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| | {{JobPageHeader |
| | |headerbgcolor = grey |
| | |headerfontcolor = white |
| | |stafftype = MARINE |
| | |imagebgcolor = lightgrey |
| | |img = USCM_Squad_Engie.png |
| | |jobtitle = Combat Technician [[File:Squad_engineer_icon.png]] |
| | |difficulty = Medium |
| | |rank = Lance Corporal |
| | |superior = [[Squad Leader]] |
| | |unlock = One hour as any squad role. |
| | |duties = Set up defenses, babysit big guns, open doors and spam barbed wire. |
| | |guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]] |
| | |description = You have the equipment and skill to build fortifications, reroute power lines, and bunker down.<br>Your squaddies will look to you when it comes to construction in the field of battle.}} |
| | ''But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they'll come in handy.'' |
| | ―Corporal Hicks, ''Aliens'' |
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| | As a '''Combat Technician''', your main goals will be '''fixing power''', '''getting through doors''', and '''setting up fortifications for a FOB (Forward Operating Base)''' that'll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success. |
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| __TOC__
| | =Combat Technician= |
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| "''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...''" - Private Hudson, ''Aliens''
| | You'll have two different playstyles you can experiment with. One, as a FOB building and '''Utility Technician''', who sets up defences and makes sure power is running. The second way to play technician is to be a '''Combat Technician''', breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively. |
| | <center> |
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| "''I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.''" ―Corporal Hicks, ''Aliens''
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| The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.
| | ==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]== |
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| | </center> |
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| =Basic Weapon Parameters=
| | <tabs> |
| The following are parameters most weapons have in some combination:
| | <tab name="Standard Equipment"> |
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| '''Accuracy:''' Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. Melee weapons do not use this parameter and always hit their target if it'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's accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.
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| '''Armor Punch:''' Determines the probability of a weapon breaking the target's armour. '''No Longer used'''
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| '''Armor Penetration:''' Determines the probability of a weapon bypassing the target's armour.
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| '''Burst Count:''' Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.
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| '''Damage:''' Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon's '''Ammunition''' section.
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| '''Damage Falloff:''' Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the barrel. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.
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| '''Effective Range:''' Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.
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| '''Fire/Attack Rate:''' 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.
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| '''Recoil:''' 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.
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| '''Spread:''' 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.
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| '''Weapon Size:''' Determines what kind of container the weapon can fit into. Most weapons are 'bulky' in size and thus cannot fit into boxes or backpacks normally.
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| =USCM Weapons=
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| <center>
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| {| style="width: 100%; border: none"
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| |style="width: 100%; vertical-align: top;" | <tabs>
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| <tab name="Standard Weapons"> | |
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| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' |
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| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]
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| [[#M4A3 Service Pistol|'''M4A3 Service Pistol''']]
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |An M4A3 Service Pistol, the standard issue sidearm of the Colonial Marines. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case if a one doesn't have any more ammo. Fires 9mm pistol rounds.
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| This is one of the three handguns that the marines have stocked in their combat prep vendors.
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| All '''[[Cargo Technician|Cargo Technicians]]''' start with one.
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| {{M4A3 Stats}}
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| {{M4A3 Ammunition SD}}
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| {{M4A3 Attachments}}
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| {{M4A3 damage against armor}}
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]
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| [[#88 Mod 4|'''88 Mod 4''']]
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that have armor piercing ammo available to it in the vendors.
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| This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the '''[[Corporate Liaison]]''' for self defense. It is also a standard sidearm for '''[[Weyland Yutani's PMCs]]'''.
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| {{88Mod4 Stats}}
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| {{88Mod4 Ammunition SD}}
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| {{88Mod4 Attachments}}
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| {{88Mod4 damage against armor}}
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]
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| [[#M44 Combat Revolver|'''M44 Combat Revolver''']]
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets.
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| This is one of the three handguns that the marines have stocked in their combat prep vendors.
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| {{M44 Stats}}
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| {{M44 Ammunition SD}}
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| {{M44 Attachments}}
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| {{M44 damage against armor}}
| | |style="border: 2px solid black; padding: 5px;" |[[File:jumpsuit.png|64px]]<br>'''USCM Marine Uniform''' |
| | |style="border: 2px solid black; padding: 5px;" |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel. |
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Boots.png|64px]]<br>'''USCM Combat Boots''' |
| [[#M39 Submachine Gun|'''M39 Submachine Gun''']]
| | |style="border: 2px solid black; padding: 5px;"| Standard issue combat boots used by the USCM for combat situations. |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
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| The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, [[Squad Engineer|engineers]] and [[Squad Medic|medics]]. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.
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| The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.
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| {{M39 Stats}}
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| {{M39 Ammunition}}
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| {{M39 Attachments}}
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| {{M39 damage against armor}}
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]
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| [[#M41A Pulse Rifle MK2|'''M41A Pulse Rifle MK2''']]
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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, though very rare. | |
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| {{M41A MK2 Stats}}
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| {{M41A MK2 Ammunition}}
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| {{M41A MK2 Attachments}}
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| {{M41A MK2 damage against armor}}
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]
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| [[#L42A Battle Rifle|'''L42A Battle Rifle''']]
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. The L42A is known for its higher lethality, due primarily to the significant increase in barrel length over the M41A. It can quickly change barrel attachments because it features a larger muzzle ring quick detach than the M41A. The increased barrel length increases muzzle velocity which leads to significantly better ballistic coefficients, drastically increasing the accuracy of the weapon. The L42 holds significantly less ammunition in each magazines, only 25 rounds in a standard magazine.
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| {{L42A Stats}}
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| {{L42A Ammunition}}
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| {{L42A Attachments}}
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| {{L42A damage against armor}}
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]] | | |style="border: 2px solid black; padding: 5px;"|[[File:M10_technician_helmet.png|64px]]<BR>'''M10 Technician Helmet''' |
| [[#M37A2 Pump Shotgun|'''M37A2 Pump Shotgun''']]
| | |style="border: 2px solid black; padding: 5px;"| {{M10 Technician Helmet}} |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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 Alien 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]]. | |
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| {{M37 Stats}} | |
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| {{Shotgun Ammunition}}
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| {{M37 Attachments}}
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| {{M37 damage against armor}}
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| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M5 'Night Raider' bayonet}}[[File:knife.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Squad_Gloves.gif|64px]]<br>'''USCM Combat Gloves''' |
| [[#M5 'Night Raider' bayonet|'''M5 'Night Raider' bayonet''']]
| | |style="border: 2px solid black; padding: 5px;"| Standard issue insulated marine tactical gloves. |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle. | |
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| {{M5 'Night Raider' bayonet Stats}}
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| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]]<br>'''USCM Headset''' |
| [[#M11 Throwing Knife|'''M11 Throwing Knife''']]
| | |style="border: 2px solid black; padding: 5px;"| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively. | |
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| {{M11 Throwing Knife Stats}}
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| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:MRE.png|64px]] |
| [[#M2132 Machete|'''M2132 Machete''']]
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| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.
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| Commonly found in requisitions and the Automated closets of most marines.
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| {{M2132 Machete Stats}}
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| | '''MRE''' |
| | |style="border: 2px solid black; padding: 5px;"| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy. |
| |} | | |} |
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| </tab> | | </tab> |
| <tab name="Specialist"> | | <tab name="Armor"> |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:130px;"|'''Armor:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9;"|'''Description:''' |
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| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png|96px]]
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| [[#M42A Scoped Rifle|'''M42A Scoped Rifle''']]
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| |style="border: 2px solid black; padding: 5px;" |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.
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| This is only available for '''Specialists''' using the '''Sniper Loadout'''.
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| {{M42A Stats}}
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| {{M42A Ammunition}}
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| {{M42A Attachments}}
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| {{M42A damage against armor}}
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| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:M3 light armor.png]] |
| [[#M92 Grenade Launcher|'''M92 Grenade Launcher''']]
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| |style="border: 2px solid black; padding: 5px;" | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.
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| This weapon is only available for '''Specialists''' using the '''Heavy Grenadier Loadout'''.
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| *'''This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.'''
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| *'''This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.'''
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| {{M92 Grenade Launcher Ammunition}}
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| {{M92 Grenade Launcher Attachments}}
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| | '''M3-L Pattern Armor''' |
| | |style="border: 2px solid black; padding: 5px;" |{{M3-L Pattern Light Armor}} |
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| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]] | | |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]] |
| [[#M5 RPG|'''M5 RPG''']]
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| |style="border: 2px solid black; padding: 5px;" |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's M5 RPG model is reusable, but lacks an auto-tracking feature.
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| By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.
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| This is only available for '''Specialists''' using the '''Demolitionist Loadout'''.
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| {{M5 RPG Stats}}
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| {{M5 RPG Ammunition}}
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| {{M5 RPG Attachments}}
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| | '''M3 Pattern Marine Armor''' |
| | |style="border: 2px solid black; padding: 5px;"|{{M3 Medium Armor}} |
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| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]] | | |style="border: 2px solid black; padding: 5px;" |[[File:M3 heavy armor.png]] |
| [[#M4RA Battle Rifle|'''M4RA Battle Rifle''']]
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| |style="border: 2px solid black; padding: 5px;" |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.
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| This is only available for '''Specialists''' utilizing the '''Scout Loadout'''.
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| | | '''M3 EOD Pattern Heavy Armor''' |
| {{M4RA Stats}} | | |style="border: 2px solid black; padding: 5px;" |{{M3 EOD Armor}} |
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| {{M4RA Ammunition}}
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| {{M4RA Attachments}}
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| {{M4RA damage against armor}}
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| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]
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| [[#M240-T Incinerator|'''M240-T Incinerator''']]
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| |style="border: 2px solid black; padding: 5px;" |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it'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's Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.
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| Using '''Unique-Action''' swaps between the fuel tanks as long as you have them in the Boiler-T.
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| This is only available for '''Specialists''' using the '''Pyrotechnician Loadout'''.
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| '''It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.'''
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| {{M240-T Ammunition}}
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| {{M240-T Attachments}}
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| |} | | |} |
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| </tab> | | </tab> |
| <tab name="Restricted"> | | <tab name="Backpacks"> |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:130px;"|'''Backpack:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9;"|'''Description:''' |
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| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]] | | |style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]] |
| [[#Mateba Autorevolver Custom|'''Mateba Autorevolver Custom''']]
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| |style="border: 2px solid black; padding: 5px;" |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 '''Major Ike Saker, 7th 'Falling Falcons' Battalion.''' This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.
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| It is issued and only used by the '''[[Commanding Officer]]'''.
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| {{Mateba Autorevolver Custom Stats}}
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| {{Mateba Ammunition}}
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| {{Mateba Attachments}}
| | '''H5 Pattern M2132 Machete Scabbard''' |
| | | |style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. |
| {{Mateba damage against armor}}
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| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Desert_Eagle.png|64px]]
| |
| {{Anchor|Polished Desert Eagle}}
| |
| [[#Vintage Desert Eagle|'''Vintage Desert Eagle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it's hella classy.
| |
|
| |
|
| It is issued and only used by the '''[[Commanding Officer]]'''.
| | |style="border: 2px solid black; padding: 5px;" |[[File:Technician_backpack.png]] |
|
| |
|
| | '''Technician Backpack''' |
| | |style="border: 2px solid black; padding: 5px;" |A standard-issue backpack worn by USCM technicians. |
|
| |
|
| {{Desert Eagle Stats}}
| | Has to be held in one hand to access items inside. Holds 7 normal size items. |
| | |
| {{Desert Eagle Ammunition}}
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| | |
| {{Desert Eagle Attachments}}
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| {{Desert Eagle damage against armor}}
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| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Technician_satchel.png]] |
| [[#M44 Custom Combat Revolver|'''M44 Custom Combat Revolver''']]
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds. Carried by [[Senior_Enlisted_Advisor|Senior Enlisted Advisors]] and [[Requisitions_Officer|Requisition Officers]].
| |
|
| |
|
| | '''Technician Satchel''' |
| | |style="border: 2px solid black; padding: 5px;"| A heavy duty chestrig used by some USCM technicians. |
|
| |
|
| {{M44 Custom Stats}}
| | It is standard gear for most of the USCM. Holds 5 normal size items. |
| | |
| {{M44 Ammunition SD}}
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| | |
| {{M44 Attachments}}
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| | |
| {{M44 Custom damage vs armor}}
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| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]
| |
| [[#VP-78 Pistol|'''VP-78 Pistol''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the '''Personal Self Defense''' kits in the '''ColMarTech Automated Closets.'''
| |
| It is the standard sidearm for '''Corporate PMC Officers''', '''[[Squad_Specialist|Squad Specialists]]''', [[Squad Radio Telephone Operator|'''Squad Radio Telephone Operators''']] and the '''[[Executive_Officer|Executive Officer]]''' | |
| | |
| {{VP78 Stats}}
| |
| | |
| {{VP78 Ammunition}}
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| | |
| {{VP78 Attachments}}
| |
| | |
| {{VP78 damage against armor}}
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]
| |
| [[#M4A3 Custom Pistol|'''M4A3 Custom Pistol''']]
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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, in terms of damage and accuracy.
| |
| Standard issue to '''[[Staff Officer|Staff Officers]]''', '''[[Pilot_Officer|Pilot Officers]]''', [[Squad Radio Telephone Operator|'''Squad Radio Telephone Operators''']] and '''[[Vehicle_Crewman|Vehicle Crewmen]]'''.
| |
| | |
| | |
| {{M4A3 Custom Pistol Stats}}
| |
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| {{M4A3 Ammunition SD}}
| |
| | |
| {{M4A3 Attachments}}
| |
| | |
| {{M4A3 Custom damage against armor}}
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]
| |
| [[#SU-6 Smart Pistol|'''SU-6 Smart Pistol''']]
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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. Found in the '''Experimental Trooper Kits''' located in squad requisitions or requisitions itself.
| |
| | |
| | |
| {{Smart Pistol Stats}}
| |
| | |
| {{Smart Pistol Ammunition}}
| |
| | |
| {{Smart Pistol Attachments}}
| |
| | |
| {{Smart Pistol damage against armor}}
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]
| |
| [[#M82-F flare gun|'''M82-F flare gun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Cannot be used with signal flares. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved? A hit to a xenomorph will ignite them, causing burns for roughly 10 seconds.
| |
| It additionally has IFF capabilities.
| |
| | |
| | |
| {{Flare Gun Ammunition}}
| |
| | |
| {| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
| |
| |+ style="text-align:left;"|'''Attachments:'''
| |
| |width=150|'''[[Marine_Equipment#Muzzle | Muzzle Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Rail | Rail Attachments]]'''
| |
| |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)
| |
| |-
| |
| |'''[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Stock | Stock Attachments]]'''
| |
| |None
| |
| |}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]
| |
| [[#M56 Smartgun|'''M56 Smartgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun'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.
| |
| | |
| Only '''[[Squad Smartgunner|Smartgunners]]''', '''[[Squad Specialist|Squad Specialists]]''', '''[[Commanding Officer|the Commanding Officer]]''' and '''Corporate PMC Heavy Gunners''' can use this weapon, it's only available inside the Smartgunners Equipment vendor.
