 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 Medics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holds 4 Autoinjectors.&#039;&#039;&#039;&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;
|Special issue pouch, able to hold a medkit. 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;
{| 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|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 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]]. Contains 6 slots.&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 normal sized items.&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:blackwebbing.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.&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.&lt;br /&gt;
Can be ordered via crate in [[Requisitions#Webbings and holsters crate|Requisitions]], but not carried typically.&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 10 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. Holds up to 6 throwing knives.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Notably smaller than most rigs, able to fit in standard bags and satchels.&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 HEDP 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 to carry bulk quantities of M40 HEDP Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;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 Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Engineers&#039;&#039;&#039;.&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, and light ammunition.Note that this rig can additionally hold a roller bed and defibrillator.&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|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;
|A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel.&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|M240-T Fuel Pack}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#M240-T Fuel Pack|&#039;&#039;&#039;M240-T Fuel Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized fuel tank worn by USCM Pyrotechnicians for use with the M240-T incinerator unit. A small general storage compartment is installed. Holds 500 units of fuel. &#039;&#039;&#039;Can additionally be used to store and refuel empty incinerator tanks.&#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 Scabbard, some holsters can carry magazines with their respective firearm as well.&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.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], 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 M4A3 Holster Rig|&#039;&#039;&#039;M276 Pattern M4A3 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 or the MK88 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 both &#039;&#039;&#039;Cargo Technicians and Staff Officers&#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 M5A6 smartpistol.&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 or Some 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|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 Combat Vendors or Some 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 or the armor.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors or Some 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;Tactical Binoculars&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Tactical Binoculars}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Ctrl + Click to target something. &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;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&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 five 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 five M89-S Signal Marking Flares. Used for signaling 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;
The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if a xenomorph is 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 &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&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 [[Defcon#Objectives|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 &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&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;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 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: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 10 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 once folded.&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 masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing. &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;
!{{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. Makes you feel drowsy and slower while wearing.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&lt;br /&gt;
!{{Anchor|Tank Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tank Crewman Officer Uniform|&#039;&#039;&#039;Tank 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;
 |}&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;
!{{Anchor|SWAT Mask}}[[File:swat_mask.png|64px]]&lt;br /&gt;
[[#SWAT Mask|&#039;&#039;&#039;SWAT Mask&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&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|Helmet:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M10 Pattern Marine Helmet}}&lt;br /&gt;
[[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Marine Helmet|&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3-S Helmet}}&lt;br /&gt;
[[File:M3-S_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Helmet|&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M35 Helmet}}&lt;br /&gt;
[[File:M35_Helmet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Helmet|&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|B18 Helmet}}&lt;br /&gt;
[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B18 Helmet|&#039;&#039;&#039;B18 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M11 Pattern Squad Leader Helmet}}&lt;br /&gt;
[[File:M11Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M11 Pattern Squad Leader Helmet|&#039;&#039;&#039;M11 Pattern Squad Leader Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for &#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M11 Pattern Squad Leader Helmet}}&lt;br /&gt;
[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M50 Tanker Helmet|&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Tank_Crewman|Tank Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UM4 Helmet}}&lt;br /&gt;
[[File:UM4Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UM4 Helmet|&#039;&#039;&#039;UM4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A skirted helmet designed for use with the UM/UH system.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UH7 Helmet}}&lt;br /&gt;
[[File:UH7Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UH7 Helmet|&#039;&#039;&#039;UH7 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A skirted helmet designed for use with the UM/UH system.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Armored Militia Cowl}}&lt;br /&gt;
[[File:ArmoredCowl.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Armored Militia Cowl|&#039;&#039;&#039;Armored Militia Cowl&#039;&#039;&#039;]]&lt;br /&gt;
|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;
|-&lt;br /&gt;
!{{Anchor|X-13 Helmet}}&lt;br /&gt;
[[File:CommandoHelmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#X-13 Helmet|&#039;&#039;&#039;X-13 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A fully enclosed, armored helmet made for corporate commandos. Designed to shrug off facehugger latching attempts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of 14 different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&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|Armor:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3 Light Armor}} &lt;br /&gt;
[[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-H Pattern Light Armor|&#039;&#039;&#039;M3-H Pattern Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
| A lighter, cut down version of the standard M3 pattern armor. It sacrifices durability for more speed.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3 Pattern Personal Armor}}&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for nighttime combat and a HUD to see their Marine roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3 Heavy Armor}} &lt;br /&gt;
[[File:M3_heavy_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-H Pattern Heavy Armor|&#039;&#039;&#039;M3-H Pattern Heavy Armor&#039;&#039;&#039;]]&lt;br /&gt;
| A heavier version of the standard M3 pattern armor, cladded with additional plates. It sacrifices speed for more durability.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3-S Light Armor}} &lt;br /&gt;
[[File:M3-S_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Light Armor|&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3-T Light Armor}}&lt;br /&gt;
[[File:M3-T_Light_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-T Light Armor|&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M35 Armor}}&lt;br /&gt;
[[File:M35_Armour.png]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom piece of M3 armor designed to be highly flame retardant.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|B12 Pattern Personal Armor}}&lt;br /&gt;
[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B12 Pattern Personal Armor|&#039;&#039;&#039;B12 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|An upgraded version of the M3 Pattern Armor. The main difference is that it provides a bit of extra defense.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Pattern Personal Armor}}&lt;br /&gt;
[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern Personal Armor|&#039;&#039;&#039;M2 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M56 Combat Harness}}&lt;br /&gt;
[[File:M56_Combat_Harness.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M56 Combat Harness|&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
|An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Pattern Officer Armor}}&lt;br /&gt;
[[File:M3_Pattern_Officer_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Officer Armor|&#039;&#039;&#039;M3 Pattern Officer Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A well-crafted suit of M3 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Pattern Tanker Armor}}&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Tank_Crewman|Tank Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|B18 Experimental Personal Armor}}&lt;br /&gt;
[[File:B18_Experimental_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B18 Experimental Personal Armor|&#039;&#039;&#039;B18 Experimental Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3-G4 Grenadier Armor}}&lt;br /&gt;
[[File:M3G4_Grenadier_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Grenadier Armor|&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom set of M3 armor packed to the brim with padding, plating, and every other form of ballistic protection under the sun. This armor is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M4 Pattern PMC Armor}}&lt;br /&gt;
[[File:M4_Pattern_PMC_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M4 Pattern PMC Armor|&#039;&#039;&#039;M4 Pattern PMC Armor&#039;&#039;&#039;]]&lt;br /&gt;
|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;Corporate PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Freelancer Cuirass}}&lt;br /&gt;
[[File:Cuirass.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Freelancer Cuirass|&#039;&#039;&#039;Freelancer Cuirass&#039;&#039;&#039;]]&lt;br /&gt;
|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;
|-&lt;br /&gt;
!{{Anchor|UM5 Personal Armor}}&lt;br /&gt;
[[File:UM5_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UM5 Personal Armor|&#039;&#039;&#039;UM5 Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor with 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;
|-&lt;br /&gt;
!{{Anchor|UH7 Heavy Plated Armor}}&lt;br /&gt;
[[File:UH7_Heavy_Plated_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UH7 Heavy Plated Armor|&#039;&#039;&#039;UH7 Heavy Plated Armor&#039;&#039;&#039;]]&lt;br /&gt;
|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;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Colonial Militia Hauberk}}&lt;br /&gt;
[[File:Hauberk.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Colonial Militia Hauberk|&#039;&#039;&#039;Colonial Militia Hauberk&#039;&#039;&#039;]]&lt;br /&gt;
|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;
|-&lt;br /&gt;
!{{Anchor|X-13 Apesuit}}&lt;br /&gt;
[[File:X-13_Apesuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#X-13 Apesuit|&#039;&#039;&#039;X-13 Apesuit&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy prototype combat armor. It is the most powerful personal armor available, it has an extremely high armor value that makes it very resistant to melee and projectile attacks. In addition, the armor is utterly acid proof, thus making acid spit useless for most aliens.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Corporate Commandos&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=10501</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=10501"/>
		<updated>2018-11-30T10:38:31Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Fixed an inconsistency. Slight grammar edit&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#DDA0DD;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;Notice Regarding Images&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;All of the images of Aliens on this page will be updated soon with design changes in the very near future. More information will be available about this soon.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Alien&#039;&#039;&#039; (aka &#039;&#039;&#039;Xenomorph&#039;&#039;&#039; or &#039;&#039;&#039;Xeno&#039;&#039;&#039;) is one the main opposing forces of the [[Marines|USCM Marines]] during rounds on CM-SS13. The Xenomorphs 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;
&lt;br /&gt;
[[File:Evolution.png|link=http://cm-ss13.com/wiki/images/5/53/Evolution.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
If you are chosen as one of the first Xenomorphs, you will spawn as a [[Larva]] inside the colony that has just days previous 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 a Xenomorph, 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;:a&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:a My life for the Queen!&amp;quot;&#039;&#039;&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;
== Tier 1 Evolution ==&lt;br /&gt;
As soon as your Larva has matured, you will be able to choose between the four initial Xenomorph 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 being fast to upgrade into a powerful foe and always available.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&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=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 Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|64px|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.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Sentinel.png|64px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guard the nests until hosts mature. Provide ranged support in combat by stunning foes from afar. Use your acid to help the Hive break into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Defender.png|64px|link=Defender]]&amp;lt;br&amp;gt;[[Defender]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A good engagement starter that additionally specifies in protecting other castes with it&#039;s unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat back to heal.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 Evolution ==&lt;br /&gt;
After a while as a Tier 1 Xenomorph, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Xenomorphs, 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.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Burrower.png|64px|link=Burrower]]&amp;lt;br&amp;gt;[[Burrower]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lay the foundations for alien mines 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 xenomorphs from the hive to the frontlines.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Hivelord.png|64px|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. Create tunnels to bypass harsh terrain. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Warrior.png|64px|link=Lurker]]&amp;lt;br&amp;gt;[[Lurker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A highly mobile xeno which packs a punch, good for ambushing and general harassment of the marines supply lines.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Warrior.png|64px|link=Warrior]]&amp;lt;br&amp;gt;[[Warrior]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Spitter.png|64px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Protect your fellow Xenomorphs 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 melt into places.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Evolution ==&lt;br /&gt;
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 Xenomorphs need to upgrade to unlock their full potential, Young Tier 3 Xenomorphs can be weaker in some aspects than Ancient Tier 1 Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|64px|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 glob 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 spray for close range defense. Use your incredibly strong acid to make short work of everything in your way.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Carrier.png|64px|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 Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Crusher.png|64px|link=Crusher]]&amp;lt;br&amp;gt;[[Crusher]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Make use of your armored front crest and your 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.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Praetorian.png|64px|link=Praetorian]]&amp;lt;br&amp;gt;[[Praetorian]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Ravager.png|64px|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 knock a Marine off their feet and finish them off with powerful blows capable of chopping limbs clean off. Ambush, hit and run or even frontal assaults are all options for you.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 4 Evolution ==&lt;br /&gt;
The Queen is in her own, informal category. Unlike all other Xenos, she will usually appear immediately at the start of a round, and her death will throw the Hive into disarray. If she can be replaced, she is also unique, and should she go missing all other Xenos will be unable to evolve any further. If this goes on for too long, the Hive might very well rot away.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Queen.png|64px|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 acid to melt into places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maybe there&#039;s more than just these Xenomorphs above... It&#039;d be best to find out their purpose and their evolutions to yourself. You&#039;ll know about them... one day.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Event-Specific Xeno Hives ==&lt;br /&gt;
For special events, Admins may spawn in Xenomorphs 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 Xenomorphs. 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, attacking it, or be sided with the humans as enslaved Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These Xenomorph hives will never appear in the normal play, and must be spawned in by an Admin.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=10330</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=10330"/>
		<updated>2018-11-11T12:58:09Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Add temporary text about upcoming Alien images changes.&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;
&lt;br /&gt;
== Notice Regarding Images ==&lt;br /&gt;
&lt;br /&gt;
All of the images of Aliens on this page will be updated soon with design changes in the very near future. More information will be available about this soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Alien&#039;&#039;&#039; (aka &#039;&#039;&#039;Xenomorph&#039;&#039;&#039; or &#039;&#039;&#039;Xeno&#039;&#039;&#039;) is one the main opposing forces of the [[Marines|USCM Marines]] during rounds on CM-SS13. The Xenomorphs 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;
&lt;br /&gt;
[[File:Evolution.png|link=http://cm-ss13.com/wiki/images/5/53/Evolution.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
If you are chosen as one of the first Xenomorphs, you will spawn as a [[Larva]] inside the colony that has just days previous 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 a Xenomorph, 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;:a&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:a My life for the Queen!&amp;quot;&#039;&#039;&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;
== Tier 1 Evolution ==&lt;br /&gt;
As soon as your Larva has matured, you will be able to choose between the four initial Xenomorph 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 being fast to upgrade into a powerful foe and always available.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&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=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 Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|64px|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 wolfs. Flank positions during sieges and stand-offs. Gather hosts.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Sentinel.png|64px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guard the nests until hosts mature. Provide ranged support in combat by stunning foes from afar. Use your acid to help the Hive break into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Defender.png|64px|link=Defender]]&amp;lt;br&amp;gt;[[Defender]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A good engagement starter that additionally specifies in protecting other castes with it&#039;s unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat back to heal.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 Evolution ==&lt;br /&gt;
After a while as a Tier 1 Xenomorph, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Xenomorphs, 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.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Burrower.png|64px|link=Burrower]]&amp;lt;br&amp;gt;[[Burrower]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lay the foundations for alien mines 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 xenomorphs from the hive to the frontlines.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Hivelord.png|64px|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. Create tunnels to bypass harsh terrain. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Warrior.png|64px|link=Lurker]]&amp;lt;br&amp;gt;[[Lurker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| A highly mobile xeno which packs a punch, good for ambushing and general harassment of the marines supply lines.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Warrior.png|64px|link=Warrior]]&amp;lt;br&amp;gt;[[Warrior]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Spitter.png|64px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Protect your fellow Xenomorphs 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 melt into places.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Evolution ==&lt;br /&gt;
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 Xenomorphs need to upgrade to unlock their full potential, Young Tier 3 Xenomorphs can be weaker in some aspects than Ancient Tier 1 Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|64px|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 glob 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 spray for close range defense. Use your incredibly strong acid to make short work of everything in your way.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Carrier.png|64px|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 Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Crusher.png|64px|link=Crusher]]&amp;lt;br&amp;gt;[[Crusher]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Make use of your armored front crest and your 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.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Praetorian.png|64px|link=Praetorian]]&amp;lt;br&amp;gt;[[Praetorian]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Ravager.png|64px|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 knock a Marine off their feet and finish them off with powerful blows capable of chopping limbs clean off. Ambush, hit and run or even frontal assaults are all options for you.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 4 Evolution ==&lt;br /&gt;
The Queen is in her own, informal category. Unlike all other Xenos, she will usually appear immediately at the start of a round, and her death will throw the Hive into disarray. If she can be replaced, she is also unique, and should she go missing all other Xenos will be unable to evolve any further. If this goes on for too long, the Hive might very well rot away.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Queen.png|64px|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 acid to melt into places.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Event-Specific Xeno Hives ==&lt;br /&gt;
For special events, Admins may spawn in Xenomorphs 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 Xenomorphs. 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, attacking it, or be sided with the humans as enslaved Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These Xenomorph hives will never appear in the normal play, and must be spawned in by an Admin.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maybe there&#039;s more than just these Xenomorphs above... It&#039;d be best to find out their purpose and their evolutions to yourself. You&#039;ll know them, one day.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:USS_Almayer.png&amp;diff=9968</id>
		<title>File:USS Almayer.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:USS_Almayer.png&amp;diff=9968"/>
		<updated>2018-09-15T06:07:07Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Removed protection from &amp;quot;File:USS Almayer.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rules&amp;diff=9961</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rules&amp;diff=9961"/>