| |
| | |
| | |
| The Smartgun has several different options for the operator to configure:
| |
| {{Smartgun Abilities}}
| |
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| {{Smartgun Stats}}
| |
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| {{Smartgun Ammunition}}
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| {{Smartgun Attachments}}
| |
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| {{Smartgun damage against armor}}
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]
| |
| [[#Mk221 Tactical Shotgun|'''Mk221 Tactical Shotgun''']]
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.
| |
| Can be found in the [[Military Police]] armory and each department's Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge's Lambda Labs, Prison Station's Research Armory, and Corsat's Security Department Armories.
| |
| | |
| | |
| {{MK221 Stats}}
| |
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| {{Shotgun Ammunition}}
| |
| | |
| {{MK221 Attachments}}
| |
| | |
| {{M37 damage against armor}}
| |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:L44_M37A2_scabbard.png]] |
| [[#MOU53 break action shotgun|'''MOU53 break action shotgun''']]
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.
| |
| | |
| Can be found in '''MOU53 Kits''' in Requisitions.
| |
|
| |
|
| {{MOU53 Stats}}
| | '''L44 M37A2 Scabbard ''' |
| | | |style="border: 2px solid black; padding: 5px;"| 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. |
| {{MOU53 Ammunition}}
| |
| | |
| {{MOU53 Attachments}}
| |
| | |
| {{MOU53 damage against armor}}
| |
|
| |
|
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:Welderpack.png|64px]] |
| [[#M81 Riot Grenade Launcher|'''M81 Riot Grenade Launcher''']]
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.
| |
| | |
| Can be found in the [[Military Police]] armory.
| |
| | |
| | |
| {| border="1" class="mw-collapsible mw-collapsed"
| |
| |+ style="text-align:left;"|'''Ammunition:'''
| |
| |width=150|[[File:M66_Tear_Gas_Grenade.png]]
| |
| [[#M66 Tear Gas Grenade|'''M66 Tear Gas Grenade''']]
| |
| |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.
| |
| |}
| |
| | |
| {| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
| |
| |+ style="text-align:left;"|'''Attachments:'''
| |
| |width=150|'''[[Marine_Equipment#Muzzle | Muzzle Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Rail | Rail Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Stock | Stock Attachments]]'''
| |
| |None
| |
| |}
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]
| |
| [[#M240A1 Incinerator Unit|'''M240A1 Incinerator Unit''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. 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 '''Toggle Gun Safety''' or Alt+Click the Flamethrower. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].
| |
| | |
| | |
| They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.
| |
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| | |
| {{M240A1 Ammunition}}
| |
| | |
| {{M240A1 Attachments}}
| |
| | |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]
| |
| [[#M41AE2 Heavy Pulse Rifle|'''M41AE2 Heavy Pulse Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]].
| |
| | |
| It can be ordered from Cargo via the '''LMG Crate''' or in '''Forward HPR Shield Kit'''s.
| |
| | |
| | |
| {{M41AE2 Stats}}
| |
| | |
| {{M41AE2 Ammunition}}
| |
| | |
| {{M41AE2 Attachments}}
| |
| | |
| {{M41AE2 damage against armour}}
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]
| |
| [[#M41A Mk1 Pulse Rifle|'''M41A Mk1 Pulse Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 armour piercing rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity armour piercing magazines. It is also notable for being able to use a wide variety of ammunition, taking both MK1 and MK2 magazines. | |
| | |
| | |
| Four rifles can be found in the command armory on the Almayer and it is issued to [[Squad_Leader|Squad Leaders]] and where they're available at their Colonial Marines Automated Vendors. It is also one of the possible rifles for the '''[[Freelancer Mercenaries]]'''.
| |
| | |
| | |
| {{M41A MK1 Stats}}
| |
| | |
| {{M41A MK1 Ammunition}}
| |
| | |
| {{M41A MK1 Attachments}}
| |
| | |
| {{M41A MK1 damage against armour}}
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]
| |
| [[#M46C Pulse Rifle|'''M46C Pulse Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the '''[[Commanding Officer]]'''. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the '''Toggle Lethal mode'''. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2.
| |
| | |
| Only available inside the Commanding Officer's secure box inside the Command Armory when there is a Commanding Officer around.
| |
| | |
| Spawns with its underbarrel, muzzle and rail attachments randomized.
| |
| | |
|
| |
|
| {{M46C Stats}} | | '''Technician Welderpack''' |
| | |style="border: 2px solid black; padding: 5px;"|{{USCM Technician Welderpack}} |
|
| |
|
| {{M46C Ammunition}}
| |
|
| |
| {{M46C Attachments}}
| |
|
| |
| {{M46C damage against armor}}
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]] | | |style="border: 2px solid black; padding: 5px;"|[[File:Weldersatchel.png|64px]] |
| [[#Ceremonial Sword|'''Ceremonial Sword''']]
| |
| |style="border: 2px solid black; padding: 5px;" | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.
| |
|
| |
|
| | | '''Technician Welder-Satchel''' |
| {{Ceremonial Sword Stats}} | | |style="border: 2px solid black; padding: 5px;"|{{USCM Technician Welder-Satchel}} |
| |} | | |} |
|
| |
| </tab> | | </tab> |
| <tab name="Restricted Static Weapons "> | | <tab name="Belts"> |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:150px;"|'''Belt:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' |
| | |
| |- | | |- |
| | | {{G8-A General Utility Pouch}} |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]
| |
| [[#M56D Mounted Smartgun|'''M56D Mounted Heavy Machine Gun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |These engineer-only mounted machineguns 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. They can be bought from the '''ColMarTech Automated Closet's''' Mini-Engineer Kits. They come pre-assembled.
| |
| | |
| | |
| {{M56D Stats}}
| |
| | |
| {{M56D Ammunition}}
| |
| | |
| {{M56D Construction and Maintenance}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]
| | {{M276 pattern ammo load rig}} |
| [[#M2C Heavy Machine Gun|'''M2C Heavy Machine Gun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A deployable, heavy machine gun. The M2C 'Chimp' HB is a modified M2 HB reconfigured to fire 10x28 Caseless Tungsten rounds for USCM use. It is capable of recoilless fire and fast-rotating. However it has a debilitating overheating issue due to the poor quality of metals used in the parts, forcing it to be used in decisive, crushing engagements as a squad support weapon.
| |
| | |
| [https://www.youtube.com/watch?v=Rivq2DKDBPk&feature=youtu.be&ab_channel=Sargeantmuffinman '''Video Demonstration''']
| |
| | |
| '''Click its sprite while behind it without holding anything to man it. Click-drag on NON-GRAB intent to disassemble the gun. Click drag on GRAB INTENT to remove ammo magazines.'''
| |
| | |
| | |
| {{M2C Stats}}
| |
| | |
| {{M2C Ammunition}}
| |
| | |
| {{M2C Deployment and Maintenance}}
| |
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern General Pistol Holster Rig''' |
| [[#M20 Mine Box|'''M20 Mine Box''']]
| | |style="border: 2px solid black; padding: 5px;"|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. |
| |style="border: 2px solid black; padding: 5px;" |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions. | | It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for '''Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]'''. |
| | |
| {{Mine Deployment and Deactivation}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M39_holster_rig.png|64px]]<br>'''M276 Pattern M39 Holster Rig''' |
| [[#UA 571-C Sentry|'''UA 571-C Sentry''']]
| | |style="border: 2px solid black; padding: 5px;"| 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't a very common sight and is only specially issued. |
| |style="border: 2px solid black; padding: 5px;" |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets. | |
| | |
| | |
| {{UA 571-C Sentry Stats}}
| |
| | |
| {{UA 571-C Sentry Ammunition}}
| |
| | |
| {{Sentry Gun Maintenance}}
| |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]<br>'''UA 42-F Sentry Flamer''' | | |style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M44_holster_rig.png|64px]]<br>'''M276 Pattern M44 Holster Rig''' |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel. | | |style="border: 2px solid black; padding: 5px;"| 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. |
| | |
| {{UA 42-F Sentry Flamer Stats}}
| |
| | |
| {{UA 42-F Sentry Flamer Ammunition}}
| |
| | |
| {{Sentry Gun Maintenance}}
| |
| |- | | |- |
| | | |style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M82F flare gun holster rig.png|64px]]<br>'''M276 Pattern M82F Holster Rig''' |
| |style="border: 2px solid black; padding: 5px;"|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]<br>'''21S Tesla Coil''' | | |style="border: 2px solid black; padding: 5px;"| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun. |
| |style="border: 2px solid black; padding: 5px;"| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled. | |
| | |
| {{Static Non-Directional Deployment and Maintenance}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Bell-Tower.png|64px]]<br>'''R-1NG bell tower''' | | |style="border: 2px solid black; padding: 5px;"| [[File:Shotgun_belt.png|64px]]<br>'''Shotgun Shell Load Rig''' |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range. | | |style="border: 2px solid black; padding: 5px;"| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells. |
| | |
| {{Static Non-Directional Deployment and Maintenance}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Defence-Flag.png|64px]]<br>'''JIMA Planted Flag ''' | | |style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_mortar_operator_belt.png|64px]]<br>'''M276 pattern mortar operator belt''' |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. | | |style="border: 2px solid black; padding: 5px;"| A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. |
| | | Holds 4 mortar shells of any kind and reserves a slot for a pistol. |
| {{Static Non-Directional Deployment and Maintenance}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Sentry Upgrade Kit'''<br> [[File:sentry_upgrade_kit.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M40_HEDP.png|64px]]<br>'''M276 Pattern M40 Grenade Rig''' |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Allows the engineer to upgrade their chosen handheld defense into the below upgrades: | | |style="border: 2px solid black; padding: 5px;"| 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 series of Grenades. |
| | | It is the standard rig for '''Frontline Grenadier Kits'''. |
| {{Sentry Upgrades}}
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]<br>'''M276 Pattern Toolbelt Rig''' |
| [[#M402 Mortar|'''M402 Mortar''']]
| | |style="border: 2px solid black; padding: 5px;"|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 technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work. |
| |style="border: 2px solid black; padding: 5px;" | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. '''Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].''' | |
| | |
| {{Mortar Ammunition}}
| |
| | |
| {{Mortar Usage}}
| |
| | |
| |} | | |} |
|
| |
| </tab> | | </tab> |
| <tab name="Explosives"> | | <tab name="Pouches"> |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:150px;"|'''Pouch:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' |
| | |
| To use a grenade, simply prime it by clicking it (or pressing '''Z''' if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do '''NOT''' toggle throw mode after priming as priming a grenade automatically activates throw mode.
| |
| Do '''NOT''' 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't and will bounce back to you.
| |
| | |
| There are two kinds of explosive grenades:
| |
| * Blast: Standard explosive grenades that deal damage once they detonate.
| |
| * Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.
| |
| | |
| '''WARNING: Many explosives are amplified in small and condensed rooms.'''
| |
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Const-pouch.png|64px]]<br>'''Construction Pouch''' |
| [[#C4 Explosive Charge|'''C4 Explosive Charge''']]
| | |style="border: 2px solid black; padding: 5px;" |Designed to holster construction materials. |
| |style="border: 2px solid black; padding: 5px;" |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'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.<br>'''Squad Engineers''' and '''Squad Leaders''' start with 1 in their vendor though they can buy additional blocks for 5 points, '''Demolition Specialists''' and '''Scout Specialists''' start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System '''Trained'''] level of engineering can plant C4. | | |- |
| |- | | |style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Refillable Injectors)''' |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]] | | |style="border: 2px solid black; padding: 5px;"|{{aid-pouch-refil}} |
| [[#Type 5 Shrapnel Grenade|'''Type 5 Shrapnel Grenade''']]
| | |- |
| |style="border: 2px solid black; padding: 5px;" |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. | | |style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Splints, Gauze, Ointment)''' |
| It is used by '''UPP Personnel'''.
| | |style="border: 2px solid black; padding: 5px;"|{{aid-pouch-splints}} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch(Pill Packets)''' |
| [[#Type 8 White Phosphorus Grenade|'''Type 8 White Phosphorus Grenade''']]
| | |style="border: 2px solid black; padding: 5px;"|{{aid-pouch-packet}} |
| |style="border: 2px solid black; padding: 5px;" |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. | | |- |
| |- | | |style="border: 2px solid black; padding: 5px;"| [[File:Electronics-pouch.png|64px]]<br>'''Electronics Pouch (Full)''' |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]] | | |style="border: 2px solid black; padding: 5px;"|Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]]. |
| [[#Webley Mk15 Stick Grenade|'''Webley Mk15 Stick Grenade''']]
| | Contains 6 slots. |
| |style="border: 2px solid black; padding: 5px;" |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. | | {| border="1" class="wikitable style="width: 20%;" |
| It is used by the '''Freelancer Mercenaries''' and the '''Colonial Liberation Front'''.
| | |[[File:Circuitboard.png|48px]] |
| |- | | [[#Circuitboards|'''Circuitboards''']] |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]] | | ||[[File:Powercell.png|48px]] |
| [[#Improvised Fire Bomb|'''Improvised Fire Bomb''']]
| | [[#Powercells|'''Powercells''']] |
| |style="border: 2px solid black; padding: 5px;" |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. | | |} |
| It is used by the '''Colonial Liberation Front''' and '''Survivors'''.
| | |- |
| |-
| | |style="border: 2px solid black; padding: 5px;"| [[File:Explarge-pouch.png|64px]]<br>'''Explosive Pouch''' |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| Container designed to hold up to three grenades or other explosives |
| [[#M12 Blast Grenade|'''M12 Blast Grenade''']] | | |- |
| |style="border: 2px solid black; padding: 5px;" |A high-explosive grenade produced for private security firms. | | |style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch''' |
| It is used by the '''PMCs'''
| | |style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Pistol-mag-pouch-large.png|64px]]<br>'''Large Pistol Magazine Pouch''' |
| [[#M15 Fragmentation Grenade|'''M15 Fragmentation Grenade''']]
| | |style="border: 2px solid black; padding: 5px;"| Pouch able to hold pistol magazines. |
| |style="border: 2px solid black; padding: 5px;" |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP. | | |- |
| They're available in the ColMarTech Automated Armament Vendor or by ordering '''Explosives crates''' from Cargo.
| | |style="border: 2px solid black; padding: 5px;"| [[File:Medmag-pouch.png|64px]]<br>'''Magazine Pouch''' |
| |- | | |style="border: 2px solid black; padding: 5px;"|{{Magazine Pouch Description}} |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]] | | |- |
| [[#M40 HPDP Grenade|'''M40 HPDP Grenade''']]
| | |style="border: 2px solid black; padding: 5px;"| [[File:Shell-pouch.png|64px]]<br>'''Shotgun Shell Pouch''' |
| |style="border: 2px solid black; padding: 5px;" |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds. | | |style="border: 2px solid black; padding: 5px;"| A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots. |
| Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.
| | |- |
| |- | | |style="border: 2px solid black; padding: 5px;"| [[File:Medium-gen-pouch.png|64px]]<br>'''Medium General Pouch''' |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. |
| [[#M40 HEDP Grenade|'''M40 HEDP Grenade''']]
| | |- |
| |style="border: 2px solid black; padding: 5px;" |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds. | | |style="border: 2px solid black; padding: 5px;"| [[File:Pistol-pouch.png|64px]]<br>'''Pistol Pouch''' |
| Both the '''Demolition Specialist''' and '''Heavy Grenadier Specialist''' has these grenades in their vendors at round start. More can be ordered in Cargo.
| | |style="border: 2px solid black; padding: 5px;"| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. |
| |-
| | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Tool_Pouch.png|64px]]<br>'''Tools Pouch (Full)''' |
| [[#M40 HEFA Grenade|'''M40 HEFA Grenade''']]
| | |style="border: 2px solid black; padding: 5px;"| Designed to hold all your different types of tools. |
| |style="border: 2px solid black; padding: 5px;" | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand. | |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]] | |
| [[#M74 AGM-F 40mm Grenade|'''M74 AGM-F 40mm Grenade''']]
| |
| |style="border: 2px solid black; padding: 5px;" | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit. | |
| | |
| [https://www.youtube.com/watch?v=IfB4ee5XzqI&ab_channel=Sargeantmuffinman '''Video Demonstration''']
| |
| | |
| '''Must be loaded into a Grenade Launcher'''
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]] | |
| [[#M74 AGM-I 40mm Grenade|'''M74 AGM-I 40mm Grenade''']]
| |
| |style="border: 2px solid black; padding: 5px;" | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away. | |
| | |
| [https://www.youtube.com/watch?v=TM-5ahHUlU4&ab_channel=Sargeantmuffinman '''Video Demonstration''']
| |
| | |
| '''Must be loaded into a Grenade Launcher'''
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]] | |
| [[#M40 HIDP Incendiary Grenade|'''M40 HIDP Incendiary Grenade''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back. | |
| '''Squad Engineers''' are able to buy them in their vendors at round start. '''Corporate Commando Units''' start with one as well.
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]] | |
| [[#M40 HSDP Smoke Grenade|'''M40 HSDP Smoke Grenade''']]
| |
| |style="border: 2px solid black; padding: 5px;" |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders. | |
| '''[[Squad Leader|Squad Leaders]]''' start with 2 smoke grenades in their vendors at round start.
| |
| |}
| |
| | |
| </tab> | | </tab> |
| <tab name="Explosives and Ammo Boxes"> | | <tab name="Accessories"> |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:150px;"|'''Accessories:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9;"|'''Description:''' |
|
| |
| |- | | |- |
| | |style="border: 2px solid black; padding: 5px;"|[[File:Shoulder_Holster.png|64px]] |
|
| |
|
| <center>
| | '''Shoulder Holster''' |
| === KEEP AWAY FROM FIRE. ===
| | |style="border: 2px solid black; padding: 5px;"|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. |
| </center>
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]
| |
| [[#M40 HEDP Box|'''M40 HEDP Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" | | |
| '''Contains 25 Grenades.''' A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.
| |
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]] | | |style="border: 2px solid black; padding: 5px;" | [[File:Webbing.png|64px]]<br>'''Webbing''' |
| [[#M40 HEFA Box|'''M40 HEFA Box''']]
| | |style="border: 2px solid black; padding: 5px;" | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines. |
| |style="border: 2px solid black; padding: 5px;" | | |
| '''Contains 25 Grenades.''' A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.
| |
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]] | | |style="border: 2px solid black; padding: 5px;" | [[File:Brown_webbing_vest.png|64px]]<br>'''Brown Webbing Vest''' |
| [[#M74 AGM-F Grenade Box|'''M74 AGM-F Grenade Box''']]
| | |style="border: 2px solid black; padding: 5px;" | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. |
| |style="border: 2px solid black; padding: 5px;" | | |
| '''Contains 25 Grenades.''' A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don't store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.
| |
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]] | | |style="border: 2px solid black; padding: 5px;" | [[File:Black_webbing_vest.png|64px]]<br>'''Black Webbing Vest''' |
| [[#M07 Training Grenade Box|'''M07 Training Grenade Box''']]
| | |style="border: 2px solid black; padding: 5px;" | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items. |
| |style="border: 2px solid black; padding: 5px;" | | |
| '''Contains 25 Training Grenades.''' A secure box holding 25 M07 training grenades. Harmless and reusable.
| |
| | |
| '''Not available during normal gameplay.'''
| |
| | |
| |- | | |- |
| | |style="border: 2px solid black; padding: 5px;" | [[File:Drop_Pouch.png|64px]]<br>'''Drop Pouch''' |
| | |style="border: 2px solid black; padding: 5px;" | A convenient pouch to carry loose items around. Able to hold 2 large items. |
| | </tab> |
|
| |
|
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]
| | <tab name="Masks"> |
| [[#Magazine Box (M4A3 x 16)|'''Magazine Box (M4A3 x 16)''']]
| | {| style="border: 2px solid black; class="mw-collapsible" |
| |style="border: 2px solid black; padding: 5px;" | | | ! style="background-color:#A9A9A9; width:150px;"|'''Mask:''' |
| '''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
| | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' |
| |-
| |
| |style="border: 2px solid black; padding: 5px;"|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]
| |
| [[#Magazine Box (M44 x 16)|'''Magazine Box (M44 x 16)''']]
| |
| |style="border: 2px solid black; padding: 5px;"|'''Contains 16 speed loaders.''' A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;"|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask''' |
| [[#Magazine Box (Marksman M44 x 16)|'''Magazine Box (Marksman M44 x 16)''']]
| | |style="border: 2px solid black; padding: 5px;" |{{Gas Mask}} |
| |style="border: 2px solid black; padding: 5px;"|'''Contains 16 marksman speed loaders.''' A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;"|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]
| |
| [[#Magazine Box (Heavy M44 x 16)|'''Magazine Box (Heavy M44 x 16)''']]
| |
| |style="border: 2px solid black; padding: 5px;"|'''Contains 16 heavy speed loaders.''' A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
| |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]
| |
| [[#Magazine Box (88 Mod 4 AP x 16)|'''Magazine Box (88 Mod 4 AP x 16)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground. | |
| |-
| |
| | |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]] | |
| [[#Magazine Box (SU-6 x 16)|'''Magazine Box (SU-6 x 16)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
| |
| |-
| |
| | |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]
| |
| [[#Magazine Box (VP-78 x 16)|'''Magazine Box (VP78 x 16)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
| |
| |-
| |
| | |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]
| |
| [[#M41A Magazine Box|'''M41A Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 10 magazines.''' 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.
| |
| | |
| '''Note:'''
| |
| *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.
| |
| | |
| *After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.
| |
| | |
| *To pick the mag box backup from the ground after it's been opened you'll need to click drag the mag box onto your character.
| |
| |- | | |- |
| | | |style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat Absorbent Coif''' |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A Magazine Box}}[[File:L42 Magazine Box.png|64px]]
| | |style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}} |
| [[#L42A Magazine Box|'''L42A Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
| |
| | |
| |-
| |
| | |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]
| |
| [[#M39 Magazine Box|'''M39 Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 12 magazines.''' 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.
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]
| |
| [[#M41A Extended Magazine Box|'''M41A Extended Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 8 extended magazines.''' 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.
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]
| |
| [[#L42A Extended Magazine Box|'''L42A Extended Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.
| |
| '''Not available during normal gameplay.'''
| |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]] | |
| [[#M39 Extended Magazine Box|'''M39 Extended Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 10 extended magazines.''' 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. | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]] | |
| [[#M4A3 Armor Piercing Magazine Box|'''M4A3 Armor Piercing Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
| |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]
| |
| [[#M41A Armor Piercing Magazine Box|'''M41A Armor Piercing Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 10 armor piercing magazines.''' 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.
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A AP Magazine Box}}[[File:L42 MK-1 AP Magazine Box.png|64px]]
| |
| [[#L42A AP Magazine Box|'''L42A AP Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]
| |
| [[#M39 Armor Piercing Magazine Box|'''M39 Armor Piercing Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 12 armor piercing magazines.''' 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.
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A Incendiary Magazine Box.png |64px]]
| |
| [[#M41A Incendiary Magazine Box|'''M41A Incendiary Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 10 incendiary magazines.''' 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.
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A Incendiary Magazine Box}}[[File:L42-MK1 Incendiary Magazine Box.png |64px]]
| |
| [[#L42A Incendiary Magazine Box|'''L42A Incendiary Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 16 incendiary magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]
| |
| [[#M39 Light Explosive Magazine Box|'''M39 Light Explosive Magazine Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 12 light explosive magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.
| |
| '''Not available during normal gameplay.'''
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]
| |
| [[#Slug Shell Box|'''Slug Shell Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 100 slug shells, 20 handfuls.'''
| |
| | |
| | |
| '''Note:'''
| |
| *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.
| |
| | |
| *After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.
| |
| | |
| *To pick the shell box backup from the ground after it's been opened you'll need to click drag the shell box onto your character.
| |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]
| |
| [[#Buckshot Shell Box|'''Buckshot Shell Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 100 buckshot shells, 20 handfuls.'''
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]
| |
| [[#Flechette Shell Box|'''Flechette Shell Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 100 flechette shells, 20 handfuls.'''
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]
| |
| [[#BeanbagShell Box|'''BeanbagShell Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 100 Beanbag shells, 20 handfuls.'''
| |
| | |
| '''Not available during normal gameplay.'''
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Incendiary Shell Box}}[[File:Incendiary Shell Box.png |64px]]
| |
| [[#Incendiary Shell Box|'''Incendiary Shell Box''']]
| |
| |style="border: 2px solid black; padding: 5px;" |
| |
| '''Contains 100 Incendiary shells, 20 handfuls.'''
| |
| | |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]
| |
| [[#Rifle Ammunition Box (M41A)|'''Rifle Ammunition Box (M41A)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and L42A magazines.
| |
| | |
| '''Note:'''
| |
| *To reload an M41A mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
| |
| | |
| *To transfer bullets from a magazine into the ammo box, switch to '''HARM''' intent and click the ammo box.
| |
| | |
| *Keep in mind you can't fill Armor piercing mags with this ammo box.
| |
| | |
| *Can be worn on the backpack slot for convenience of carrying.
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]
| |
| [[#AP Rifle Ammunition Box (M41A)|'''AP Rifle Ammunition Box (M41A)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]
| |
| [[#LE Rifle Ammunition Box (M41A)|'''LE Rifle Ammunition Box (M41A)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.
| |
| '''Not available during normal gameplay.'''
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]
| |
| [[#Incendiary Rifle Ammunition Box (M41A)|'''Incendiary Rifle Ammunition Box (M41A)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.
| |
| '''Not available during normal gameplay.'''
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]
| |
| [[#SMG Ammunition Box (M39)|'''SMG Ammunition Box (M39)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]
| |
| [[#AP SMG Ammunition Box (M39)|'''AP SMG Ammunition Box (M39)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' 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.
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]
| |
| [[#LE SMG Ammunition Box (M39)|'''LE SMG Ammunition Box (M39)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.
| |
| '''Not available during normal gameplay.'''
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]
| |
| [[#Incendiary SMG Ammunition Box (M39)|'''Incendiary SMG Ammunition Box (M39)''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.
| |
| '''Not available during normal gameplay.'''
| |
| |} | | |} |
|
| |
| </tab> | | </tab> |
| </tabs> | | </tabs> |
| |}
| |
| </center>
| |
|
| |
|
| = Mercenary or Black Ops Equipment =
| |
|
| |
|
| <center> | | <center> |
| {| style="width: 100%; border: none"
| |
| |style="width: 100%; vertical-align: top;" | <tabs>
| |
| <tab name="PMC and Commando">
| |
|
| |
|
| {| style="border: 2px solid black; class="mw-collapsible"
| | ==[[File:Entrenching_Tool_Unfolded.png|64px]] Automated Equipment Rack [[File:CombatEngi.png|64px]]== |
| ! style="background-color:#A9A9A9; width:150px;"|'''Weapon:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |-
| |
|
| |
|
| |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]
| |
| [[#M42C Anti-Tank Rifle|'''M42C Anti-Tank Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. '''The IFF features for this weapon only work for the PMC team.'''
| |
|
| |
|
| 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.
| | Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below. |
| It is the standard sniper rifle for '''Corporate PMC snipers'''.
| |
| | |
| | |
| {{M42C Stats}}
| |
| | |
| {{M42C Ammunition}}
| |
| | |
| {{M42C Attachments}}
| |
|
| |
|
| | {| style="width: 73%; border: none" |
| | | <tabs> |
| | <tab name="Essential Engineer Set"> |
| | {| style="border: 2px solid black; class="mw-collapsible" |
| | ! style="background-color:#A9A9A9; width:130px;"|'''Equipment:''' |
| | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastique Explosive''' |
| [[#M56 Dirty Smartgun|'''M56 Dirty Smartgun''']]
| | |style="border: 2px solid black; padding: 5px;" |{{C4 Description}} |
| |style="border: 2px solid black; padding: 5px;" |A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift. | |
| | |
| The PMC variant has the nickname of '''Dirty''' because of the irradiated bullets they fire.
| |
| | |
| Only '''Corporate PMC Heavy Gunners''' and '''Death Squad Terminators''' can use this weapon, it's only available to them via the Emergency Response Teams.
| |
| | |
| | |
| {{Smartgun Abilities}}
| |
| | |
| {{PMC Smartgun Stats}}
| |
| | |
| {{PMC Smartgun Ammunition}}
| |
| | |
| {{Smartgun Attachments}} | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Sandbag_Empty.png|64px]]<br>'''Sandbags x25''' |
| [[#M56T Terminator Smartgun|'''M56T Terminator Smartgun''']]
| | |style="border: 2px solid black; padding: 5px;" |Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included. |
| |style="border: 2px solid black; padding: 5px;" |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift. | |
| | |
| | |
| Only '''Corporate PMC Heavy Gunners''' and '''Death Squad Terminators''' can use this weapon, it's only available to them via the Emergency Response Teams.
| |
| | |
| | |
| {{Smartgun Abilities}}
| |
| | |
| {{DS Smartgun Stats}}
| |
| | |
| {{PMC Smartgun Ammunition}}
| |
| | |
| {{Smartgun Attachments}}
| |
|
| |
|
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Metal.png|64px]]<br>'''Metal x50''' |
| [[#M41A/2 Battle Rifle|'''M41A/2 Battle Rifle''']]
| | |style="border: 2px solid black; padding: 5px;" |Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. |
| |style="border: 2px solid black; padding: 5px;" |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3. | |
| It is the standard rifle for '''Corporate PMC Standards''' and '''Black Ops Commando Units'''.
| |
|
| |
|
| | | |- |
| {{M41A/2 Stats}}
| | |style="border: 2px solid black; padding: 5px;"| [[File:Plasteel.png|64px]]<br>'''Plasteel x30''' |
| | | |style="border: 2px solid black; padding: 5px;"| A thirty (30) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. |
| {{M41A MK2 Ammunition}}
| |
| | |
| {{M41A MK2 Attachments}}
| |
|
| |
|
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Powercell.png|64px]]<br>'''High Cap Power Cell''' |
| [[#M39B/2 SMG|'''M39B/2 SMG''']]
| | |style="border: 2px solid black; padding: 5px;" |Used for powering various devices that require power. 10,000W. |
| |style="border: 2px solid black; padding: 5px;" |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. | |
| It is the standard SMG for '''Corporate PMC Standards''', in addition, it more can be found in the armory of Big-Red, though they are ID locked.