		<updated>2018-09-13T10:56:30Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;﻿Rule 0.&#039;&#039;&#039; Admins (not Mentors or Mods) retain the authority to ignore the enforcement of specific rules at their discretion when they feel it is in the best interest of the current round, the server, or the player base at large. However, they are fully accountable for their actions when they exercise this privilege.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rule 0.1&#039;&#039;&#039; Rules are enforced as intended. Every example of rule break cannot be defined as written, therefore, enforcement of the rules is subject to staff interpretation of the rule&#039;s intention.&lt;br /&gt;
# &#039;&#039;&#039;Rule 1. No Erotic Role Play (ERP), erotic content, or 18+ sexual content -&#039;&#039;&#039; Roleplay intended to elicit a sexual response from the receiver(s), including but not limited to writing stories (WGW) or posting links to adult content. Doing so will almost always result in an instant permaban from our server. This is not to be confused with distasteful but acceptable marine bravado such as scratching your crotch or cup-checking. However, these actions could still be susceptible to Marine Law.&lt;br /&gt;
# &#039;&#039;&#039;Rule 2. Roleplay -&#039;&#039;&#039; CM-SS13 is intended to be a Medium Roleplay server. Play a reasonably realistic character. Treat your character as a separate entity from you, the player. Your character&#039;s actions, feelings, and knowledge in-game should be based solely on the character&#039;s experiences and not your own as the player. Each round is a fresh start with no knowledge of the previous one carrying over. This rule may be ignored in some game modes such as Whiskey Outpost and other “Survival”-type maps that pit escaping marines against waves of enemies. Follow the Roleplay Standards.&lt;br /&gt;
# &#039;&#039;&#039;Rule 3. Don’t be a dick -&#039;&#039;&#039; Harassment, racism, bigotry, homophobia, exploiting bugs, cheating, hacking, and just plain being an asshole. Giving out plot spoilers to any media with malicious intent is not allowed, but general discussion of plot that contains spoilers about media released 1 year ago or longer is fine.&lt;br /&gt;
# &#039;&#039;&#039;Rule 4. No griefing -&#039;&#039;&#039; Griefing is the intent of one player wanting to cause grief or annoyance to other players or to the server without a valid roleplay reason. If Staff believes that the player’s intent is to grief then action will be taken whether or not it actually was the player’s intent. Any damage to the station or players caused by griefing can be repaired at an Admin&#039;s discretion. If you are being griefed, don’t retaliate - Adminhelp it and you’ll get healed. Shooting a griefer can cause you to get in trouble as well, and the combat logs you’re generating make it harder for Staff to prove who the real griefer is.&lt;br /&gt;
#* End of Round Grief (EORG) is fighting and generating any combat logs with friendly players after the round ends and is an immediate 3-hour ban without warning. Exceptions are between normal enemies, such as Marines and Aliens, Marines and UPP, etc.&lt;br /&gt;
#* Major shenanigans that may disrupt the normal flow of the round are not allowed at roundstart. This includes big or lethal fights, briefing brawls, riots and massive equipment restrictions.&lt;br /&gt;
# &#039;&#039;&#039;Rule 5. No powergaming -&#039;&#039;&#039; Powergaming includes performing actions outside your assigned job or chosen character’s abilities. Your skills or RP background prior to the round do not matter - a standard marine with &amp;quot;a brother in Engineering&amp;quot; does not know how to hack an airlock.&lt;br /&gt;
#* NOT Powergaming:&lt;br /&gt;
#** The Acting Commander/Executive Officer setting up the ship&#039;s engines if there are no Maintenance Techs and no Chief Engineer to do it. The CO/XO would realistically have at least some knowledge of the engine that runs their ship. Also, it is crucial to the success of the marine team, so gameplay trumps realism here.&lt;br /&gt;
# &#039;&#039;&#039;Rule 6. No Metagaming or Metacommunication -&#039;&#039;&#039; Acting upon knowledge your character does not have or communicating information about the current round, including but not limited to private discussions, chat rooms, and/or voice chats during the game. If you want to talk to other CM players about CM or just in general, we have an official Discord, but keep the discussion about past rounds and never about the current one.&lt;br /&gt;
#* Examples:&lt;br /&gt;
#** Welding vents before seeing the aliens use them or before they&#039;ve boarded the ship.&lt;br /&gt;
#** Building defenses on the ship before a hostile force is en route.&lt;br /&gt;
#** &amp;quot;Ramboing&amp;quot; - Chasing down aliens immediately after first contact directly to their hive.&lt;br /&gt;
#* Examples that are NOT Metagaming:&lt;br /&gt;
#** Aliens slashing powered devices such as APCs, cameras, and lights.&lt;br /&gt;
# &#039;&#039;&#039;Rule 7. English only -&#039;&#039;&#039; All communications within the server should be done in English only. Phases from other languages are fine but should not make up majority of your conversations..&lt;br /&gt;
# &#039;&#039;&#039;Rule 8. No Advertising -&#039;&#039;&#039; Don’t post byond://, Discord, Twitch, etc, links to other servers purely for the sake of advertising. If you wish to share links to these kinds of places, either ahelp for permission or do so off the server (IE: over Byond messages). &lt;br /&gt;
# &#039;&#039;&#039;Rule 9. No Ban Evading / Multi-Keying -&#039;&#039;&#039; Logging in with different accounts at different times, logging in with another account because you died (or were banned), or logging into two separate accounts at the same time. If you have multiple accounts tied to CM-SS13, please ahelp regarding them. Players caught breaking this rule may receive permabans from the server.&lt;br /&gt;
# &#039;&#039;&#039;Rule 10. No IC in OOC or Vice-Versa -&#039;&#039;&#039; Keep In Character (IC) communication in character and Out Of Character (OOC) communication out of character. Don&#039;t use (( or )) to communicate OOC. Vice versa, you should not use LOOC to share IC information to bypass IC restrictions.. You may use LOOC to talk someone through something if they ask for help.&lt;br /&gt;
# &#039;&#039;&#039;Rule 11. Suicide, Rage-Quitting, and Logging off -&#039;&#039;&#039; If you are a marine and need to leave the game, go to Cryo on the ship and put yourself in a cryotube. This will release your job slot and allow another player to join with your job. If you are unable to get to cryo, send an Adminhelp to staff. If you are the Queen, Adminhelp to let staff know. If you leave without cryo’ing yourself or informing staff you risk a job ban, especially if your job is an important one.&lt;br /&gt;
# &#039;&#039;&#039;Rule 12. Character names -&#039;&#039;&#039; Use a reasonable, unique, lore-friendly character name. Short nicknames are allowed inside the name (e.g. Derek &#039;Double-D&#039; Donahue, Jane &#039;Crusher&#039; Sanchez, Dan &#039;The Man&#039; Thompson). Ranked, titled, honorific, offensive, famous and/or pop-culture names are not allowed (e.g. Dr John Smith, Barack Obama, Lt John Doe, Adolf Hitler). Also, avoid lore-based names like Weyland, Bishop, Ripley, etc.&lt;br /&gt;
# &#039;&#039;&#039;Rule 13. ID Cards -&#039;&#039;&#039; These should only be taken for a roleplay reason, such as from a dead XO to call for help on a computer in the ship’s bridge. If you take an ID or find one from a living player (or a dead player that has since been revived), you should make every attempt to return it unless your character has a good reason not to.&lt;br /&gt;
# &#039;&#039;&#039;Rule 14. Lethal Force -&#039;&#039;&#039; Do not attack another player without a legitimate, explainable roleplay reason that could be applied in a similar, real-life scenario. A fist fight does not suddenly escalate into a gun fight. Even if you are justified, you are still susceptible to Marine Law.&lt;br /&gt;
# &#039;&#039;&#039;Rule 15. Military Police -&#039;&#039;&#039; All Military Police jobs must follow Marine Law. They may ignore Minor Crimes unless ordered to enforce them, but they may not ignore Major Crimes nor commit any crimes themselves, Minor or Major.&lt;br /&gt;
# &#039;&#039;&#039;Rule 16. Battlefield Execution -&#039;&#039;&#039; Whitelisted Commanders are allowed to instantly kill any player at any time except for the Chief MP if they feel that player is a threat to the mission. A command announcement of the situation and reason must then be made. The Commander cannot be immediately arrested or retaliated against for this action, but players concerned that the CO has been compromised can send a fax to High Command requesting the CO&#039;s arrest. Excessive or poorly-reasoned battlefield executions (such as BEing MPs over a valid arrest) may end with the Commander being removed from the whitelist.&lt;br /&gt;
# &#039;&#039;&#039;Rule 17. Mutinies -&#039;&#039;&#039;&lt;br /&gt;
#* A mutiny must be Adminhelped by a chosen &amp;quot;leader&amp;quot; of the mutiny. The Adminhelp must contain A) the reason for the mutiny and B) the names of mutineers. This Adminhelped mutiny cannot be denied and is only for log-keeping.&lt;br /&gt;
#* A mutiny must have at least 5 members. MPs are not allowed to mutiny.&lt;br /&gt;
#* Only the Acting Commander can be mutinied against for their actions, decisions, or inaction and attempting to start a mutiny against anyone else is forbidden.The Acting Commander must be given a chance to stand down peacefully.&lt;br /&gt;
#* Perma-killing is forbidden (decapitating, hiding defibs, etc).&lt;br /&gt;
#* Attacking neutral, uninvolved, or surrendered personnel is forbidden.&lt;br /&gt;
#* Everyone on both sides receives medical treatment after it’s over. Interfering in medical treatment of either side is forbidden unless a whitelisted Commander opts to battlefield execute the mutineers or deny specific members a chance to be revived..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplay Standards&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marines:&#039;&#039;&#039; All personnel employed by the USCM are mentally stable and physically fit for duty. They would not desert their post or go against the USCM without a good reason. Marriages are forbidden, no two people employed by the USCM on the same ship may be married. The USCM only know about things that are human in origin.&lt;br /&gt;
* &#039;&#039;&#039;Survivors:&#039;&#039;&#039; Survivors have more leeway than marines with their mental stability due to the trauma they may have experienced during the xenomorph attack. They may be suffering PTSD, paranoia or similar conditions. Survivors may be hostile but must be overtly so and from the beginning. Turncoating is not allowed, if you go up to the Almayer willingly or act friendly, you waive your right to be hostile. Survivors may know the basics of xenos from observation.&lt;br /&gt;
* &#039;&#039;&#039;Xenos:&#039;&#039;&#039; Aliens have no free will. They are a hivemind and their purpose is to enforce the will of the Queen and expand the Hive. They are not friendly and will not negotiate. Due to the Hivemind, xenos know everything every xeno learns and know the basics of human equipment. They do not know where the humans are going to be attacking from. Xeno hivemind is an English translation of their thoughts so words such as “hydro” or “shuttle” are acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Predators:&#039;&#039;&#039; Predators are honourable hunters. They must follow the [http://cm-ss13.com/viewtopic.php?f=57&amp;amp;t=2693 Code of Honour] and act like a serious predator, not a prankster.&lt;br /&gt;
* &#039;&#039;&#039;Synthetics:&#039;&#039;&#039; Synthetics are cold and do not feel emotions as strongly as humans, though they may fake them. They serve the USCM and may not turn against them. Synthetics must adhere to the [http://cm-ss13.com/viewtopic.php?f=57&amp;amp;t=14417 Synthetic Programming] and Guidelines.&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=9956</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=9956"/>
		<updated>2018-09-02T07:55:55Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Big Red updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&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;
&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 [http://baystation12.net/ 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, 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;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-6 columns&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #84987A; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Marines&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Marine_Quickstart_Guide | Quickstart Guide]] &lt;br /&gt;
* [[Marines | About the Marines]]&lt;br /&gt;
* [[Marine_Equipment | Marine Equipment]] | [[Requisitions]]&lt;br /&gt;
* [[Marine Law]]&lt;br /&gt;
* [[Rank]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;background: #8080CA; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Aliens&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Xeno_Quickstart_Guide | Quickstart Guide]] &lt;br /&gt;
*[[Aliens | About the Aliens]]&lt;br /&gt;
*[[Hives]]&lt;br /&gt;