| |
| | |
| | |
| {{M39B/2 Stats}}
| |
| | |
| {{M39 Ammunition}}
| |
| | |
| {{M39 Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Entrenching_Tool_Unfolded.png|64px]]<br>'''Entrenching Tool''' |
| [[#VP-78 Pistol|'''VP-78 Pistol''']]
| | |style="border: 2px solid black; padding: 5px;" |Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack. |
| |style="border: 2px solid black; padding: 5px;" |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the '''Personal Self Defense''' kits in the '''ColMarTech Automated Closets.''' | |
| It is the standard sidearm for '''Corporate PMC Officers''', '''[[Squad_Specialist|Squad Specialists]]''', [[Squad Radio Telephone Operator|'''Squad Radio Telephone Operators''']] and the '''[[Executive_Officer|Executive Officer]]'''
| |
| | |
| | |
| {{VP78 Stats}}
| |
| | |
| {{VP78 Ammunition}}
| |
| | |
| {{VP78 Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Lightreplacer.png]]<br>'''Light Replacer''' |
| [[#Mateba Autorevolver|'''Mateba Autorevolver''']]
| | |style="border: 2px solid black; padding: 5px;" |Can be used to instantly replace broken lights with fresh new ones. Limited charges. |
| |style="border: 2px solid black; padding: 5px;" |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. | |
| It is available to the '''Black Ops Commando Units''' as their standard sidearm. And thus, '''this is only available through admin events'''.
| |
| | |
| | |
| {{Mateba Auto Revolver Stats}}
| |
| | |
| {{Mateba Ammunition}}
| |
| | |
| {{Mateba Attachments}}
| |
| | |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:FP9000PMC.png|64px]]
| |
| {{Anchor|FN FP9000 Submachine Gun}}
| |
| [[#FN FP9000 Submachine Gun|'''FN FP9000 Submachine Gun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.
| |
| It is one of the standard SMGs '''Corporate PMC Standards'''.
| |
| | |
| The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
| |
| | |
| {{PMC FN FP9000 SMG Stats}}
| |
| | |
| {{FN FP9000 Ammunition}}
| |
| | |
| {{FN FP9000 Attachments}}
| |
| | |
| |} | | |} |
|
| |
| </tab> | | </tab> |
| <tab name="Union of Progressive People"> | | <tab name="Handheld Defences"> |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
|
| |
|
| |-
| | {| style="border: 2px solid black; |
| |style="width:125px; border: 2px solid black; padding: 5px;"|[[File:Type71.png|64px]]
| |
| {{Anchor|Type 71 Pulse Rifle}}
| |
| [[#Type 71 Pulse Rifle|'''Type 71 Pulse Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts. | |
| This is the standard rifle for '''UPP soldiers''', with their improved variant only given to '''UPP Officers'''.
| |
| | |
| | |
| {{Type 71 Pulse Rifle Stats}}
| |
| | |
| {{Type 71 Pulse Rifle Ammunition}}
| |
| | |
| {{Type 71 Pulse Rifle Attachments}}
| |
|
| |
|
| | ! style="background-color:#A9A9A9;"|'''Structures:''' |
| | ! style="background-color:#A9A9A9;"|'''Description:''' |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Type71Carbine.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:SentryGun.png|64px]]<br>'''UA 571-C Sentry Gun''' |
| {{Anchor|Type 71 Pulse Carbine}}
| | |style="border: 2px solid black; padding: 5px;"| The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets. |
| [[#Type 71 Pulse Carbine|'''Type 71 Pulse Carbine''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It's issued for Scouts, Medics and other UPP combat personnel. | |
|
| |
|
|
| |
|
| {{Type 71 Pulse Carbine Stats}} | | {| border="1" class="mw-collapsible mw-collapsed" |
| | |+ style="text-align:left;"|'''Ammunition:''' |
| | |width=150|[[File:M30_Ammo_Drum.png]] |
| | '''M30 Ammo Drum (10x28mm Caseless)''' |
| | |Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry. |
| | |} |
|
| |
|
| {{Type 71 Pulse Rifle Ammunition}} | | {| border="1" class="mw-collapsible mw-collapsed" |
| | |+ style="text-align:left;"|'''Deployment and Maintenance:''' |
| | |width=150| '''How To Deploy It:''' |
| | * Activate the sentry gun in your hand. The tile in front of your character must be in an open space. |
| | * Simply click on the sentry gun to turn it on. |
|
| |
|
| {{Type 71 Pulse Carbine Attachments}}
| | '''Maintenance:''' |
| | * [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable. |
| | <!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --> |
| | * [[File:Welder.gif|32px]] Welder for repairing. |
| | * [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. |
| | |} |
|
| |
|
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;"|[[File:Type71Flamer.png|64px]] | | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Flamer-Sentry-Gun.png|64px]]<br>'''UA 42-F Sentry Flamer''' |
| {{Anchor|Type 71 Flamethrower Pulse Rifle}}
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel. |
| [[#Type 71 Flamethrower Pulse Rifle|'''Type 71 Flamethrower Pulse Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts. | |
| This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.
| |
| This is the standard rifle for '''UPP Officers'''
| |
|
| |
|
|
| |
|
| {{Type 71 Pulse Rifle Stats}} | | {| border="1" class="mw-collapsible mw-collapsed" |
| | |+ style="text-align:left;"|'''Ammunition:''' |
| | |width=150|[[File:M30_Ammo_Drum.png]] |
| | '''Sentry Incinerator Fuel Tank''' |
| | |A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel. |
| | |} |
|
| |
|
| {{Type 71 Pulse Rifle Ammunition}} | | {| border="1" class="mw-collapsible mw-collapsed" |
| | |+ style="text-align:left;"|'''Deployment and Maintenance:''' |
| | |width=150| '''How To Deploy It:''' |
| | * Activate the sentry gun in your hand. The tile in front of your character must be in an open space. |
| | * Simply click on the sentry gun to turn it on. |
|
| |
|
| {{Type 71 Flamethrower Pulse Rifle Attachments}}
| | '''Maintenance:''' |
| | * [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable. |
| | <!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --> |
| | * [[File:Welder.gif|32px]] Welder for repairing. |
| | * [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. |
| | |} |
|
| |
|
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Type71Commando.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Tesla-Coil.png|64px]]<br>'''21S Tesla Coil''' |
| {{Anchor|Type 71 }}
| | |style="border: 2px solid black; padding: 5px;"| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled. |
| [[#Type 71 Commando Pulse Carbine|'''Type 71 Commando Pulse Carbine ''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units. | |
| This is the standard rifle for '''UPP Commandos'''.
| |
|
| |
|
| | {| border="1" class="mw-collapsible mw-collapsed" |
| | |+ style="text-align:left;"|'''Deployment and Maintenance:''' |
| | |width=150| '''How To Deploy It:''' |
| | * Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space. |
| | * Simply click on the Tesla Coil to turn it on. |
|
| |
|
| {{Type 71 Commando Pulse Rifle Stats}}
| | '''Maintenance:''' |
| | | * [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Tesla Coil, making it moveable. |
| {{Type 71 Commando Pulse Rifle Ammunition}}
| | * [[File:Welder.gif|32px]] Welder for repairing. |
| | | * [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup. |
| {{Type 71 Commando Pulse Rifle Attachments}}
| | |} |
|
| |
|
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Type23RiotShotgun.png|64px]] | | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Defence-Flag.png|64px]]<br>'''JIMA Planted Flag ''' |
| {{Anchor|Type 23 Riot Shotgun}}
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. |
| [[#Type 23 Riot Shotgun|'''Type 23 Riot Shotgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch. | |
|
| |
|
| This is one of the standard firearms for '''UPP Heavies.'''
| | {| border="1" class="mw-collapsible mw-collapsed" |
| | | |+ style="text-align:left;"|'''Deployment and Maintenance:''' |
| | | |width=150| '''How To Deploy It:''' |
| {{Type 23 Riot Shotgun Stats}}
| | * Activate the Flag in your hand. The tile in front of your character must be in an open space. |
| | | * Simply click on the Flag to turn it on. |
| {{Type 23 Riot Shotgun Ammunition}}
| |
| | |
| {{Type 23 Riot Shotgun Attachments}}
| |
|
| |
|
| | '''Maintenance:''' |
| | * [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Flag, making it moveable. |
| | * [[File:Welder.gif|32px]] Welder for repairing. |
| | * [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup. |
| | |} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Minigun.png|64px]] | | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Sentry Upgrade Kit'''<br> [[File:sentry_upgrade_kit.png|64px]]<br> Cost: 15 Points |
| {{Anchor|Ol}}
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Allows the combat technician to upgrade their chosen handheld defense into the below upgrades: |
| [[#GSh-7.62 rotary machine gun|'''GSh-7.62 rotary machine gun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil. | |
|
| |
|
| This is one of the standard firearms for '''UPP Heavies.'''
| | {{Sentry Upgrades}} |
|
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|
|
| |
| {{UPP Minigun Stats}}
| |
|
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| {{Minigun Ammunition}}
| |
|
| |
| {{UPP Minigun Attachments}}
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:CZ-81.png|64px]]
| |
| {{Anchor|CZ-81 Submachinegun}}
| |
| [[#CZ-81 Submachinegun|'''CZ-81 Submachinegun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.
| |
| Can be ordered via '''Cargo''' or found in hands of '''Freelancer Mercenaries''', '''Colonial Liberation Front''' and UPP medics
| |
|
| |
| The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
| |
|
| |
| {{CZ-81 Stats}}
| |
|
| |
| {{CZ-81 Ammunition}}
| |
|
| |
| {{CZ-81 Attachments}}
| |
|
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:UPP_Pk9.png|64px]]
| |
| {{Anchor|Korovin PK-9 Pistol}}
| |
| [[#Korovin PK-9 Pistol|'''Korovin PK-9 Pistol''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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.
| |
| It is one of the standard sidearms for '''UPP Officers''' and '''UPP Commandos'''.
| |
|
| |
|
| |
| {{Korovin PK-9 Pistol Stats}}
| |
|
| |
| {{Korovin PK-9 Pistol Ammunition}}
| |
|
| |
| {{Korovin PK-9 Pistol Attachments}}
| |
|
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:nyrevolver.png|64px]]
| |
| {{Anchor|Nagant-Yamasaki Revolver}}
| |
| [[#Nagant-Yamasaki Revolver|'''Nagant-Yamasaki Revolver''']]
| |
| |style="border: 2px solid black; padding: 5px;" |The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.
| |
|
| |
|
| |
| {{Nagant-Yamasaki Revolver Stats}}
| |
|
| |
| {{Nagant-Yamasaki Revolver Ammunition}}
| |
|
| |
| {{Nagant-Yamasaki Revolver Attachments}}
| |
| |}
| |
|
| |
|
| </tab> | | </tab> |
| <tab name="Freelancer and CLF"> | | <tab name="Engineering Supplies"> |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:130px;"|'''Equipment:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' |
| | |
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;"|[[File:MAR.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Circuitboard.png|64px]]<br>'''Airlock Electronics'''<br>Cost:2 Points |
| {{Anchor|MAR-40 Battle Rifle}}
| | |style="border: 2px solid black; padding: 5px;"| Used in the construction or maintenance of a door. |
| [[#MAR-40 Battle Rifle|'''MAR-40 Battle Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance. | |
| It is one of the standard rifles for the '''Freelancer Mercenaries''' and the '''Colonial Liberation Front'''.
| |
| | |
| | |
| {{MAR-40 Battle Rifle Stats}}
| |
| | |
| {{MAR-40 Ammunition}}
| |
| | |
| {{MAR-40 Battle Rifle Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:MAR30.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Circuitboard.png|64px]]<br>'''APC Circuit Board'''<br>Cost:2 Points |
| {{Anchor|MAR-30 Battle Carbine}}
| | |style="border: 2px solid black; padding: 5px;"| Used in the construction or maintenance of Area Power Networks (APC). |
| [[#MAR-30 Battle Carbine|'''MAR-30 Battle Carbine''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities. | |
| It is one of the standard rifles for the '''Freelancer Mercenaries''' and the '''Colonial Liberation Front'''.
| |
| | |
| | |
| {{MAR-30 Battle Carbine Stats}}
| |
| | |
| {{MAR-30 Battle Carbine Ammunition}}
| |
| | |
| {{MAR-30 Battle Carbine Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:M16.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Entrenching_Tool_Unfolded.png|64px]]<br>'''Entrenching Tool'''<br>Cost:2 Points |
| {{Anchor|M16 Assault Rifle}}
| | |style="border: 2px solid black; padding: 5px;"| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack. |
| [[#M16 Assault Rifle|'''M16 Assault Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military's standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need. | |
| It can be found around '''Prison Station''' and it is one of the standard rifles for the '''Freelancer Mercenaries''' and the '''Colonial Liberation Front'''.
| |
| | |
| | |
| {{M16 Stats}}
| |
| | |
| {{M16 Ammunition}}
| |
| | |
| {{M16 Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Mp27.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Powercell.png|64px]]<br>'''High Capacity Power Cell'''<br>Cost:3 Points |
| {{Anchor|MP27 SMG}}
| | |style="border: 2px solid black; padding: 5px;"| Used for powering various devices that require power. 10,000W. |
| [[#MP27 SMG|'''MP27 SMG''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. | |
| It is one of the standard SMGs for the '''Colonial Liberation Front'''. This can also be found inside the Big-Red's Administration Armory or more can be ordered by the '''Blackmarket crate'''.
| |
| | |
| The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
| |
| | |
| | |
| {{MP27 Stats}}
| |
| | |
| {{MP27 Ammunition}}
| |
| | |
| {{MP27 Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Basira_Strongarm.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Metal.png|64px]]<br>'''Metal x10'''<br>Cost: 5 Points |
| {{Anchor|Basira-Strongarm Rifle}}
| | |style="border: 2px solid black; padding: 5px;" |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. |
| [[#Basira-Strongarm Rifle|'''Basira-Strongarm Rifle''']] | | |- |
| |style="border: 2px solid black; padding: 5px;" |The Basira-Strongarm rifle is civilian grade hunting rifle named after it's eccentric creator. It's lightweight and legendary accuracy made it popular in the outercolonies, despite it's mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope. | | |style="border: 2px solid black; padding: 5px;"| [[File:Plasteel.png|64px]]<br>'''Plasteel x10'''<br>Cost:7 Points |
| It can be found in the hands of the '''Colonial Liberation Front'''.
| | |style="border: 2px solid black; padding: 5px;"| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. |
| | |
| | |
| {{Basira-Strongarm Rifle Stats}}
| |
| | |
| {{Basira-Strongarm Rifle Ammunition}}
| |
| | |
| {{Basira-Strongarm Rifle Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:MP5.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastic Explosive'''<br>Cost: 3 Points |
| {{Anchor|MP5 SMG}}
| | |style="border: 2px solid black; padding: 5px;" |{{C4 Description}} |
| [[#MP5 SMG|'''MP5 SMG''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics. | |
| Can be found on the space station '''CORSAT'''.
| |
| | |
| | |
| {{MP5 Stats}} | |
| | |
| {{MP5 Ammunition}}
| |
| | |
| {{MP5 Attachments}}
| |
| | |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:FP9000.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Breaching_Charge.png]]<br>'''Breaching Charge'''<br>Cost: 5 Points |
| {{Anchor|FN FP9000 Submachine Gun}}
| | |style="border: 2px solid black; padding: 5px;" |An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side. |
| [[#FN FP9000 Submachine Gun|'''FN FP9000 Submachine Gun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |An archaic design, but one that's stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode. | |
| It is one of the standard SMGs for '''Freelancer Mercenaries''' and '''Corporate PMC Standards'''. This weapon can be ordered via the '''Blackmarket crate'''.
| |
| | |
| The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
| |
| | |
| {{FN FP9000 Stats}}
| |
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| {{FN FP9000 Ammunition}}
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| {{FN FP9000 Attachments}}
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| |style="border: 2px solid black; padding: 5px;" |[[File:MAC15.png|64px]] | | |style="border: 2px solid black; padding: 5px;"|[[File:Range_Finders.png|64px]]<br>'''Range Finder'''<br> Costs:10 points |
| {{Anchor|MAC-15 Machine Pistol}}
| | |style="border: 2px solid black; padding: 5px;"|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu |
| [[#MAC-15 Machine Pistol|'''MAC-15 Machine Pistol''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. | |
| This weapon can be ordered by the '''Blackmarket crate''' or it is found in hands of '''Freelancer Mercenaries''' and '''Colonial Liberation Front'''.