*[[:File:Evolution.png|Evolution Diagram]]&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 class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Guides&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [http://cm-ss13.com/viewforum.php?f=94 Gameplay Guides on the Forum] [http://cm-ss13.com/viewforum.php?f=135 Marine forum] | [http://cm-ss13.com/viewforum.php?f=133 Xeno forum]&lt;br /&gt;
* [[Guide to construction | Construction]] | [[Guide_to_Engineering | Engineering]]&lt;br /&gt;
* [[S-52 Fusion Reactor]]&lt;br /&gt;
* [[Guide to Medicine | Medicine]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Chem_Guide | Chemistry]]&lt;br /&gt;
* [[Research_Guide | Research]]&lt;br /&gt;
* [[Guide_to_Paperwork| Paperwork]] &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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Maps&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[http://cm-ss13.com/wiki/images/5/54/USS_Almayer.png USS Almayer]&#039;&#039;&#039;&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/6/6f/LV624.png LV-624]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/1/18/Map_icecolony.png Ice Colony]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/7/78/Whiskey_outpost.png Whiskey Outpost]&lt;br /&gt;
* [https://cm-ss13.com/wiki/images/9/9e/Solaris_Ridge.png Solaris Ridge]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/4/4c/Map_Prison.png Prison Station]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Other&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Lore]] &lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [http://cm-ss13.com/changelog/ Changelog]&lt;br /&gt;
* [[Slang]]&lt;br /&gt;
* [[Hunter Games]]&lt;br /&gt;
* [[Macros]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=9809</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=9809"/>
		<updated>2018-08-21T09:28:04Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&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;
&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 [http://baystation12.net/ 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, 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;
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&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-6 columns&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #84987A; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Marines&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Marine_Quickstart_Guide | Quickstart Guide]] &lt;br /&gt;
* [[Marines | About the Marines]]&lt;br /&gt;
* [[Marine_Equipment | Marine Equipment]] | [[Requisitions]]&lt;br /&gt;
* [[Marine Law]]&lt;br /&gt;
* [[Rank]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;background: #8080CA; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Aliens&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Xeno_Quickstart_Guide | Quickstart Guide]] &lt;br /&gt;
*[[Aliens | About the Aliens]]&lt;br /&gt;
*[[Hives]]&lt;br /&gt;
*[[:File:Evolution.png|Evolution Diagram]]&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 class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Guides&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [http://cm-ss13.com/viewforum.php?f=94 Gameplay Guides on the Forum] [http://cm-ss13.com/viewforum.php?f=135 Marine forum] | [http://cm-ss13.com/viewforum.php?f=133 Xeno forum]&lt;br /&gt;
* [[Guide to construction | Construction]] | [[Guide_to_Engineering | Engineering]]&lt;br /&gt;
* [[S-52 Fusion Reactor]]&lt;br /&gt;
* [[Guide to Medicine | Medicine]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Chem_Guide | Chemistry]]&lt;br /&gt;
* [[Research_Guide | Research]]&lt;br /&gt;
* [[Guide_to_Paperwork| Paperwork]] &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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Maps&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[http://cm-ss13.com/wiki/images/5/54/USS_Almayer.png USS Almayer]&#039;&#039;&#039;&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/6/6f/LV624.png LV-624]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/1/18/Map_icecolony.png Ice Colony]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/7/78/Whiskey_outpost.png Whiskey Outpost]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/c/c5/Big_Red.png Big Red]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/4/4c/Map_Prison.png Prison Station]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Other&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Lore]] &lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [http://cm-ss13.com/changelog/ Changelog]&lt;br /&gt;
* [[Slang]]&lt;br /&gt;
* [[Hunter Games]]&lt;br /&gt;
* [[Macros]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=9808</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Main_Page&amp;diff=9808"/>
		<updated>2018-08-21T09:27:40Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&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;
&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 [http://baystation12.net/ 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, or the Aliens IP.&amp;lt;/b&amp;gt; This is a fan-made project.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-6 columns&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #84987A; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Marines&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Marine_Quickstart_Guide | Quickstart Guide]] &lt;br /&gt;
* [[Marines | About the Marines]]&lt;br /&gt;
* [[Marine_Equipment | Marine Equipment]] | [[Requisitions]]&lt;br /&gt;
* [[Marine Law]]&lt;br /&gt;
* [[Rank]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;background: #8080CA; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Aliens&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Xeno_Quickstart_Guide | Quickstart Guide]] &lt;br /&gt;
*[[Aliens | About the Aliens]]&lt;br /&gt;
*[[Hives]]&lt;br /&gt;
*[[:File:Evolution.png|Evolution Diagram]]&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 class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Guides&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [http://cm-ss13.com/viewforum.php?f=94 Gameplay Guides on the Forum] [http://cm-ss13.com/viewforum.php?f=135 Marine forum] | [http://cm-ss13.com/viewforum.php?f=133 Xeno forum]&lt;br /&gt;
* [[Guide to construction | Construction]] | [[Guide_to_Engineering | Engineering]]&lt;br /&gt;
* [[S-52 Fusion Reactor]]&lt;br /&gt;
* [[Guide to Medicine | Medicine]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Chem_Guide | Chemistry]]&lt;br /&gt;
* [[Research_Guide | Research]]&lt;br /&gt;
* [[Guide_to_Paperwork| Paperwork]] &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;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Maps&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[http://cm-ss13.com/wiki/images/5/54/USS_Almayer.png USS Almayer]&#039;&#039;&#039;&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/6/6f/LV624.png LV-624]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/1/18/Map_icecolony.png Ice Colony]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/7/78/Whiskey_outpost.png Whiskey Outpost]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/c/c5/Big_Red.png Big Red]&lt;br /&gt;
* [http://cm-ss13.com/wiki/images/4/4c/Map_Prison.png Prison Station]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;large-4 columns&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;h4 style=&amp;quot;background: #CCC; padding: 10px; border-radius: 10px;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Other&amp;lt;/center&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Lore]] &lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [http://cm-ss13.com/changelog/ Changelog]&lt;br /&gt;
* [[Slang]]&lt;br /&gt;
* [[Hunter Games]]&lt;br /&gt;
* [[Macros]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=7278</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=7278"/>
		<updated>2018-03-18T14:33:06Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Added a bit of information about event specific xenomorphs.&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;
&lt;br /&gt;
The &#039;&#039;&#039;Alien&#039;&#039;&#039; (aka &#039;&#039;&#039;Xenomorph&#039;&#039;&#039; or &#039;&#039;&#039;Xeno&#039;&#039;&#039;) is one the main opposing forces of the [[Marines|USCM Marines]] during rounds on Colonial Marines. The Xenomorphs 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 our main and only task is &#039;&#039;&#039;to expand and protect the Hive&#039;&#039;&#039;. You are fairly intelligent and capable of easily 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;
&lt;br /&gt;
[[File:Evolution.png|link=http://www.colonial-marines.com/wiki/images/5/53/Evolution.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
&lt;br /&gt;
If you are chosen as one of the initial Xenomorphs, you will spawn as a [[Larva]] inside the colony that has just days previous 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 special 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, knifes 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 important 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 the Larvas must stay safe.&lt;br /&gt;
&lt;br /&gt;
If this is your first time as a Xenomorph, check the [http://www.colonial-marines.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide]. Here are additional tips:&lt;br /&gt;
* Speak in Hivemind by using &#039;&#039;&#039;:a&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:a My life for the Queen!&amp;quot;&#039;&#039;&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 Larvas.&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;
&lt;br /&gt;
== Tier 1 Evolution ==&lt;br /&gt;
&lt;br /&gt;
As soon as your Larva has matured, you will be able to choose between the three initial Xenomorph castes: Drone, Runner 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 being fast to upgrade into a powerful foe and always available.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&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=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 Xenomorphs with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to help the Hive break into places.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|64px|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 wolfs. Flank positions during sieges and stand-offs. Gather hosts.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Sentinel.png|64px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guard the nests until hosts mature. Provide ranged support in combat by stunning foes from afar. Use your acid to help the Hive break into places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tier 2 Evolution ==&lt;br /&gt;
&lt;br /&gt;
After a while as a Tier 1 Xenomorph, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Xenomorphs, 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.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&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 Xenomorphs.&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. Create tunnels to bypass harsh terrain. Use pheromones to assist fellow Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Warrior.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Disable and capture lone prey. Use your natural cloak to stalk around and spy on Marine positions. Act as one of the Hive&#039;s main line combatants.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Spitter.png|64px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Protect your fellow Xenomorphs 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 melt into places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tier 3 Evolution ==&lt;br /&gt;
&lt;br /&gt;
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 Xenomorphs need to upgrade to unlock their full potential, Young Tier 3 Xenomorphs can be weaker in some aspects than Ancient Tier 1 Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&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 glob 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 spray for close range defense. Use your incredibly strong acid to make short work of everything in your way.&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 armored front crest and your 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.&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;
| Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.&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 knock a Marine off their feet and finish them off with powerful blows capable of chopping limbs clean off. Ambush, hit and run or even frontal assaults are all options for you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tier 4 Evolution ==&lt;br /&gt;
&lt;br /&gt;
The Queen is in her own, informal category. Unlike all other Xenos, she will usually appear immediately at the start of a round, and her death will throw the Hive into disarray. If she can be replaced, she is also unique, and should she go missing all other Xenos will be unable to evolve any further. If this goes on for too long, the Hive might very well rot away.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Queen.png|135px|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 gain more Larvas. Use your screech to defend yourself and signal pushes. Use your acid to melt into places.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Event-Specific Xeno Hives ==&lt;br /&gt;