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| The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
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| {{MAC-15 Stats}}
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| {{MAC-15 Ammunition}}
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| {{MAC-15 Attachments}}
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| |style="border: 2px solid black; padding: 5px;" |[[File:CustomBuildShotgun.png|64px]] | | |style="border: 2px solid black; padding: 5px;"|[[File:Tactical_Binoculars.png|64px]] |
| {{Anchor|Custom Built Shotgun}}
| |
| [[#Custom Built Shotgun|'''Custom Built Shotgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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.
| |
| It is one of the standard shotguns for '''Freelancer Mercenaries''', '''Colonial Liberation Front'''. More can be ordered by the '''Blackmarket crate'''.
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|
| | '''Laser Designator'''<br> Costs:15 points |
| | |style="border: 2px solid black; padding: 5px;"|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. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes. |
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| {{Custom Built Shotgun Stats}} | | {| border="1" |
| | |+ style="text-align:left;"|'''Tactical Binocular Different Modes:''' |
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| {{Shotgun Ammunition}}
| | *'''Rangefinder Mode:''' After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for '''Mortars''' and '''Orbital Bombardments''' |
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| {{Custom Built Shotgun Attachments}}
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|
| | *'''CAS Mode:''' 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. |
| | |} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:hgshot.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Sandbag_Empty.png|64px]]<br>'''Sandbags x25'''<br>Cost:10 Points |
| {{Anchor|HG 37-21 Pump Shotgun}}
| | |style="border: 2px solid black; padding: 5px;"| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included. |
| [[#HG 37-12 Pump Shotgun|'''HG 37-12 Pump Shotgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces. | |
| Can be found in armories on all maps. More can be ordered by the '''Blackmarket crate''' or it is found in hands of '''Freelancer Mercenaries''', '''Colonial Liberation Front Milita''' and '''Colonists'''.
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| {{HG Pump Shotgun Stats}}
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| {{Shotgun Ammunition}}
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| {{HG Pump Shotgun Attachments}}
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| |style="border: 2px solid black; padding: 5px;" |[[File:doubleshotgun.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:Powercell.png|64px]]<br>'''Super Cap Power Cell'''<br>Cost:10 Points |
| {{Anchor|Double Barrel Shotgun}}
| | |style="border: 2px solid black; padding: 5px;" |Used for powering various devices that require power. 20,000W. |
| [[#Double Barrel Shotgun|'''Double Barrel Shotgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect. | |
| Can be found in LV-624's old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of '''Freelancer Mercenaries''' and the '''Colonial Liberation Front'''. More can be ordered via the '''Blackmarket crate'''.
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| {{Double Barrel Shotgun Stats}}
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| {{Shotgun Ammunition}}
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| {{Double Barrel Shotgun Attachments}}
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| |style="border: 2px solid black; padding: 5px;" |[[File:SawnOff.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:Goggles.png|64px]]<br>'''Welding Goggles'''<br>Costs:5 Points |
| {{Anchor|Sawn-Off Shotgun}}
| | |style="border: 2px solid black; padding: 5px;"| A pair of Welding Goggles. Goes on the eyes slot. |
| [[#Sawn-Off Shotgun|'''Sawn-Off Shotgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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. | |
| It is found in the hands of '''Freelancer Mercenaries''' and '''Colonial Liberation Front'''.
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| {{Sawn-Off Shotgun Stats}}
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| {{Shotgun Ammunition}}
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| {{Double Barrel Shotgun Attachments}}
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| |style="border: 2px solid black; padding: 5px;" |[[File:Pk9.png|64px]] | | |style="border: 2px solid black; padding: 5px;" |[[File:MiniFuelTank.png]]<br>'''ES-11 Mobile Fuel Canister'''<br>Cost: 4 Points |
| {{Anchor|Korovin PK-9 Pistol}}
| | |style="border: 2px solid black; padding: 5px;" |A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel. |
| [[#Korovin PK-9 Pistol|'''Korovin PK-9 Pistol''']]
| | |} |
| |style="border: 2px solid black; padding: 5px;" |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models. | | </tab> |
| It is one of the standard sidearms for '''Colonial Liberation Front'''.
| | <tab name="Explosives"> |
| | | <center><big>'''Note:You have 45 points to spend on additional items.'''</big></center> |
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| {{Korovin PK-9 Pistol Stats}}
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| {{Korovin PK-9 Pistol Ammunition}}
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| {{Korovin PK-9 Pistol Attachments}}
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| | {| style="border: 2px solid black; class="mw-collapsible" |
| | ! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' |
| | ! style="background-color:#A9A9A9;"|'''Description:''' |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:CZ-81.png|64px]]
| | {{TabsItem |
| {{Anchor|CZ-81 Submachinegun}} | | |Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades. |
| [[#CZ-81 Submachinegun|'''CZ-81 Submachinegun''']] | |
| |style="border: 2px solid black; padding: 5px;" |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.
| |
| Can be ordered via '''Cargo''' or found in hands of '''Freelancer Mercenaries''', '''Colonial Liberation Front''' and UPP medics
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| The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
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| {{CZ-81 Stats}}
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| {{CZ-81 Ammunition}}
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| {{CZ-81 Attachments}}
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| | '''Costs 18 points.''' |
| | |Icon = hedp_packet |
| | |Title = M40 HEDP High Explosive Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]
| | {{TabsItem |
| [[#M4A3 Service Pistol .45|'''M1911 Service Pistol''']] | | |Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades. |
| |style="border: 2px solid black; padding: 5px;" |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is '''NOT''' compatible with the SU-6 smartpistol. It is one of the available sidearms for the '''Freelancer Mercenaries'''. They can also be ordered by the '''Blackmarket crate'''.
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| {{M1911 Stats}}
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| {{M1911 Ammunition}}
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| {{M1911 Attachments}}
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|
| | '''Costs 18 points.''' |
| | |Icon = hidp_packet |
| | |Title = M40 HIDP Incendiary Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]
| | {{TabsItem |
| {{Anchor|Vintage Desert Eagle}} | | |Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades. |
| [[#Vintage Desert Eagle|'''Vintage Desert Eagle''']] | |
| |style="border: 2px solid black; padding: 5px;" |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, ''"Peace Through Superior Firepower."'' Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.
| |
| It is one of the available sidearms for the '''Freelancer Mercenaries'''. More can be ordered by the '''Blackmarket crate'''.
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| {{Desert Eagle Stats}}
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| {{Desert Eagle Ammunition}}
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| {{Desert Eagle Attachments}}
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| | '''Costs 18 points.''' |
| | |Icon = hpdp_packet |
| | |Title = M40 HPDP White Phosphorus Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Kt42.png|64px]]
| | {{TabsItem |
| {{Anchor|KT-42 Automag}} | | |Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades. |
| [[#KT-42 Automag|'''KT-42 Automag''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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't go wrong with this handcannon.
| |
| It is one of the standard sidearms for '''Colonial Liberation Front'''. It can also be found in the hands of '''[[Survivor|Survivors]]'''.
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| {{KT-42 Stats}}
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| {{KT-42 Ammunition}}
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| {{KT-42 Attachments}}
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| | '''Costs 9 points.''' |
| | |Icon = hsdp_packet |
| | |Title = M40 HSDP Smoke Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:SW357.png|64px]]
| | {{TabsItem |
| {{Anchor|Smith & Wesson Revolver}} | | |Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades. |
| [[#Smith & Wesson Revolver|'''Smith & Wesson Revolver''']] | |
| |style="border: 2px solid black; padding: 5px;" |A lean .357 revolver made by Smith & Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.
| |
| It is one of the standard sidearms for '''Freelancer Mercenaries'''. More can be ordered by the '''Blackmarket crate'''.
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| {{Smith & Wesson Revolver Stats}}
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| {{Smith & Wesson Revolver Ammunition}}
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| {{Smith & Wesson Revolver Attachments}}
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| | '''Costs 18 points.''' |
| | |Icon = agm_airburst_packet |
| | |Title = M74 AGM-Frag Airburst Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Spearhead_autorevolver.png|64px]]
| | {{TabsItem |
| {{Anchor|CMB Spearhead AutoRevolver}} | | |Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades. |
| [[#CMB Spearhead AutoRevolver|'''CMB Spearhead AutoRevolver''']] | |
| |style="border: 2px solid black; padding: 5px;" |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.
| |
| Can be found in both LV-624 and on Big-Red. More can be ordered by the '''Blackmarket crate''' and it is found in hands of '''Freelancer Mercenaries''' and '''Colonial Liberation Front'''.
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| The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
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| {{CMB Spearhead AutoRevolver Stats}}
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| {{CMB Spearhead AutoRevolver Ammunition}}
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| {{CMB Spearhead AutoRevolver Attachments}}
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| | '''Costs 18 points.''' |
| | |Icon = agm_incendiary_airburst_packet |
| | |Title = M74 AGM-Incendiary Airburst Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:holdoutpistol.png|64px]]
| | {{TabsItem |
| {{Anchor|Holdout Pistol}} | | |Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades. |
| [[#Holdout Pistol|'''Holdout Pistol''']] | |
| |style="border: 2px solid black; padding: 5px;" |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.
| |
| Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the '''Blackmarket crate''' or found in hands of '''Freelancer Mercenaries''' and '''Colonial Liberation Front'''.
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| {{Holdout Pistol Stats}}
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| {{Holdout Pistol Ammunition}}
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| {{Holdout Pistol Attachments}}
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|
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|
| | '''Costs 10 points.''' |
| | |Icon = agm_smoke_airburst_packet |
| | |Title = M74 AGM-SmokeAirburst Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:HighpowerAutomag.png|64px]]
| | {{TabsItem |
| {{Anchor|Highpower Automag}} | | |Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] smoke grenades. |
| [[#Highpower Automag|'''Highpower Automag''']] | |
| |style="border: 2px solid black; padding: 5px;" |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.
| |
| Can be commonly found in colonies, space stations and in the hands of '''Freelancer Mercenaries''' and '''Colonial Liberation Front'''. More can be ordered by the '''Blackmarket crate'''.
| |
| | |
| The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
| |
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| {{Highpower Stats}}
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| {{Highpower Ammunition}}
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| {{Highpower Attachments}}
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|
| | '''Costs 20 points.''' |
| | |Icon = hornet_packet |
| | |Title = M74 AGM-Hornet Airburst Packet |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Beretta.png|64px]] | | {{TabsItem |
| {{Anchor|Beretta 92FS Pistol}}
| | |Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare. |
| [[#Beretta 92FS Pistol|'''Beretta 92FS Pistol''']] | |
| |style="border: 2px solid black; padding: 5px;" |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.
| |
| Normally found in the hands of '''Survivors''' and the '''Colonial Liberation Front'''
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| {{Beretta Stats}}
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| {{Beretta Ammunition}}
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| {{Beretta Attachments}}
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|
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|
| | '''Costs 18 points.''' |
| | |Icon = M20_mine_box |
| | |Title = M20 Mine Box |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Lunge Mine.png|64px]]
| | {{TabsItem |
| {{Anchor|Lunge Mine}} | | |Description = Contains one MFHS metal foam grenade. |
| [[#Lunge Mine|'''Lunge Mine''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user's face was not an apparent concern of the designer. A true hero's weapon. | |
| Uncommonly found in the hands of ''very brave (or stupid)'' '''Colonial Liberation Front''' soldiers.
| |
| |-
| |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]
| |
| [[#Combat_Sword|'''Combat sword''']]
| |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.
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|
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|
| | | '''Costs 5 points.''' |
| {{M2132 Machete Stats}}
| | |Icon = Metal_Foam_Grenade |
| | |Title = M40 MFHS Metal Foam Grenade |
| | }} |
| |- | | |- |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Katana}}[[File:Katana.png|64px]]
| |
| [[#Katana|'''Katana''']]
| |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.
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| {{Katana Stats}}
| |
| |} | | |} |
|
| |
|
| </tab> | | </tab> |
| <tab name="Misc"> | | <tab name="Special Ammunition"> |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:130px;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:130px;"|'''Magazine:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' |
| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |[[File:Bore-Rifle.png]]
| |
| {{Anchor|Two Bore Rifle}}
| |
| [[#Two Bore Rifle|'''Two Bore Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don't aim for the head.
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| The recoil is apocalyptic: if you aren't highly experienced with it and braced using a '''Specialist-Activation-One''', you won't get a second shot.
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| {{Two Bore Rifle Stats}}
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| {{Two Bore Rifle Ammunition}}
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| {{Two Bore Rifle Attachments}}
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| |-
| |
| |style="width:125px; border: 2px solid black; padding: 5px;" |[[File:Webley MK VI.png]]
| |
| {{Anchor|Webley MK VI}}
| |
| [[#Webley MK VI|'''Webley MK VI''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it'll do for Colonial Marines and xenomorphs as well.
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| {{Webley MK VI Stats}}
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| {{Webley MK VI Ammunition}}
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| {{Webley MK VI Attachments}}
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| |-
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| |style="width:125px; border: 2px solid black; padding: 5px;" |[[File:Svd.png]]
| |
| {{Anchor|SVD Dragunov-033 Sniper Rifle}}
| |
| [[#SVD Dragunov-033 Sniper Rifle|'''SVD Dragunov-033 Sniper Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn'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.
| |
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| {{SVD Dragunov Stats}}
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| {{SVD Dragunov Ammunition}}
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| {{SVD Dragunov Attachments}}
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| |-
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| |style="border: 2px solid black; padding: 5px;" |[[File:PPSh-17b.png|64px]]
| |
| {{Anchor|PPSh-17b SMG}}
| |
| [[#PPSh-17b SMG|'''PPSh-17b SMG''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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.
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| {{PPSH Stats}}
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| {{PPSH Ammunition}}
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| {{PPSH Attachments}}
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| |-
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| |style="border: 2px solid black; padding: 5px;" |[[File:M16.png|64px]]
| |
| {{Anchor|M16 Assault Rifle}}
| |
| [[#M16A2 Assault Rifle|'''M16A2 Assault Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch's Dozens.
| |
| It is one of the standard firearms for '''[[Dutch's Mercenary Team]]'''.
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| {{M16 Stats}}
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| {{M16 Ammunition}}
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| {{M16A2 Attachments}}
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| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Nailgun.png|64px]]
| |
| {{Anchor|Nailgun}}
| |
| [[#Nailgun|'''Nailgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn't anything there, that's just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.
| |
|
| |
| '''Commonly found in the Area of Operations, usually in the engineering department'''.
| |
|
| |
|
| |
| {{Nailgun Stats}}
| |
|
| |
| {{Nailgun Ammunition}}
| |
|
| |
| {{Nailgun Utility}}
| |
|
| |
|
| | |style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:6 points |
| | |style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. |
| |- | | |- |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Claymore}}[[File:Claymore.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:6 points |
| [[#Claymore|'''Claymore''']]
| | |style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | What are you standing around staring at this for? Get to killing! | |
| | |
| | |
| {{M2132 Machete Stats}}
| |
| |- | | |- |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''<br> Costs:6 points |
| [[#Fireaxe|'''Fireaxe''']]
| | |style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | What are you standing around staring at this for? Get to killing! | |
| | |
| | |
| {{Fireaxe Stats}}
| |
| |- | | |- |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]]<br>'''M41A Extended Magazine'''<br> Costs:6 points |
| [[#Baseball Bat|'''Baseball Bat''']]
| | |style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians." | |
| | |
| | |
| {{Baseball Bat Stats}}
| |
| |- | | |- |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]] | | |style="border: 2px solid black; padding: 5px;"| [[File:M4RA-AP-mag.png|64px]]<br>'''M4RA Armor Piercing Magazine'''<br> Costs:6 points |
| [[#Metal Baseball Bat|'''Metal Baseball Bat''']]
| | |style="border: 2px solid black; padding: 5px;"| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage. |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians. | |
| | |
| | |
| {{Metal Baseball Bat Stats}}
| |
| |-
| |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]
| |
| [[#Makeshift Spear|'''Makeshift Spear''']]
| |
| | style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A haphazardly-constructed yet still deadly weapon of ancient design.
| |
| | |
| | |
| {{Makeshift Spear Stats}}
| |
|
| |
|
| |} | | |} |
| </tab> | | </tab> |
| <tab name="MARSOC"> | | <tab name="Restricted Firearms"> |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Weapon:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:M40-SD-Pulse-Rifle.png|64px]]
| |
| {{Anchor|M40-SD Pulse Rifle}}
| |
| [[#M40-SD Pulse Rifle|'''M40-SD Pulse Rifle''']]
| |
| |style="border: 2px solid black; padding: 5px;" |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.
| |
| | |
| '''Found in the hands of MARSOC Operators'''
| |
| | |
| | |
| {{M40-SD Pulse Rifle Stats}}
| |
| | |
| {{M40-SD Pulse Rifle Ammunition}}
| |
| | |
| {{M40-SD Pulse Rifle Attachments}}
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:MK210-Tactical-Shotgun.png|64px]]
| |
| {{Anchor|MK210 Tactical Shotgun}}
| |
| [[#MK210 Tactical Shotgun|'''MK210 Tactical Shotgun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn't satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it's fully automatic and made of stamped medal. Truly an engineering marvel.
| |
| | |
| '''Found in the hands of MARSOC Operators'''
| |
| | |
| | |
| {{MK210 Tactical Shotgun Stats}}
| |
| | |
| {{Shotgun Ammunition}}
| |
| | |
| {{MK210 Tactical Shotgun Attachments}}
| |
| |}
| |
| </tab>
| |
| </tabs>
| |
| |}
| |
| | |
| </center>
| |
|
| |
|
| =Unobtainable Weapons and Equipment=
| | <center><big>'''Note:You have 45 points to spend on additional items.'''</big></center> |
| The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.
| |
|
| |
|
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9;"|'''Weapon:''' | | ! style="background-color:#A9A9A9; width:150px;"|'''Weapon:''' |
| ! style="background-color:#A9A9A9;"|'''Description:''' | | ! style="background-color:#A9A9A9;"|'''Description:''' |
| |- | | |- |
| |style="width:125px; border: 2px solid black; padding: 5px;" |[[File:Auto9.png|64px]]
| | {{TabsItem |
| {{Anchor|Auto-9 Machine Pistol}} | | |Description = {{VP78 Guncase}} |
| [[#Auto-9 Machine Pistol|'''Auto-9 Machine Pistol''']]
| |
| |style="border: 2px solid black; padding: 5px;" |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.
| |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| | |
| | |
| {{Auto9 Stats}}
| |
| | |
| {{Auto9 Ammunition}}
| |
| | |
| {{Auto9 Attachments}} | |
|
| |
|
| | '''Costs 8 points.''' |
| | |Icon = weaponcase |
| | |Title = VP78 Pistol |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Minigun.png|64px]]
| | {{TabsItem |
| {{Anchor|Ol}} | | |Description = {{Smartpistol Guncase}} |
| [[#Ol-Painless|'''Ol'Painless''']]
| |
| |style="border: 2px solid black; padding: 5px;" |It'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't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you've got a chance to survive. Possibly.
| |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| | |
| | |
| {{Minigun Stats}}
| |
| | |
| {{Minigun Ammunition}}
| |
| | |
| {{Minigun Attachments}} | |
|
| |
|
| | '''Costs 12 Points.''' |
| | |Icon = weaponcase |
| | |Title = SU-6 Smartpistol |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:MatebaCustom.png|64px]]
| | {{TabsItem |
| {{Anchor|Mateba Autorevolver Custom++}} | | |Description = {{Incinerator Guncase}} |
| [[#Mateba Autorevolver Custom++|'''Mateba Autorevolver Custom++''']]
| |
| |style="border: 2px solid black; padding: 5px;" |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.
| |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| | |
| | |
| {{Mateba Auto Revolver Stats}}
| |
| | |
| {{Mateba Ammunition}}
| |
| | |
| {{Mateba Attachments}} | |
|
| |
|
| | '''Costs 12 Points.''' |
| | |Icon = weaponcase |
| | |Title = M240 Incinerator Unit |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:ThunderBolt.png|64px]]
| | {{TabsItem |
| {{Anchor|M57-A4 }}
| | |Description = {{HPR Guncase}} |
| [[#M57-A4 |'''M57-A4 ''']]
| |
| |style="border: 2px solid black; padding: 5px;" |The M57-A4 'Lightning Bolt' 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't point it in the general direction of anything you want to survive.
| |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| | |
| | |
| {| border="1" class="mw-collapsible mw-collapsed" | |
| |+ style="text-align:left;"|'''Ammunition:'''
| |
| |width=150|[[File:84mmThermobaric_RocketArray.png]]
| |
| [[#84mm Thermobaric Rocket Array|'''84mm Thermobaric Rocket Array''']]
| |
| |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's used up.
| |
| |}
| |
| | |
| {| border="1" class="mw-collapsible mw-collapsed" style="width:50%" | |
| |+ style="text-align:left;"|'''Attachments:'''
| |
| |width=150|'''[[Marine_Equipment#Muzzle | Muzzle Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Rail | Rail Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]'''
| |
| |None
| |
| |-
| |
| |'''[[Marine_Equipment#Stock | Stock Attachments]]'''
| |
| |None
| |
| |}
| |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:Bananagun.png|64px]]
| |
| {{Anchor|CHIMP70 Pistol}}
| |
| [[#CHIMP70 Pistol|'''CHIMP70 Pistol''']]
| |
| |style="border: 2px solid black; padding: 5px;" |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.
| |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| | |
| | |
| {{CHIMP70 Pistol Stats}}
| |
| | |
| {{CHIMP70 Pistol Ammunition}}
| |
| | |
| {{CHIMP70 Pistol Attachments}}
| |
| | |
| |-
| |
| |style="border: 2px solid black; padding: 5px;" |[[File:M60.png|64px]]
| |
| {{Anchor|M60 General Purpose Machine Gun}}
| |
| [[#M60 General Purpose Machine Gun|'''M60 General Purpose Machine Gun''']]
| |
| |style="border: 2px solid black; padding: 5px;" |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero's wet dream. This is chambered in 7.62X51mm NATO.
| |
| | |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| | |
| | |
| {{M60 Stats}}
| |
| | |
| {{M60 Ammunition}}
| |
| | |
| {{M60 Attachments}} | |
|
| |
|
| | '''Costs 18 points.''' |
| | |Icon = weaponcase |
| | |Title = M41AE2 Heavy Pulse Rifle |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Katana.png|64px]] | | {{TabsItem |
| {{Anchor|Absurdly Sharp Katana}} | | |Description = {{M79 Guncase}} |
| [[#Absurdly Sharp Katana|'''Absurdly Sharp Katana''']]
| |
| |style="border: 2px solid black; padding: 5px;" |'''Ingame Description:''' That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.
| |
| | |
| | |
| Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.
| |
| | |
| Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.
| |
| | |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
|
| |
|
| {{Absurdly Sharp Katana Stats}}
| | '''Costs 24 points.''' |
| | |Icon = weaponcase |
| | |Title = M79 Grenade Launcher |
| | }} |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;" |[[File:Sledgehammer.png|64px]] | | {{TabsItem |
| {{Anchor|Breacher B5}} | | |Description = {{M56D Guncase}} |
| [[#Breacher B5|'''Breacher B5''']]
| |
| |style="border: 2px solid black; padding: 5px;" | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.
| |
|
| |
|
| | '''Costs 24 points.''' |
| | |Icon = weaponcase |
| | |Title = M56D Heavy Machine Gun |
|
| |
|
| '''Not available during normal gameplay. Only available during admin events.'''
| | }} |
| {{Sledgehammer Stats}}
| |
| |} | | |} |
|
| |
| =Weapon Attachments=
| |
| Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad's main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.
| |
|
| |
| 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.
| |
|
| |
| 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.
| |
|
| |
| Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they're attached to, and don't inherit their effects.
| |
|
| |
| <center>
| |
| {| style="width: 70%; border: none"
| |
| |style="width: 100%; vertical-align: top;" | <tabs>
| |
| <tab name="Muzzle">
| |
|
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
| |
| ! style="background-color:#A9A9A9;"|'''Benefits:'''
| |
| ! style="background-color:#A9A9A9;"|'''Drawbacks:'''
| |
|
| |
| <!--Suppressor-->
| |
| {{Suppressor Stats Positives}}
| |
|
| |
| <!--Bayonet-->
| |
| {{Bayonet Stats}}
| |
|
| |
| <!--Extended Barrel-->
| |
| {{Extended Barrel Stats}}
| |
|
| |
| <!--Barrel Charger-->
| |
| {{Barrel Charger Stats}}
| |
|
| |
| <!--Recoil Compensator-->
| |
| {{Recoil Compensator Stats}}
| |
|
| |
| |}
| |
|
| |
| </tab> | | </tab> |
| <tab name="Rail"> | | <tab name="Utilities"> |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
| |
| ! style="background-color:#A9A9A9;"|'''Benefits:'''
| |
| ! style="background-color:#A9A9A9;"|'''Drawbacks:'''
| |
| | |
| <!--Rail Flashlight-->
| |
| {{Rail Flashlight Stats}}
| |
|
| |
|
| <!--RDS--> | | <center><big>'''Note:You have 45 points to spend on additional items.'''</big></center> |
| {{Red Dot Sight Stats}}
| |
|
| |
|
| <!--S6 Reflex Sight-->
| |
| {{Reflex Sight}}
| |
|
| |
| <!--Magnetic Harness-->
| |
| {{Magnetic Harness Stats}}
| |
|
| |
| <!--S8 4x Telescopic scope-->
| |
| {{Railscope Stats}}
| |
|
| |
| <!--S4 2x Telescopic Sight mini-scope-->
| |
| {{Miniscope_Stats}}
| |
|
| |
| <!-- B8 Smart-Scope-->
| |
| {{Smartscope Stats}}
| |
|
| |
| |}
| |
|
| |
| </tab>
| |
| <tab name="Underbarrel">
| |
| {| style="border: 2px solid black; class="mw-collapsible" | | {| style="border: 2px solid black; class="mw-collapsible" |
| ! style="background-color:#A9A9A9; width:150px;"|'''Attachment:''' | | ! style="background-color:#A9A9A9; width:150px;"|'''Extra Items:''' |
| ! style="background-color:#A9A9A9;"|'''Benefits:''' | | ! style="background-color:#A9A9A9;"|'''Description:''' |
| ! style="background-color:#A9A9A9;"|'''Drawbacks:'''
| |
| | |
| <!--Vertical Grip-->
| |
| {{Vertical Grip}}
| |
| | |
| <!--Angled Grip-->
| |
| {{Angled Grip Stats}}
| |
| | |
| <!--Flashlight Grip-->
| |
| {{Flashlight Grip Stats}}
| |
| | |
| <!--Gyroscopic Stabilizer-->
| |
| {{Gyroscopic Stabilizer Stats}}
| |
| | |
| <!--Bipod-->
| |
| {{Bipod Stats}}
| |
| | |
| <!--Underslung Grenade Launcher-->
| |
| {{UGL_Stats}}
| |
| | |
| <!--MK1 Underslung Grenade Launcher-->
| |
| {{MK1_UGL_Stats}}
| |
| | |
| <!--Mini Flamethrower-->
| |
| {{Miniflamer_Stats}}
| |
| | |
| <!--U7 Underbarrel Shotgun-->
| |
| {{Underbarrel_Shotgun_Stats}}
| |
| | |
| <!--Burst Fire Assembly-->
| |
| {{Burst Fire Assembly Stats}}
| |
| | |
| <!--Laser Sight-->
| |
| {{Laser_Sight_Stats}}
| |
| | |
| <!--Underbarrel Extinguisher-->
| |
| {{Underbarrel Extinguisher Stats}}
| |
| | |
| <!--R4T Magnetic Sling-->
| |
| |- | | |- |
| <!--
| | |style="border: 2px solid black; padding: 5px;"|[[File:MedicHud.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]] | |
| | |
| [[File:R4T-Sling.png|64px]] | |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
| |
| {| border="1"
| |
| |+ style="text-align:left;"|'''Both:'''
| |
| |
| |
| * Dropped weapon goes to backpack slot
| |
| |}
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
| |
| {| border="1"
| |
| |+ style="text-align:left;"|'''Both:'''
| |
| |
| |
| * Moderately Increase Wield Delay
| |
| |}
| |
| -->
| |
| |}
| |
| | |
| </tab>
| |
| <tab name="Stock">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
| |
| ! style="background-color:#A9A9A9;"|'''Benefits:'''
| |
| ! style="background-color:#A9A9A9;"|'''Drawbacks:'''
| |
| | |
| <!--m41astock-->
| |
| {{M41A Stock Stats}}
| |
| | |
| <!--L42A Stock-->
| |
| {{L42A Stock Stats}}
| |
| | |
| <!--M44 Stock-->
| |
| {{M44 Stock Stats}}
| |
| | |
| <!--M37 Wooden Stock-->
| |
| {{M37 Wooden Stock Stats}}
| |
| | |
| <!--MK221 Tactical Stock-->
| |
| {{MK221 Tactical Stock Stats}}
| |
| | |
| <!--Submachinegun Stock-->
| |
| {{Submachinegun Stock Stats}}
| |
| | |
| <!--Collapsible Submachinegun Stock-->
| |
| {{Collapsible Submachinegun Stock Stats}}
| |
| | |
| <!--Submachinegun Arm Brace-->
| |
| {{Submachinegun Arm Brace Stats}}
| |
| | |
| <!--MOU53 Tactical Stock-->
| |
| {{MOU53 Tactical Stock Stats}}
| |
|
| |
|
| | '''SensorMate Medical HUD'''<br> Costs:12 points |
| | |style="border: 2px solid black; padding: 5px;"|{{Sensormate_Description}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses). |
| |- | | |- |
| <!--R4T Scouting Stock-->
| | |style="border: 2px solid black; padding: 5px;"|[[File:RollerBed.png|64px]] |
| <!--
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]] | |
| [[File:R4T-Stock.png|64px]] | |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
| |
| | |
| {| border="1"
| |
| |+ style="text-align:left;"|'''Wielded:'''
| |
| |
| |
| * Slightly reduces recoil
| |
| * Greatly decreases bullet spread
| |
| |}
| |
| | |
| | |
| {| border="1"
| |
| |+ style="text-align:left;"|'''Both:'''
| |
| |
| |
| * Slightly increases weapon melee damage.