&lt;br /&gt;
For special events, Admins may spawn in Xenomorphs of different hives that operate independently of the primary hive, with their own Queen and structure. 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, attacking it, or be sided with the humans as enslaved Xenomorphs.&lt;br /&gt;
&lt;br /&gt;
These Xenomorph hives will never appear in normal play, and must be spawned in by an Admin.&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=6138</id>
		<title>Pheromones</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=6138"/>
		<updated>2018-01-14T12:18:34Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Added Queen global pheromone ability to tactics.&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 scaling on the tier and upgrade level of the caste emitting them. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one. If they are emitting different pheromones, both will apply.&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 keep emitting if you end up falling into critical health with them emitting, but you will not be conscious enough to change them or turn them on or off.&lt;br /&gt;
&lt;br /&gt;
==== List of Pheromones ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; width=150|Pheromone&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, tackle chance and damage from slashes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Grants more armor and a flat reduction on all incoming damage, can also slow and even prevent critical bleedout of affected Xenomorphs. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&amp;lt;br&amp;gt;Recovery&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, reduces stun times of affected Xenomorphs.&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 Young Drone and the pheromones of an Ancient Empress. 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 apply to all Xenomorphs. Use this to your advantage to put the right pheromone on at the right time to buff your hive accordingly for the situation.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Warding and Recovery, with Frenzy left to the next best caste. This allows the Xenos to soak up large amounts of damage and recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Do not underestimate Frenzy. A powerful Frenzy pheromone can turn even a Runner into a mini Ravager. The added speed also acts as this defensive tool that some people think doesn&#039;t exist in the &#039;&#039;&amp;quot;offensive pheromone&amp;quot;&#039;&#039;.&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. Warding allows you to soak up sudden gunfire while you scramble for an exit. Probably the worst choice is simply no pheromones.&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=6129</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=6129"/>
		<updated>2018-01-12T22:20:31Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Revised Upgrading section to be current.&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 [http://www.colonial-marines.com/wiki/Space_Station_13_Guide Space station 13 guide] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server usually last between two to three hours! Make sure you have the time commitment to sit a full round. &lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
While it&#039;s not fair to shove the rules down your throat, Aliens: CM is a roleplay focused server and as such has an extensive list of [http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 Rules]. It&#039;s highly recommended you spend some time reading the rules to ensure you don&#039;t accidently break any. Thank you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Character Setup =&lt;br /&gt;
For the most part this part is simple, you&#039;ll create your character on the setup character page. If you want to play Xenomorphs, check the box that says you&#039;re interested in alien roles. Otherwise, as an alien, it won&#039;t really matter what your character looks like. As part of an alien Hive, you&#039;ll be assigned a number. Welcome to the machine. Click the [Join the Hive!] button and you should be in, if there are no slots available in join the hive you&#039;ll have to observe and wait for a larva to grow inside of one of the infected mobs, if there are any. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Becoming a larva: When the alien embryo has grown a new larva is spawned inside the host and (You) the candidate player is given control over the larva if your xenomorph preference was on. You can then trigger the chestburst sequence by just moving. After about 20 seconds of not bursting the larva will automatically chestburst, whether it is controlled by a player yet or not. If a doctor removes the embryo after it has grown into a larva, the doctor extracts a live larva out of the human instead of a dead embryo.&lt;br /&gt;
&lt;br /&gt;
= Your First Game =&lt;br /&gt;
For your first run, try and join a round before it starts. It&#039;s no big deal to join in the middle, but starting a round will ensure you aren&#039;t born into a difficult or deadly situation. The general interface including the alien one can be found [http://www.colonial-marines.com/wiki/Space_Station_13_Guide here.]&lt;br /&gt;
&lt;br /&gt;
== How to Communicate ==&lt;br /&gt;
Communication is very important! Use the box at the bottom of the screen. There are several methods, but just know three for now:&lt;br /&gt;
&lt;br /&gt;
(1) Use the hivemind to talk to the whole Hive. Examples:&lt;br /&gt;
* Say &amp;quot;:a I live!!!&amp;quot;&lt;br /&gt;
* Say &amp;quot;:a There are multiple tallhosts in Medbay.&amp;quot;&lt;br /&gt;
* Say &amp;quot;:a We are under attack from the south!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(2) Talk to any alien in your local area, aka with your field of vision. (You can not talk through walls. If you can&#039;t see the terrain they are on, they can&#039;t hear you. ) Examples:&lt;br /&gt;
* Say &amp;quot;Please lay more eggs, your Highness.&amp;quot;&lt;br /&gt;
* Say &amp;quot;Follow me.&amp;quot;&lt;br /&gt;
* Say &amp;quot;What should I do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Talk in local out of character (LOOC) to ask questions about the game and how to do things. You can toggle LOOC chat in the menus if it&#039;s distracting. Examples:&lt;br /&gt;
* LOOC &amp;quot;How do I upgrade? How do I do X?&amp;quot;&lt;br /&gt;
* LOOC &amp;quot;Why is there so much lag?&amp;quot;&lt;br /&gt;
* LOOC &amp;quot;Did you see the touchdown in the Seahawks game?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Alien Life Cycle ==&lt;br /&gt;
Xenomorphs are essentially [https://en.wikipedia.org/wiki/Parasitoid_wasp#Parasitism parasitic insects]. A Hive has only one Queen. The Queen lays eggs. The eggs mature after several minutes. Mature eggs contain a larval facehugger. The facehugger stays in the egg until disturbed. Facehuggers can only be picked up by the Queen, drones, hivelords and carriers (click the mature egg with an empty hand, then click the facehugger) or the hugger will attempt to attach itself to any host that gets close. If you need to return a facehugger back inside of the egg, drop it on top of the egg and after 30 seconds it should crawl back inside. The facehugger infects a host by implanting a larva inside its host. Because larvae require time to mature, the Xenomorph Hive will guard infected hosts and secure them into nests to prevent escape. Once mature, the young adults burst out of the host. They are colloquially called chestbursters and Larva may be a misnomer. This kills the host. Chestbursters are extremely weak at first, but given time can evolve and mature into several much stronger forms.&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
[[File:Alien-Larva.png|thumb]]You&#039;ll usually wake up as a chestburster or Larva. Yes, you&#039;re an evil-looking snake-lizard-thingy, but you&#039;re basically a baby. You&#039;re very weak and should avoid conflict. You want to slaughter, not get slaughtered. &#039;&#039;&#039;Your first priority is to evolve into something bigger.&#039;&#039;&#039; So get out of danger and stay alive. If you wake up inside the Hive, stay there! If you wake up outside the Hive, there&#039;s a circular indicator on the right side of your screen that always points at the Queen. She&#039;s probably at the Hive, so go there. If she&#039;s outside the Hive, you may want to ask where she wants you to go. If you join late in a round, you may wake up in strange places. &#039;&#039;&#039;Remember that your first priority is to stay safe and evolve into something bigger.&#039;&#039;&#039; Please don&#039;t go awesoming around the map by yourself. Your survival skills to escape from danger are clicking on doors to squeeze through them, crawl into vents and hide under table. Staying on weed speed up your evolve progress so find them if you are not on them already.&lt;br /&gt;
&lt;br /&gt;
Click the [STATUS] button on the right side of your display. As a larva, you can evolve when both your indicators are at 100%. Xenos cannot evolve without an active Queen. Stay safe until these indicators reach the top. When they do, click the [ALIEN] button on the right part of your screen and click &amp;lt;code&amp;gt; evolve &amp;lt;/code&amp;gt;. Many players ask the Queen what they should evolve into, but you&#039;ll have the final decision of [[Drone]], [[Sentinel]], or [[Runner]]. Check the next section for details.&lt;br /&gt;
&lt;br /&gt;
= Who Orders Who =&lt;br /&gt;
Take a look at the [http://www.colonial-marines.com/wiki/File:Evolution.png Alien Evolution Chart]. There are four tiers of aliens. Not every player can evolve to the top, because there are only so many spots available at each tier. The Queen is at the top. She runs the Hive. The third tier (frequently called T3) are the Boiler, Crusher, Praetorian and Ravager. These are comparable to Marine officers. Look to them for leadership. The second tier (frequently called T2) are the Carrier, Hivelord, Hunter and Spitter. These are advanced versions of the bottom tier aliens. The Drones, Runners, and Sentinels are the first tier 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;
[[Drone|Drones]] are very important supporting players, but not in combat roles. It makes an excellent choice for your first game. 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://www.colonial-marines.com/wiki/Hives Hives].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel|Sentinels]] are the primary defenders of the Hive. This includes defending the Queen. The other primary duty is making sure that no captured hosts escape to wreck the Hive. The ability to spit neurotoxin really helps. Unless the Queen says so, you should remain inside or around the Hive at all times. If live hosts are nested, you should remain close by to stop them from escaping. At the beginning of the round, you should be guarding the Hive and shepherding any hosts.&lt;br /&gt;
&lt;br /&gt;
[[Runner|Runners]] 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 lots. 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;
&lt;br /&gt;
You should obey any orders given to you by your Queen. It is a hive mind and you have no free will. The only exception is if you are given orders that violate the rules. (Should you be given orders that would violate the rules then you should contact the admins by ahelping.) 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;
= Upgrading =&lt;br /&gt;
Upon evolving to any caste, you might notice that you are a Young Xenomorph of your selected caste. As time passes you will automatically Upgrade, causing your strength and abilities to grow in power significantly. While this was previously tied to Evolution progress and forced the player to choose between Evolving further or Upgrading, Upgrades are now tracked separately and progress toward the next upgrade is not shown to you anywhere in the UI. After upgrading, you are no longer barred from Evolving to the next tier, however doing so will cause the loss of your upgraded status and revert you to being Young in your next tier.&lt;br /&gt;
If you&#039;re new, please avoid the &amp;lt;code&amp;gt;evolve&amp;lt;/code&amp;gt; button and let more experienced players play the more advanced Xenos. Crawl before you run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alien Abilities =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note these are only some of the xenomorph abilities the rest are detailed on each xenomorph castes page, which can be found [http://www.colonial-marines.com/wiki/Aliens here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For All Aliens:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #CCB6D6; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background: #CCB6D6; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Toggle_night_vision.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Xenomorph Vision&#039;&#039;&#039;||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.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hive Status&#039;&#039;&#039;&lt;br /&gt;
|Head to the alien tab then click on &amp;quot;Hive Status&amp;quot;. It will provide you with a list of all alien, from which you can check the strength of the Hive and know which caste to evolve into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Drone.png]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Drone]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Purple Sac&lt;br /&gt;
|Can&#039;t be planted if there is already a sac on the tile. Can be removed by one slash with harm intent for re-plant. &lt;br /&gt;
A lone Purple Sac also counts as weed so aliens can generate plasma and rest on it even if the weed under it was removed.&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 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 are not already being emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Sentinel.png]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Sentinel]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #CCB6D6; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background: #CCB6D6; |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;Xeno Spit&lt;br /&gt;
|Use middle mouse button to spit globs of neuro.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Runner.png]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Runner]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at 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;
&lt;br /&gt;
= Combat =&lt;br /&gt;
At the beginning of a game, the Hive is desperate for hosts to infect. The Queen will issue a standing order forbidding the slashing of hosts. While this order is in place, all aliens will do significantly less damage in combat. You might want to avoid conflict, but you can still tackle and hold hosts with your Disarm/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 with the [STATUS] button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First tier Xenomorphs have four primary methods of damaging Marines:&#039;&#039;&#039;&lt;br /&gt;
* Claws - With Harm intent active, click on a host when you&#039;re adjacent or sharing a spot.&lt;br /&gt;
* Facehuggers - Note this is only for Drones (and Queen): Hold a facehugger with your active hand. With Harm intent active, click on a host when you&#039;re adjacent or sharing a spot. The hugger should attach. You have two hands and can use two facehuggers if you click quickly.&lt;br /&gt;
* Spitting - Sentinels can spit neurotoxin to stun hosts from afar, and the more evolved Spitters can spit burning acid. &lt;br /&gt;
* Pounce - Runners can pounce onto unsuspecting marines to slash and weaken them.&lt;br /&gt;
&lt;br /&gt;
You can torture Marines in different ways by targeting different parts of their bodies? Try and see! Be entertained by the screams while you experiment!&lt;br /&gt;
&lt;br /&gt;
=How To Infect Hosts=&lt;br /&gt;
One of the Hive&#039;s most important duties is reproduction. The [http://www.colonial-marines.com/wiki/Xeno_Quickstart_Guide#The_Alien_Life_Cycle Alien life cycle] is complicated.&lt;br /&gt;
&lt;br /&gt;
==Eggs==&lt;br /&gt;
[[File:Alien-Egg.png|thumb]][[File:Alien-Egg-Open.png|thumb]][[File:Alien-Egg-Dead.png|thumb]]The Queen should lay as many eggs as possible. Eggs have several functions. First, egg fields are basically minefields. If hosts run near eggs without clearing them out, they&#039;ll get hugged and infected. The Queen should lay eggs in important defensive positions. Second, eggs provide ammunition for the Hive. Drone caste Aliens, especially Carriers, will grab facehuggers and fling them at hosts. More eggs means more ammo. Third, eggs are necessary for infecting captured hosts. Note that you can place facehuggers back into their egg by dropping them on the same tile as the egg, and after 30 seconds the hugger will crawl back inside the egg. The facehuggers will die outside of their eggs if they can&#039;t crawl back in one.&lt;br /&gt;
&lt;br /&gt;
==Using Facehuggers==&lt;br /&gt;
Note this is only applicable if you are a Drone, Hivelord, carrier or the queen: Hosts can get hugged actively or passively. Hosts walking through mature egg fields will get attacked by facehuggers and infected. Or, aliens can fling facehuggers at hosts to actively cause an infection. Some helmets can stop one or more facehugger attacks, so be careful when attacking some marines. Once attached, a facehugger will stun its host. Once a host is infected, the aliens will become aware of any baby sister inside through an icon. The icon gets bigger as it matures.&lt;br /&gt;
&lt;br /&gt;
==Moving Hosts==&lt;br /&gt;
Remember that at the start of a round on Lv 624 specifically, there is a fog wall blocking the river so you&#039;ll have to use tunnels to bypass this. A host can be dragged to a new location by ctrl-clicking on the host. Certain aliens can also devour a host (click the host with grab intent active and then click yourself) and regurgitate it (use the &amp;lt;code&amp;gt;regurgitate&amp;lt;/code&amp;gt; button in the [ALIEN] tab) after carrying it to a nest. Carrying it inside is faster. A devoured host will die at some point between 15 and 30 seconds inside an alien, so be careful holding them too long.&lt;br /&gt;
&lt;br /&gt;
==Securing Hosts==&lt;br /&gt;
It may not be necessary to secure small hosts (like monkeys) into a nest. These hosts are not dangerous and the young chestburster may still grow and develop. Still, a clean Hive is a happy Hive.&lt;br /&gt;
&lt;br /&gt;
Dangerous hosts (like Marines) should be secured into a nest. Otherwise, they&#039;ll run or shoot up the Hive. This is &#039;&#039;&#039;very&#039;&#039;&#039; bad. A Drone, Hivelord, or Queen should set up nests for dangerous hosts using the &amp;lt;code&amp;gt;secrete resin&amp;lt;/code&amp;gt; function. These nests should be in a secure location, away from the center of the Hive, and away from any young chestbursters. Move the host to the nest. Then click the host and drag it onto the nest.&lt;br /&gt;
&lt;br /&gt;
Injured hosts are less dangerous. But injure them too much and they&#039;ll die before their time. Should hosts be injured just enough to make it impossible for them to escape? Maybe rip off their hands or feet? (A bleeding host, is generally a dead host. )&lt;br /&gt;
&lt;br /&gt;
==Guarding Hosts==&lt;br /&gt;
At least one [[Sentinel]], [[Spitter]], or [[Praetorian]] should guard these hosts until their usefulness ends. The &amp;lt;code&amp;gt;spit neurotoxin&amp;lt;/code&amp;gt; function is made for this because it stuns the host until they can be placed back in a nest and secured. Hosts can also be tackled by clicking on them with Disarm intent. This stuns the host.&lt;br /&gt;
&lt;br /&gt;
The area surrounding these nests should be constructed to provide maximum safety. A checkerboard pattern is regularly used. See [http://www.colonial-marines.com/wiki/Drone Drone Tactics]. Place a single door, and put four nests adjacent to it. (Above, Below, Left, &amp;amp; Right). Then surround those nests with doors. This allows Sentinel castes to guard all four nests by standing in that initial door.  There are other effective methods, including building nests next to solid walls or walling off small rooms full of nests with only one exit.&lt;br /&gt;
&lt;br /&gt;
==After Birth==&lt;br /&gt;
Listen to the screams and celebrate the birth! Prepare the nest for another host. Move any unconscious chestbursters to a nursery. This should be located in the most secure part of the Hive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
* Plant Weeds often to spread weeds as far as possible. Plasma is the life force of the xenomorph.&lt;br /&gt;
* Aliens only heal when standing on weeds, and you will die if they&#039;ve been knocked into critical and aren&#039;t on weeds.&lt;br /&gt;
* You regenerate plasma at its full rate when on weeds, much slower if not on weeds.&lt;br /&gt;
* Live to fight again. Fall back to weeds when wounded. Heal up before re-joining a battle.&lt;br /&gt;
* You can regenerate plasma while injured, and health, off weeds if you are affected by recovery pheromones. Don&#039;t try this if you are critical.&lt;br /&gt;
* Aliens do not need to breathe. You can traverse open (and oxygenated)  space without permanent damage.&lt;br /&gt;
* As a Queen, there is no greater advantage you can give your brood than to plant as many eggs as possible. Not only is it an excellent defence, but a powerful weapon when your sisters have access to facehuggers to immobilize their prey.&lt;br /&gt;
* Aliens are in a hivemind, you have NO free will.&lt;br /&gt;
* When you are on fire, get on weed and click RESIST to roll on floor until extinguish. Disarm others (shove) do &#039;&#039;&#039;NOT&#039;&#039;&#039; help extinguishing fire, just drag them to weeds if they weren&#039;t already. Though dragging critical alien will bleed the downed alien so avoid excessive dragging and drop them once it is safe.&lt;br /&gt;
* Purple Sac itself without weed on floor still count as a weed so aliens can heal on them.&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.&lt;br /&gt;
*Remember that Queen&#039;s word is law unless it breaks a rule in which case you should ahelp it.&lt;br /&gt;
* You are a hive-mind, information is shared - Because a hive-mind works on the INSTANT transmission of information between all those connected, 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 is actually understanding what your are describing instantly (because, it shares a 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 renest 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;
* You do not know that Marines are coming to the planet. Furthermore you cannot prepare defences on or around the dropship landing zones prior to the Marines arrival.&lt;br /&gt;
* When you die, you are a 100% NEW XENO. However, your previous life is part of the hive-mind, so you CAN use/pass on knowledge your previous &amp;quot;life&amp;quot; knew, as the hive &amp;quot;should&amp;quot; know it. (i.e. Dying to a mine near the Nexus means you can say &amp;quot;There are mines by the nexus, lookout&amp;quot;, but you can&#039;t say &amp;quot;I WAS THE PREVIOUS QUEEN, I CLAIM QUEEN, OBEY MEH&amp;quot;.&lt;br /&gt;
* Refrain from saying Ayylmao, Ayyy, Reeeeee as there is a [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;p=160497 Stronger Enforcement for XENO RP].&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guidelines]&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;
&lt;br /&gt;
[http://www.colonial-marines.com/viewtopic.php?f=133&amp;amp;t=8339 Xeno Roleplay Discussion]&lt;br /&gt;
&lt;br /&gt;
[http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guidelines]&lt;br /&gt;
&lt;br /&gt;
[http://colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7626 Ultimate Xeno Write-Up]&lt;br /&gt;
&lt;br /&gt;
[http://www.colonial-marines.com/viewtopic.php?f=133&amp;amp;t=7834 How to be a respected Sister of the Hive]&lt;br /&gt;
&lt;br /&gt;
[http://www.colonial-marines.com/viewtopic.php?f=133&amp;amp;t=8238 Xeno Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
[http://colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide]&lt;br /&gt;
&lt;br /&gt;
[http://www.colonial-marines.com/viewtopic.php?f=133&amp;amp;t=8401 The Value of Darkness]&lt;br /&gt;
&lt;br /&gt;
[http://www.colonial-marines.com/viewtopic.php?f=133&amp;amp;t=8494 TFW Playing Xeno after a few days]&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=FAQ&amp;diff=6128</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=FAQ&amp;diff=6128"/>
		<updated>2018-01-12T22:10:51Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Revised Xenomorph section to reflect new Upgrade system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compact table list of frequently asked questions and unique CM server features that you may want to learn. If you have a question that is not covered by this article, please Ahelp in-game and a member of the staff will assist you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;What you&#039;d like to know:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This section contains the general information that is useful for both teams:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-mateba&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamemodes and Maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Infestation&#039;&#039;&#039;&lt;br /&gt;
 |The infestation gamemode is Aliens vs Marines, this gamemode ends upon the eradication of one side. Custom events started by admins can sometimes take place during this mode.This is the default gamemode of CM.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Hunter Games]]&#039;&#039;&#039;&lt;br /&gt;
 |The Hunter Games gamemode is split into two modes, the first one being a deathmatch style with random weapons scattered about and after a certain amount of time everyone is told to head to the Nexus (The central area of LV-624). If they don&#039;t they&#039;ll be killed by the Hellhounds which are spawned in (Note that Hellhounds are not allowed to go into the Nexus). The second mode is where there are still weapons scattered about and it is still a free for all deathmatch however RP is encouraged due to how multiple &#039;Tribes&#039; are spawned in at certain areas of the designated map to play on. From there the tribes can go to war, conduct diplomacy, execute their prisoners of war, go looting, etc. Nearing round end the remaining players of the tribes are told to get to more of a &#039;There can be Only One&#039; styled of gameplay, with the last player standing wins. This is a gamemode that needs one of the heads of staff to be online in order to play this mode properly. Remember, this is a gamemode that can only be playable from round start.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Whiskey Outpost]]&#039;&#039;&#039;&lt;br /&gt;