| |
| |}
| |
| | |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
| |
| {| border="1"
| |
| |+ style="text-align:left;"|'''Wielded:'''
| |
| |
| |
| * Major wield delay
| |
| |}
| |
| | |
| {| border="1"
| |
| |+ style="text-align:left;"|'''One Handed:'''
| |
| |
| |
| * Majorly increases bullet spread
| |
| * Slightly increases recoil
| |
| |}
| |
| -->
| |
| </tab>
| |
| <tab name="Barrels">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
| |
| ! style="background-color:#A9A9A9; width:300px;"|'''Benefits:'''
| |
| ! style="background-color:#A9A9A9; width:300px;"|'''Drawbacks:'''
| |
| | |
| <!--Mateba standard barrel-->
| |
| {{Mateba Standard Barrel Stats}}
| |
| | |
| <!--Mateba marksman barrel-->
| |
| {{Mateba Marksman Barrel Stats}}
| |
| | |
| <!--Mateba short barrel-->
| |
| {{Mateba Short Barrel Stats}}
| |
| | |
| |}
| |
| </tab>
| |
| </tabs>
| |
| |}
| |
| </center>
| |
|
| |
|
| | | '''Roller Bed'''<br> Costs:5 points |
| = Marine Kits =
| | |style="border: 2px solid black; padding: 5px;"|Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use. |
| | | *You can attach a body bag or a stasis bag onto a roller bed for faster transportation |
| {| style="border: 2px solid black;
| | *To fold it, drag it to yourself when not occupied |
| | |
| ! style="background-color:#A9A9A9;"|'''Kits:'''
| |
| ! style="background-color:#A9A9A9;"|'''Contents:'''
| |
| |-
| |
| !style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:mini Pyro kit.png]]<br>{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from '''Requisitions'''. | |
| * USCM Pyrotechnician G4-1 Fuel Tank | |
| * M240A1 Incinerator Unit | |
| * 2 Incinerator Fuel Tank
| |
| * 1 Large incinerator Fuel Tank (Gel)
| |
| * Pocket Extinguisher
| |
| * Underbarrel Extinguisher
| |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:mini JTAC kit.png]]<br>{{Anchor|Mini JTAC Kit}}'''JTAC Radio Kit''' | | |style="border: 2px solid black; padding: 5px;"|[[File:Fulton_Device.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''Description:''' This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from '''Requisitions'''.
| |
| * M82-F Flare Gun
| |
| * M276 pattern M82F flare gun holster rig
| |
| * 2x Signal flares packs
| |
| * Tactical Binoculars
| |
| * JTAC encryption key (Use :j to speak on this radio channel)
| |
| * USCM Radio Telephone Backpack
| |
|
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Grenadier_kit.png]]<br>{{Anchor|Grenadier Kit}}
| |
| '''Frontline M40 Grenadier kit'''
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''Description:''' A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the '''ColMarTech Automated Closet'''.
| |
| * M276 pattern M40 HEDP rig containing the following:
| |
| {| border="1" class="wikitable style="width: 50%;"
| |
| |[[File:M40_HEDP.png|64px]]
| |
| [[#M40 HEDP Grenade|'''3 M40 HEDP Grenades''']]
| |
| |[[File:Incingrenade.png|64px]]
| |
| [[#M40 HIDP Incendiary Grenade|'''2 M40 HIDP Incendiary Grenades''']]
| |
| |[[File:M74 Airburst Grenade.png|64px]]
| |
| [[#M74 AGM-F 40mm Grenade|'''2 M74 AGM-F 40mm Grenade''']]
| |
| |[[File:M74 Incen Airburst Grenade.png|64px]]
| |
| [[#M74 AGM-I 40mm Grenade|'''1 M74 AGM-I 40mm Grenade''']]
| |
| |}
| |
| * Explosive pouch
| |
| | |
|
| |
|
| | '''Fulton Device'''<br> Costs:5 points |
| | |style="border: 2px solid black; padding: 5px;"|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. There are 20 uses in the stack. |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Personal_Def_kit.png]]<br>{{Anchor|Personal Def Kit}}'''Personal Defense Kit''' | | |style="border: 2px solid black; padding: 5px;"|[[File:B12_Pattern_Personal_Armour.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''Description:''' Standard issue won't cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the '''ColMarTech Automated Closet'''.
| |
| * VP78 Pistol, comes pre-loaded
| |
| * 5 magazines
| |
| * Red Dot Sight
| |
| * Laser Sight
| |
| * M276 pattern M4A3 holster rig
| |
|
| |
|
| | '''B12 Pattern Armor'''<br> Costs:24 points |
| | |style="border: 2px solid black; padding: 5px;"|{{B12 Armor}} |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:mini Sniper kit.png]]<br>{{Anchor|Mini Sniper Kit}}'''L42A Sniper Kit''' | | |style="border: 2px solid black; padding: 5px;"|[[File:XM4_Pattern_Intel_Armor.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the '''ColMarTech Automated Closet'''.
| |
| * L42A Battle Rifle, comes pre-loaded with standard rifle munitions
| |
| * S8 Telescopic Sight
| |
| * Synthetic Stock
| |
| * Extended Barrel
| |
| * Suppressor
| |
| * 2 AP magazines
| |
|
| |
|
| | '''M4 Pattern Armor'''<br> Costs:30 points |
| | |style="border: 2px solid black; padding: 5px;"|{{M4 Armor}} |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:mini Engie kit.png]]<br>{{Anchor|Mini Engie Kit}}'''Combat Technician Support Kit''' | | |style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the '''ColMarTech Automated Closet'''.
| |
| * USCM Technician Welderpack
| |
| * Engineering Pamphlet (+1 Construction +1 Engineering)
| |
| * Insulated Gloves
| |
| * Crowbar
| |
| * Entrenching Tool
| |
| * Welding Goggles
| |
| * Tools Pouch containing the following:
| |
| {| border="1" class="wikitable style="width: 50%;"
| |
| |[[File:Screwdriver.png|48px]]
| |
| [[#Screwdriver|'''Screwdriver''']]
| |
| |[[File:Wirecutters.png|48px]]
| |
| [[#Wirecutters|'''Wirecutters''']]
| |
| |[[File:Welder.gif|48px]]
| |
| [[#Welder|'''Welder''']]
| |
| |[[File:Wrench.png|48px]]
| |
| [[#Wrench|'''Wrench''']]
| |
| |}
| |
| * MB-6 Folding Barricade
| |
| * M56D Mounted Heavy Machine Gun
| |
|
| |
|
| | '''Large General Pouch'''<br> Costs:6 points |
| | |style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots. |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:mini Medic kit.png]]<br>{{Anchor|Mini Medic Kit}}'''First Response Medical Support Kit''' | | |style="border: 2px solid black; padding: 5px;"|[[File:Sling_pouch.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the '''ColMarTech Automated Closet'''.
| |
| * Medical Pamphlet
| |
| * First Responder Technical Pouch containing the following:
| |
| {| border="1" class="wikitable style="width: 70%;"
| |
| |[[File:Healthanalyzer.png|48px]]
| |
| [[#Health Analyzer|'''Health Analyzer''']]
| |
| |[[File:Splint.png|48px]]
| |
| [[#Splint|'''Splint''']]
| |
| |[[File:Advburnkit.png|48px]]
| |
| [[#Advanced Burn Kit|'''Advanced Burn Kit''']]
| |
| |[[File:Advtraumakit.png|48px]]
| |
| [[#Advanced Trauma Kit|'''Advanced Trauma Kit''']]
| |
| |}
| |
|
| |
|
| * Auto-Injector Pouch containing the following:
| | '''Sling Pouch'''<br> Costs:6 points |
| {| border="1" class="wikitable style="width: 70%;"
| | |style="border: 2px solid black; padding: 5px;"|Keeps a single item attached to a strap. |
| |[[File:Bicaridine.png|48px]]
| |
| [[#Bicaridine Auto injector|2 '''Bicaridine Auto injector''']]
| |
| |[[File:Kelotane.png|48px]]
| |
| [[#Kelotane Auto injector|2 '''Kelotane Auto injector''']]
| |
| |[[File:Tramadol_Injector.png|48px]]
| |
| [[#Tramadol Auto injector|2 '''Tramadol Auto injector''']]
| |
| |[[File:Emergency_Auto_injector.png|48px]]
| |
| [[#Emergency Auto injector|1 '''Emergency Auto injector''']]
| |
| |}
| |
| * SensorHud Mate
| |
| * Roller bed
| |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:intel_kit.png]]<br>{{Anchor|Intel Kit}}'''Field Intelligence Support Kit''' | | |style="border: 2px solid black; padding: 5px;"|[[File:Flame-pouch.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from '''Requisitions'''.
| | '''Large Magazine Pouch'''<br>Costs:4 points |
| * Intel Radio Encryption Key
| |
| * Fulton recovery device
| |
|
| |
|
| | |style="border: 2px solid black; padding: 5px;"| Holds two M240-pattern napalm tanks. |
| |- | | |- |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Heavy Support kit.png]]<br>'''Forward HPR Shield Kit''' | | |style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]] |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from '''Requisitions'''.
| | '''Large Magazine Pouch'''<br>Costs:6 points |
| * M41AE2 Heavy Pulse Rifle, comes pre-loaded
| |
| * 1 HPR magazine
| |
| * Bipod
| |
| * MB-6 Folding Barricade
| |
| * Welding goggles
| |
| * Welder
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Pursuit kit.png]]<br>'''M39 Point Man Kit'''
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from '''Requisitions'''.
| |
| * M39 SMG, comes pre-loaded
| |
| * Sub-Machine gun arm brace
| |
| * Magnetic Harness
| |
| * H5 Pattern M2132 Machete Scabbard
| |
| * 1 M39 Extended magazine
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Sapper kit.png]]<br>'''M-OU53 Field Test Kit'''
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from '''Requisitions'''.
| |
| * M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells
| |
| * M-OU53 Tactical Stock
| |
| * Box of shotgun slugs
| |
| * Box of flechette slugs
| |
| * Shotgun shell loading rig
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Exp_Trooper_kit.png]]<br>'''Experimental Trooper Kit'''
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from '''Requisitions'''.
| |
| * SU-6 Smartpistol
| |
| * 5 SU-6 Smartpisol Magazines
| |
| * Extended Barrel
| |
| * Laser Sight
| |
| |-
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:M2C_Heavy_Gunner_kit.png]]<br>'''M2C Heavy Gunner Kit'''
| |
| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Description:''' This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from '''Requisitions'''.
| |
| * M2C Assembly-Supply Crate
| |
| {| border="1" class="wikitable style="width: 30%;"
| |
| |[[File:M2C_Undeployed.png|48px]]
| |
| [[#M2C Heavy Machine Gun|'''M2C Heavy Machine Gun''']]
| |
| |[[File:M2C_Ammunition_Box.png|48px]]
| |
| [[#M2C Ammunition Box|'''4 x M2C Ammunition Box''']]
| |
| |}
| |
| * M804 Heavygunner Storage Rig
| |
| * M10 Technician Helmet
| |
| * Tools Pouch containing the following:
| |
| {| border="1" class="wikitable style="width: 50%;"
| |
| |[[File:Crowbar.png|48px]]
| |
| [[#Crowbar|'''Crowbar''']]
| |
| |[[File:Wrench.png|48px]]
| |
| [[#Wrench|'''Wrench''']]
| |
| |[[File:Welder.gif|48px]]
| |
| [[#High Capacity Industrial Blowtorch|'''High Capacity Industrial Blowtorch''']]
| |
| |[[File:Mini_Extinguisher.png|48px]]
| |
| [[#Mini Extinguisher|'''Mini Extinguisher''']]
| |
| |}
| |
| * 2 stacks of Plastic Explosives
| |
| * Heavy Machinegunner Pamphlet (Provides 1 engineering)
| |
| |}
| |
| | |
| =Pouches=
| |
| 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.
| |
|
| |
|
| {| class="wikitable"
| | |style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}} |
| ! style="background-color:#A9A9A9;" width=150|Equipment:
| |
| ! style="background-color:#A9A9A9;" |Description:
| |
| |-
| |
| ![[File:G18-Utility-Pouch.png|64px]]
| |
| {{Anchor|G8-A General Utility Pouch}}
| |
| [[#G8-A General Utility Pouch|'''G8-A General Utility Pouch''']]
| |
| |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. '''They can hold 3 items.'''
| |
| |-
| |
| !{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]
| |
| [[#Light General Pouch|'''Light General Pouch''']]
| |
| |A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of '''[[Freelancer Mercenaries|mercenaries]]''' and '''[[The Colonial Liberation Front|CLF]]'''.
| |
| |-
| |
| !{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]
| |
| [[#Medium General Pouch|'''Medium General Pouch''']]
| |
| |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 '''ColMarTech Automated Closet''' and can be found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].
| |
| |-
| |
| !{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]
| |
| [[#Large General Pouch|'''Large General Pouch''']]
| |
| |A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by '''Squad Leaders''' and '''Staff Officers.''' Not stocked in requisitions by default.
| |
| |-
| |
| !{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]
| |
| [[#Magazine Pouch|'''Magazine Pouch''']]
| |
| |{{Magazine Pouch Description}}
| |
| |-
| |
| !{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]
| |
| [[#Large Magazine Pouch|'''Large Magazine Pouch''']]
| |
| |{{Large Magazine Pouch Description}}
| |
| |-
| |
| !{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]
| |
| [[#Shotgun Shell Pouch|'''Shotgun Shell Pouch''']]
| |
| |{{Shotgun Shell Pouch Description}}
| |
| |-
| |
| !{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]
| |
| [[#Large Shotgun Shell Pouch|'''Large Shotgun Shell Pouch''']]
| |
| |{{Large Shotgun Shell Pouch Description}}
| |
| |-
| |
| !{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]
| |
| [[#Explosive Pouch|'''Explosive Pouch''']]
| |
| |Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
| |
| |-
| |
| !{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]
| |
| [[#Pistol Magazine Pouch|'''Pistol Magazine Pouch''']]
| |
| |Pouch able to hold 3 pistol magazines. It is one of the pouch options of the '''ColMarTech Automated Closet'''. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].