 |During the Whiskey Outpost gamemode you play as one of the Marines in the USCM battalion &#039;Dust Raiders&#039; who were previously in charge of &#039;keeping the peace&#039; in the Tychon Rift sector. The aim of the mode is for the Dust Raiders to hold the outpost for as long as possible (Until Wave 10) against the xenomorph hordes, the game ends if either the aliens annihilated the Dust Raider marines or the Dust Raiders survived 10 waves against the xenomorphs. Requires one of the heads of staff to be online in order to play. Take note that after the round starts, you cannot late join onto the marine side and as such are forced to observe or play as a xeno.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Extended Gamemode&#039;&#039;&#039;&lt;br /&gt;
 |The Extended gamemode does appear in CM, but they are reserved for admin-related events only.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
 |Colonial Marines has 5 maps. The foggy, tropical warzone colony of Lazarus Landing in [[Planet LV-624]]. The harsh, cold winter enviroment of Ice Colony. The modern, hot areas of the Big-Red. The everfloating, yet confusing Prison ship. And the soon-to-be overrun Whiskey Outpost.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ladders&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to look up or down a ladder&#039;&#039;&#039;&lt;br /&gt;
 |Click and drag the ladder sprite onto your character, to cancel this view you can either walk away from the ladder or you can go into the OOC tab and click &amp;quot;Cancel camera view&amp;quot;.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall Holes&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to look through a wall hole&#039;&#039;&#039;&lt;br /&gt;
 |Click and drag the wall sprite onto your character, to cancel this view you can either walk away from the wall hole or you can go into the OOC tab and click &amp;quot;Cancel camera view&amp;quot;.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to get a trap off your leg&#039;&#039;&#039;&lt;br /&gt;
 |Go to the IC tab then click on resist or type resist into the chat bar. Note that if you&#039;re an alien you can just press the resist UI button.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setup Character&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;The WO Role&#039;&#039;&#039;&lt;br /&gt;
 |The WO role is a custom preference for the map [http://www.colonial-marines.com/wiki/images/7/78/Whiskey_outpost.png Whiskey Outpost (WO)]. If you have it set to yes, you may be chosen to become a Doctor or Commander on that map instead of a standard grunt.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interacting with the map&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to climb over obstacles&#039;&#039;&#039;&lt;br /&gt;
 |Click and drag your character onto the obstacle and you&#039;ll start to climb onto it. A example of an obstacle being a window frame, table and barricade.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preferences&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Turning off xenomorph preference&#039;&#039;&#039;&lt;br /&gt;
 |Go to the Preference tab for verbs (top right) and click on Toggle SpecialRole Candidacy and select xeno. After you&#039;ve done this you&#039;ll have disabled your xenomorph preference meaning that you won&#039;t be placed into a larva body.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Marine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This section contains information for marine players:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-mateba&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ladders:&#039;&#039;&#039; &lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to throw a down or up a ladder&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Without&#039;&#039;&#039; priming the grenade, click on the ladder with a grenade in your hand, the grenade will be automatically primed and thrown up or down to the ladder.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to throw a flare up or down a ladder&#039;&#039;&#039;&lt;br /&gt;
 |Activate the flare in your hand so that it&#039;s providing light then click on the ladder and you&#039;ll drop it up or down the ladder. &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall Holes&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to throw a grenade through a wall hole&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Without&#039;&#039;&#039; priming the grenade, click on the wall hole with a grenade in your hand, the grenade will be automatically primed and thrown through the wall hole.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to throw a flare &#039;through a wall hole&#039;&#039;&#039;&lt;br /&gt;
 |Activate the flare in your hand so that it&#039;s providing light then click on the wall hole and you&#039;ll throw it through to the other side.. &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reloading:&#039;&#039;&#039; &lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Tactical Reload&#039;&#039;&#039; (reloading with one hand)&lt;br /&gt;
 |You can &amp;quot;tactically reload&amp;quot; your weapon with a magazine. Hold your weapon in your active hand and then drag a magazine onto that weapon.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Reloading weapon attachments&#039;&#039;&#039;&lt;br /&gt;
 |You can reload weapons attachments by toggling the attachment on, then feeding the attachment with its relevant ammo type. Underbarrel grenade launchers take M40 HEDP grenades, Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Refilling Incinerator Tanks&#039;&#039;&#039;&lt;br /&gt;
 |Once emptied, Incinerator tanks can be refilled with a fuel tank or a welding tank.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Reloading Heavy Weapons (Smartgun and M5 RPG)&#039;&#039;&#039;&lt;br /&gt;
 |You can only reload Heavy Weapons by standing still, as moving will interrupt your reload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039; &lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Grenade Throwing&#039;&#039;&#039;&lt;br /&gt;
 |Priming a grenade automatically sets it to throw. Just prime and click; toggling the throw button after that will mean the grenade stays in your hand when you click, which is probably not what you intended.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Mounting Emplacements&#039;&#039;&#039;&lt;br /&gt;
 |You can mount the M56D emplacement by dragging it onto your sprite.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Abilities: Orders&#039;&#039;&#039;&lt;br /&gt;
 |The &amp;quot;issue order&amp;quot; verb in the IC tab lets leaders (Squad Leader and LT+) issue an order (temporary buff) to marines around them. [http://www.colonial-marines.com/wiki/Squad_Leader#Abilities:_Orders To read more about the order ability click here.]&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Friendly on Fire&#039;&#039;&#039;&lt;br /&gt;
 |You can help put someone out if they&#039;re on fire by using help intent and clicking on them with an empty hand.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Using Rail Scope&#039;&#039;&#039;&lt;br /&gt;
 |There are two ways to use the rail scope, Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] and Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]. You can also [http://www.colonial-marines.com/wiki/Macros make a macro] for this action by using the command  &#039;&#039;.click activate-weapon-attachment&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Pumping a shotgun.&#039;&#039;&#039;&lt;br /&gt;
 |Click Unique Action Button [[File:Use-Unique-Action.png|32px]] to pump. Since it has no hotkey you need to [http://www.colonial-marines.com/wiki/Macros make a macro] to blind it with a key. The command is &#039;&#039;.click use-unique-action&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Combat:&#039;&#039;&#039; &lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Squad Hud&#039;&#039;&#039;&lt;br /&gt;
 |As a non-combat role, you are able to see the squad HUD by toggling it to enabled, by right clicking your headset.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Medical Hud: HoloCards&#039;&#039;&#039;&lt;br /&gt;
 |You can use the medHUD to add a visible holocard onto someone by shift-clicking them and using the holocard option at the bottom of their examine description.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Intercomms&#039;&#039;&#039;&lt;br /&gt;
 |You can directly speak into an intercom without having to enable it by prepending your text with :i. For example, &#039; :i I&#039;m speaking into an intercom. &#039; &lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Headsets&#039;&#039;&#039;&lt;br /&gt;
 |If you are not a squard member (SO, PO, etc), you can listen to marine squads&#039; channel by activating the headset then click &amp;quot;engage&amp;quot;. [http://www.colonial-marines.com/wiki/Space_Station_13_Guide#Communication Note that all radio channels and how to use them with a headset can be found here.]&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Removing equipments from other marines&#039;&#039;&#039;&lt;br /&gt;
 |Drag their sprites onto yours to open their equipment window, click the item names to strip.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Removing weapon attached with Magnetic Harness&#039;&#039;&#039;&lt;br /&gt;
 |Remove armor first then the weapon.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Throwing other marines&#039;&#039;&#039;&lt;br /&gt;
 |Grab a marine in active hand then click [[File:UP-GRADE.png|32px]] (or press &#039;&#039;&#039;Z&#039;&#039;&#039; in hotkey mode) two times (there is a few seconds cooldown in between) to upgrade it to [[File:DISARM-KILL.png|32px]]. Then you can use throw [[File:Hud-throw.png]] to throw them up to 7 tiles away and over barricades but it doesn&#039;t pass over window frames and tables. To overcome window frames and tables, click a window frame or a table next to you to put them on it when it&#039;s [[File:DISARM-KILL.png|32px]].&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Removing Facepaint&#039;&#039;&#039;&lt;br /&gt;
 |Pick up a piece of paper, target the mouth and click on yourself. &lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Mutinying&#039;&#039;&#039;&lt;br /&gt;
 |Mutinies are allowed, but should only be reserved for extreme situations. [http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 To follow the correct procedure so that you aren&#039;t banned while attempting one check out the rules page.]&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Righting a fallen vendor&#039;&#039;&#039;&lt;br /&gt;
 |Click on the fallen vendor with an empty hand.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Restocking Items&#039;&#039;&#039;&lt;br /&gt;
 |To restock/refill certain items, you click and drag them onto an appropriate vendor. Doing this will refill them, with the exception of most magazines and other sources of ammo. Useful restockable items are Powerpacks to vendors, Tricord in Nanomed and hot drinks to vendors.&lt;br /&gt;
 |}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; &lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Containers and you&#039;&#039;&#039;&lt;br /&gt;
 |You can view the insides of a container (backpack, belt, armor, etc) by dragging it onto your sprite. This works for containers on the floor or equipped on you.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Helmets and you&#039;&#039;&#039;&lt;br /&gt;
 |Your helmet can take two tiny items (protein bar/throwing knife) into it, and your armour can take two small items or weapon magazines into it.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attachments:&#039;&#039;&#039; &lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Stripping Attachments&#039;&#039;&#039;&lt;br /&gt;
 |The &amp;quot;field strip weapon&amp;quot; verb in the weapons tab lets you take off all attachments from a weapon you are holding.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Xenomorph&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This section contains information for xenomorph players:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-mateba&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capturing Hosts&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Devouring&#039;&#039;&#039;&lt;br /&gt;
 |You can devour a host by grabbing them and clicking on yourself.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evolving and Upgrading&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Evolving&#039;&#039;&#039;&lt;br /&gt;
 |When you evolve as a xeno it means you evolve yourself to the next tier of caste. An example being a runner evolving to a hunter. You will lose any attained Upgrade statuses and revert to the Young version of your tier upon Evolve.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Upgrading&#039;&#039;&#039;&lt;br /&gt;
 |Periodically as a Xenomorph you will &amp;quot;Upgrade&amp;quot; to an older, more powerful form automatically. This happens on increasing intervals as you age, and the counter associated with it is not shown to the player. Note that unlike how it worked previously, it is seperate from Evolution Progress and evolution is still available in upgraded states.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Combat&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;Checking if slashing is enabled/disabled&#039;&#039;&#039;&lt;br /&gt;
 |Click on the stats tab, once open it&#039;ll be clearly displayed in that tab whether or not slashing is enabled/disabled.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to knock over vendors&#039;&#039;&#039;&lt;br /&gt;
 |Use grab intent (the yellow square on the intent wheel) and click on the vendor.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to clear snow&#039;&#039;&#039;&lt;br /&gt;
 |Use grab intent (the yellow square on the intent wheel) and click on the snow.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall Holes&#039;&#039;&#039;&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;How to climb through wall holes&#039;&#039;&#039;&lt;br /&gt;
 |Click and drag yourself onto the wall with the hole in and you&#039;ll start to climb through it.  Keep in mind that only small xenos can climb through, this being tier 1 xenos, the hunter and finally the spitter.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=6014</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=6014"/>
		<updated>2018-01-04T10:06:57Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Changed Peridaxon as a solution for organ damage to Surgery in select instances, removed it from the &amp;quot;cure&amp;quot; section of others, and updated it&amp;#039;s description to prevent confusion for now. Updated description of Quick-Clot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
!Symptoms:&lt;br /&gt;
!Possible cause:&lt;br /&gt;
!Treatment:&lt;br /&gt;
|-&lt;br /&gt;
|Brute||&lt;br /&gt;
*Damaged body parts.&lt;br /&gt;
#Possibility of bleeding.&lt;br /&gt;
#Possibility of infection.&lt;br /&gt;
#Possibility of breaking bones.&lt;br /&gt;
#Small chance of getting organ damage.&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Depressurization&lt;br /&gt;
*Quickclot&lt;br /&gt;
||&lt;br /&gt;
*Roll of gauze&lt;br /&gt;
*Advanced trauma kit&lt;br /&gt;
*Bicaridine&lt;br /&gt;
*Tricordrazine&lt;br /&gt;
*Cryotube&lt;br /&gt;
|-&lt;br /&gt;
|Burn||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Huge amount of pain&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold&lt;br /&gt;
||&lt;br /&gt;
*Ointment&lt;br /&gt;
*Advanced burn kit&lt;br /&gt;
*Kelotane&lt;br /&gt;
*Dermaline&lt;br /&gt;
*Tricordrazine&lt;br /&gt;
*Cryotube&lt;br /&gt;
|-&lt;br /&gt;
|Toxins||&lt;br /&gt;
*Throwing up once in a while&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine&lt;br /&gt;
*Heavy-extreme blood loss&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage (especially liver damage)&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
*Stage 2-3 Infections&lt;br /&gt;
*Cryotubes with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*Dylovene&lt;br /&gt;
*Tricordrazine&lt;br /&gt;
*Surgery (if organs are damaged)&lt;br /&gt;
*Cryotube&lt;br /&gt;
|-&lt;br /&gt;
|Suffocation||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out&lt;br /&gt;
||&lt;br /&gt;
*Collapsed lung&lt;br /&gt;
*Damaged heart&lt;br /&gt;
*Blood loss&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
*Dexalin&lt;br /&gt;
*Dexalin+&lt;br /&gt;
*Inaprovaline&lt;br /&gt;
*Surgery (if organs are damaged)&lt;br /&gt;
*Cryotube&lt;br /&gt;
|-&lt;br /&gt;
|Brain Damage||&lt;br /&gt;
*Dropping items out of your hands randomly&lt;br /&gt;
*Massive headache&lt;br /&gt;
*Impaired vision&lt;br /&gt;
||&lt;br /&gt;
*Brute head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
||&lt;br /&gt;
*Surgery&lt;br /&gt;
|-&lt;br /&gt;
|Eye Damage||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
||&lt;br /&gt;
*Brute head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
||&lt;br /&gt;
*Imidazoline&lt;br /&gt;
*Surgery&lt;br /&gt;
|-&lt;br /&gt;
|Genetic Damage||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Nothing in game deals this type of damage&lt;br /&gt;
||&lt;br /&gt;
*Ryetalyn&lt;br /&gt;
*Cryotube&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
|Heals brute damage, faster than tricordrazine. Overdose causes burn damage first, and then toxin damage.&lt;br /&gt;
| 10 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage. &lt;br /&gt;
| 10 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;&lt;br /&gt;
|Heals toxin, burn, brute and oxy damage, albeit quite slowly. Overdose causes brain damage, toxins, burn and brute.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
|Instantly heals all respiration damage. Overdose causes toxin damage.&lt;br /&gt;
| 1 units&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
|Heals burn damage. Overdose causes brute and toxin damage.&lt;br /&gt;
| 5 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Dylovene&#039;&#039;&#039;&lt;br /&gt;
||Heals toxin damage, and wakes up unconscious people. Overdose causes blindness.&lt;br /&gt;
| 5 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to brute, burn and toxin.&lt;br /&gt;
|| 3 units&lt;br /&gt;
|| 6 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
|Stabilizes critical patients, slowing down their oxygen damage buildup. Also acts like a weak painkiller. Overdose causes the target to instantly fall asleep.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and toxin damage.&lt;br /&gt;
| 5 units&lt;br /&gt;
| 20 units&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Anesthetic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Anesthetic&#039;&#039;&#039;&lt;br /&gt;
||Soporific in an injector, causing people to fall asleep almost instantly. Overdose causes toxin damage.&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;Remember that you will need to examine (Shift Click or right click then -&amp;gt; Examine) pills and pill bottles so that you can tell which are which.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles start each round with a randomized coloured pill bottle sprite. All pill bottles of the same type will be of the same colour only for that round.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it does:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Not available in standard marine vendors. Overdose causes toxin damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
|| 30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Antibiotics&lt;br /&gt;
||Spaceacilin with a different label. Removes infections. Overdosing on antibiotics is the only way to cure a stage 3 infection, it also causes toxin damage.&lt;br /&gt;
Keep in mind that stage 1 infections can be simply fixed with ointment or advanced trauma kits, spaceacilin won&#039;t heal those.&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle.&lt;br /&gt;
|| 10 Units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 Health analyzer [[File:Healthanalyzer.png]]&lt;br /&gt;
*3 Rolls of gauze [[File:Gauze.png|32px]]&lt;br /&gt;
*2 Ointments [[File:Ointment.png|48px]]&lt;br /&gt;
*1 Syringe case [[File:SyringeCase.png]]&lt;br /&gt;
**Syringe [[File:Syringe.png]]&lt;br /&gt;
**Inaprovaline bottle [[File:Inaprovalinebottle.png]]&lt;br /&gt;
**Spaceacilin bottle [[File:Spaceacilinbottle.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 Tricordrazine injector [[File:Tricord.png]]&lt;br /&gt;
*3 Advanced Trauma Kits [[File:Advtraumakit.png]]&lt;br /&gt;
*2 Advanced Burn Kits [[File:Advburnkit.png]]&lt;br /&gt;
*Splints [[File:Splint.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 Health analyzer [[File:Healthanalyzer.png]]&lt;br /&gt;
*3 Ointments [[File:Ointment.png|48px]]&lt;br /&gt;
*2 Kelotane pills (10 units)&lt;br /&gt;
*1 Syringe Case [[File:SyringeCase.png]]&lt;br /&gt;
**Syringe [[File:Syringe.png]]&lt;br /&gt;
**Kelotane bottle [[File:Kelotanebottle.png]]&lt;br /&gt;
**Spaceacilin bottle [[File:Spaceacilinbottle.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation kit&#039;&#039;&#039;||&lt;br /&gt;
*1 Health analyzer [[File:Healthanalyzer.png]]&lt;br /&gt;
*4 Dexalin pills (15 units)&lt;br /&gt;
*1 Dexalin+ autoinjector [[File:Dexalin.png]]&lt;br /&gt;
*1 Syringe Case [[File:SyringeCase.png]]&lt;br /&gt;
**Syringe [[File:Syringe.png]]&lt;br /&gt;
**Inaprovaline bottle [[File:Inaprovalinebottle.png]]&lt;br /&gt;
**Dexalin bottle [[File:Dexalinbottle.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 Health analyzer [[File:Healthanalyzer.png]]&lt;br /&gt;
*1 Syringe (15 units dylovene) [[File:Syringe.png]]&lt;br /&gt;
*4 Dylovene pills (25 units)&lt;br /&gt;
*1 Syringe Case [[File:SyringeCase.png]]&lt;br /&gt;
**Syringe [[File:Syringe.png]]&lt;br /&gt;
**2 Dylovene bottles [[File:Dylovenebottle.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pill bottles&lt;br /&gt;
*2 Dylovene autoinjectors [[File:Dylovene.png]]&lt;br /&gt;
*2 Bicardine autoinjectors [[File:Bicaridine.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses).&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item, also used to stop mild infections.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
|-&lt;br /&gt;
||[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store critically injured patients. Also slows larva growth.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
|-&lt;br /&gt;
||[[File:BloodBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure the blood type&#039;s compatible with the recipent.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryo tube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will dramatically slow the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
#Make sure the engine is running--ask Engineering. Cryo tubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
#Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2canister.png]] O2 canisters to secure them.&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. &lt;br /&gt;
#Set the [[File:Freezer.gif]] freezer&#039;s Target gas temperature to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
#Set the freezer to On.&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the sleeper then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon.&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png]] to print out autopsy data.&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
If you notice a marine or other personnel gasping and on the floor, they may require CPR.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a lightning bolt icon next to their health bar.(Only visible if wearing the healthmate HUD.)[[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armour of the recently deceased.&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the Defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Husked Bodies.&lt;br /&gt;
*Chestbursted Personnel.&lt;br /&gt;
*Decapitated Bodies.&lt;br /&gt;
*If it says, &amp;quot;Patient is braindead.&amp;quot; when you defib them.&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Being bumped or switching hands while using a defibrillator will CANCEL its use. Don&#039;t let this happen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly.&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&lt;br /&gt;
*It is possible to revive people that got OD&#039;d on quick-clot. Immediately rush them to the nearest sleeper, either in meddome (LV-624), or medical (Solaris Ridge), otherwise take them to the closest LZ. Now, defib as usual. This will reset their timer so you have more time to work with. Try to defib them every four minutes until you arrive at the nearest sleeper. Now perform a dialysis, apply a lot of medicine after the quickclot has been removed from their system and you should be able to successfully revive them now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a welder.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook  the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can lower the chance of infection by applying a trauma kit then a burn kit/ointment.&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=4910</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=4910"/>
		<updated>2017-09-03T12:17:03Z</updated>

		<summary type="html">&lt;p&gt;NGGJamie: Technical correction in programming, they only need to listen to Commanding Officer orders.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Commander, the Human crew&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
}}&lt;br /&gt;
{{WiP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039;&amp;quot; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A synthetic is a biomechanical humanoid that closely emulates humans in appearance and actions, however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
With synths being restricted from weapon use mechanically it means that they are required to help with the non-combatant support roles.&lt;br /&gt;
A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
&lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
&lt;br /&gt;
*Synthetics are programmed with the ability to speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;/div&gt;</summary>
		<author><name>NGGJamie</name></author>
	</entry>
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