| |
| |-
| |
| !{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]
| |
| [[#Large Pistol Magazine Pouch|'''Large Pistol Magazine Pouch''']]
| |
| |Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].
| |
| |-
| |
| !{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]
| |
| [[#Sidearm Pouch|'''Sidearm Pouch''']]
| |
| |A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
| |
| |-
| |
| !{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]
| |
| [[#Flare Pouch|'''Flare Pouch''']]
| |
| |Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the '''ColMarTech Automated Closet'''.
| |
| |- | | |- |
| !{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:Machete_pouch.png|64px]] |
| [[#Radio Pouch|'''Radio Pouch''']]
| |
| |Used to hold 2 sets of radio headsets. Why would you use this?
| |
| |-
| |
| !{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]
| |
| [[#Bayonet Pouch|'''Bayonet Pouch''']]
| |
| |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 '''ColMarTech Automated Closet''' or are usually found in the pockets of the '''UPP Soldiers'''.
| |
| |-
| |
| !{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]
| |
| [[#Survival Pouch|'''Survival Pouch''']]
| |
| |A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].
| |
|
| |
|
| | '''H6B pattern M2132 machete scabbard'''<br> Costs:8 points |
| | |style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. |
|
| |
|
| Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.
| |
| |- | | |- |
| !{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]] |
| [[#Document Pouch|'''Document Pouch''']]
| |
| | A pouch used to hold documents for safe keeping.
| |
| '''Field Intelligence Support Kit''' pouch variant can hold 7 items.
| |
|
| |
|
| While Intelligence Officer's have one that holds 21 items.
| | '''Mini Extinguisher'''<br> Costs:3 points |
| | |style="border: 2px solid black; padding: 5px;"|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. |
| |- | | |- |
| !{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:Motion_Detector.gif|64px]] |
| [[#Tools Pouch|'''Tools Pouch''']]
| |
| |Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
| |
| Contains 4 slots.
| |
| Can hold the following items below:
| |
| {| border="1" class="wikitable style="width: 80%;"
| |
| |[[File:Screwdriver.png|48px]]
| |
| [[#Screwdriver|'''Screwdriver''']]
| |
| ||[[File:Welder.gif|48px]]
| |
| [[#Blowtorch|'''Blowtorch''']]
| |
| ||[[File:Crowbar.png|48px]]
| |
| [[#Crowbar|'''Crowbar''']]
| |
| ||[[File:Wrench.png|48px]]
| |
| [[#Wrench|'''Wrench''']]
| |
| ||[[File:CableCoils.png|48px]]
| |
| [[#Cable Coil|'''Cable Coil''']]
| |
| ||[[File:Multitool.png|48px]]
| |
| [[#Security Access Tuner|'''Security Access Tuner''']]
| |
| ||[[File:Wirecutters.png|48px]]
| |
| [[#Wirecutters|'''Wirecutters''']]
| |
| ||[[File:Entrenching_Tool_Unfolded.png|48px]]
| |
| [[#Entrenching Tool|'''Entrenching Tool''']]
| |
| |}
| |
| |-
| |
| !{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]
| |
| [[#Electronics Pouch|'''Electronics Pouch''']]
| |
| |Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
| |
| Contains 6 slots.
| |
| Can hold the following items below:
| |
| {| border="1" class="wikitable style="width: 20%;"
| |
| |[[File:Circuitboard.png|48px]]
| |
| [[#Circuitboards|'''Circuitboards''']]
| |
| ||[[File:Powercell.png|48px]]
| |
| [[#Powercells|'''Powercells''']]
| |
| |}
| |
| |-
| |
| !{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]
| |
| [[#Construction Pouch|'''Construction Pouch''']]
| |
| |Designed to holster construction materials. Issued to Engineers, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].
| |
| Contains 3 slots.
| |
| Can hold the following items below:
| |
| {| border="1" class="wikitable
| |
| |[[File:Metal.png|48px]]
| |
| [[#Metal Sheets|'''Metal Sheets''']]
| |
| ||[[File:Plasteel.png|48px]]
| |
| [[#Plasteel Sheets|'''Plasteel Sheets''']]
| |
| ||[[File:Sandbag_Empty.png|48px]]
| |
| [[#Empty Sandbags|'''Empty Sandbags''']]
| |
| ||[[File:Planks.png|48px]]
| |
| [[#Wooden Planks|'''Wooden Planks''']]
| |
| ||[[File:Rods.png|48px]]
| |
| [[#Metal Rods|'''Metal Rods''']]
| |
| ||[[File:CableCoils.png|48px]]
| |
| [[#Cable Coil|'''Cable Coil''']]
| |
| ||[[File:Barbed_Wire.png|48px]]
| |
| [[#Barbed Wire|'''Barbed Wire''']]
| |
| ||[[File:Entrenching_Tool_Unfolded.png|48px]]
| |
| [[#Entrenching Tool|'''Entrenching Tool''']]
| |
| |}
| |
| |-
| |
| !{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]
| |
| [[#First-Aid Pouch|'''First-Aid Pouch (Injector)''']]
| |
| |{{aid-pouch}}
| |
| |-
| |
| !{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]
| |
| [[#First-Aid Pouch|'''First-Aid Pouch (Pills)''']]
| |
| |{{aid-pouch-packet}}
| |
| |-
| |
| !{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]
| |
| [[#Medical Pouch|'''Medical Pouch''']]
| |
| |Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].
| |
| Contains 3 slots.
| |
|
| |
|
| {| border="1" class="wikitable style="width: 80%;"
| | '''Motion Detector'''<br> Costs:8 points |
| |[[File:Dexalin.png|48px]]
| | |style="border: 2px solid black; padding: 5px;"| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien 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 {{Key press|Z}} (in hotkey mode). |
| [[#Autoinjectors|'''Autoinjectors''']]
| |
| ||[[File:Ointment.png|48px]]
| |
| [[#Ointment|'''Ointment''']]
| |
| ||[[File:Gauze.png|48px]]
| |
| [[#Gauze|'''Gauze''']]
| |
| ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]
| |
| [[#Advanced Kits|'''Advanced Kits''']]
| |
| ||[[File:Healthanalyzer.png|48px]]
| |
| [[#Health Analyzer|'''Health Analyzer''']]
| |
| |[[File:PillBottle.png|48px]]
| |
| [[#Pill Bottles|'''Pill Bottles''']]
| |
| |[[File:Hypospray.png|48px]]
| |
| [[#Hyposprays|'''Hyposprays''']]
| |
| |}
| |
| |-
| |
| !{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]
| |
| [[#Autoinjector Pouch|'''Autoinjector Pouch''']]
| |
| |A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
| |
|
| |
|
| Holds 7 Autoinjectors.
| |
| |-
| |
| !{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]
| |
| [[#Medkit Pouch|'''Medkit Pouch''']]
| |
| |Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].
| |
| {| border="1" class="wikitable style="width: 10%;"
| |
| |[[File:First-aid_kit.png|48px]]
| |
| [[#Medkits|'''Medkits''']]
| |
| |}
| |
| |-
| |
| !{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]
| |
| [[#First Responder Tactical Pouch|'''First Responder Tactical Pouch''']]
| |
| |Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the '''ColMarTech automated armaments vendor''' in their mini-medical kits.
| |
| Holds 4 medical items.
| |
| {| border="1" class="wikitable style="width: 70%;"
| |
| |[[File:Healthanalyzer.png|48px]]
| |
| [[#Health Analyzer|'''Health Analyzer''']]
| |
| |[[File:Splint.png|48px]]
| |
| [[#Splint|'''Splint''']]
| |
| |[[File:Advburnkit.png|48px]]
| |
| [[#Advanced Burn Kit|'''Advanced Burn Kit''']]
| |
| |[[File:Advtraumakit.png|48px]]
| |
| [[#Advanced Trauma Kit|'''Advanced Trauma Kit''']]
| |
| |}
| |
| |-
| |
| !{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]
| |
| [[#Syringe Pouch|'''Syringe Pouch''']]
| |
| |Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.
| |
| |-
| |
| !{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]
| |
| [[#Chemist Pouch|'''Chemist Pouch''']]
| |
| |A pouch for carrying glass beakers. It's filled with an empty regular and large beaker. Can be found in the medical doctor's lockers in medbay.
| |
| Contains 2 slots.
| |
| |-
| |
| !{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]
| |
| [[#Vial Pouch|'''Vial Pouch''']]
| |
| |A pouch for carrying glass vials. Can be found in the medical doctor's lockers in medbay.
| |
| Contains 6 slots.
| |
| |-
| |
| !{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]
| |
| [[#Pressurized Pouch|'''Pressurized Pouch''']]
| |
| |A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor's lockers in medbay and in the [[Squad_Medic|Squad Medic's]] '''ColMarTech automated equipment vendors'''.
| |
| Contains 1 slot for an Auto-injector.
| |
| |-
| |
|
| |
|
| !{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]
| | {| border="1" |
| [[#Fuel tank strap pouch|'''Fuel tank strap pouch''']]
| | |+ style="text-align:left;"|'''Motion Tracker Range Modes:''' |
| |Two rings straps that loop around M240 variety napalm tanks. Handle with care.
| | | You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the motion detector and then clicking on ''Toggle Range Mode''. |
| Can be worn by attaching it to a pocket.
| |
| |-
| |
|
| |
|
| !{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]
| | *'''Long Range:''' The motion detector will detect movement on your whole screen and further at a slow rate. |
| [[#Tactical Medical Pouch|'''Tactical Medical Pouch''']]
| |
| |A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.
| |
| Worn by MARSOC Operators.
| |
| Can be worn by attaching it to a pocket.
| |
|
| |
|
| Holds the following:
| | *'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate. |
| {| border="1" class="wikitable style="width: 70%;"
| |
| |[[File:Healthanalyzer.png|48px]]
| |
| [[#Health Analyzer|'''Health Analyzer''']]
| |
| |[[File:Nano-Splint.png|48px]]
| |
| [[#Nano Splints|'''Nano Splints''']]
| |
| |[[File:UpgradedAdvtraumakit.png|48px]]
| |
| [[#Upgraded Advanced Trauma Kit|'''Upgraded Advanced Trauma Kit''']]
| |
| |[[File:UpgradedAdvburnkit.png|48px]]
| |
| [[#Upgraded Advanced Burn Kit|'''UpgradedAdvanced Burn Kit''']]
| |
| |[[File:Bicaridine.png|48px]]
| |
| [[#Bicaridine|'''Bicaridine Injector''']]
| |
| |[[File:Bicaridine.png|48px]]
| |
| [[#Bicaridine|'''Bicaridine Injector''']]
| |
| |[[File:Kelotane.png|48px]]
| |
| [[#Kelotane Injector|'''Kelotane Injector''']]
| |
| |[[File:Emergency_Auto_injector.png|48px]]
| |
| [[#Emergency AutoInjector|'''2 x Emergency AutoInjector''']]
| |
| |[[File:Mini_Extinguisher.png|48px]]
| |
| [[#Mini Fire Extinguisher|'''Mini Fire Extinguisher''']]
| |
| |} | | |} |
|
| |
| |- | | |- |
| !{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:Whistle.png|64px]] |
| [[#Tactical Tool Pouch|'''Tactical Tool Pouch''']]
| |
| |This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.
| |
| Worn by MARSOC Operators.
| |
| Can be worn by attaching it to a pocket.
| |
| | |
| Contains 8 slots.
| |
| Holds the following items below:
| |
| {| border="1" class="wikitable style="width: 80%;"
| |
| |[[File:Screwdriver.png|48px]]
| |
| [[#Screwdriver|'''Screwdriver''']]
| |
| ||[[File:Wirecutters.png|48px]]
| |
| [[#Wirecutters|'''Wirecutters''']]
| |
| ||[[File:Crowbar.png|48px]]
| |
| [[#Crowbar|'''Crowbar''']]
| |
| ||[[File:CableCoils.png|48px]]
| |
| [[#Cable Coils|'''Cable Coils''']]
| |
| ||[[File:Multitool.png|48px]]
| |
| [[#Security Access Tuner|'''Security Access Tuner''']]
| |
| ||[[File:Wrench.png|48px]]
| |
| [[#Wrench|'''Wrench''']]
| |
| ||[[File:C4.png|48px]]
| |
| [[#C4|'''C4 x 2''']]
| |
| |}
| |
| |}
| |
|
| |
|
| =Storage Equipment= | | '''Whistle'''<br> Costs:3 points |
| 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.
| | |style="border: 2px solid black; padding: 5px;"|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it'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. |
| | |
| {| class="wikitable"
| |
| ! style="background-color:#A9A9A9;" width=150|Equipment:
| |
| ! style="background-color:#A9A9A9;" |Description:
| |
| |- | | |- |
| !{{Anchor|Webbing}}[[File:webbing.png|64px]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:JTAC-Pamphlet.png|64px]] |
| [[#Webbing|'''Webbing''']]
| |
| |Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
| |
| It is the standard webbing for most of the '''USCM support personnel'''. Standard Marines can acquire them through their '''ColMarTech Automated Closet'''. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].
| |
| |-
| |
| !{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]
| |
| [[#Black Webbing|'''Black Webbing''']]
| |
| |Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].
| |
| |-
| |
| !{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]
| |
| [[#Brown Webbing Vest|'''Brown Webbing Vest''']]
| |
| |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].
| |
| |-
| |
| !{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]
| |
| [[#M276 Pattern Ammo Load Rig|'''M276 Pattern Ammo Load Rig''']]
| |
| |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.
| |
| It is the standard rig for most of the '''USCM combat personnel''', excluding Engineers and Medics. It is one of the belt options of the '''ColMarTech Automated Closet'''.
| |
| |-
| |
| !{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]
| |
| [[#Shotgun Shell Load Rig|'''Shotgun Shell Load Rig''']]
| |
| |An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the '''ColMarTech Automated Closet'''.
| |
|
| |
|
| | '''JTAC Pamphlet'''<br> Costs:15 points |
| | |style="border: 2px solid black; padding: 5px;"|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars. |
| |- | | |- |
| !{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:Powerloader-Pamphlet.png|64px]] |
| [[#M276 Pattern Knife Rig|'''M276 Pattern Knife Rig''']]
| |
| |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM's more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.
| |
| It is one of the belt options of the '''ColMarTech Automated Closet'''.
| |
| |-
| |
| !{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]
| |
| [[#M276 Pattern M40 HEDP Rig|'''M276 Pattern M40 Grenade Rig''']]
| |
| |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 series of Grenades.
| |
| It is the standard rig for '''Frontline Grenadier Kits'''.
| |
| |-
| |
| !{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]
| |
| [[#M276 Pattern M40 HEDP Rig|'''M276 Pattern M40 Grenade Rig MK.II''']]
| |
| |The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.
| |
| It is the standard rig for '''USCM Heavy Grenadier Specialists'''.
| |
| |-
| |
| !{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]
| |
| [[#M276 Pattern Toolbelt Rig|'''M276 Pattern Toolbelt Rig''']]
| |
| |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 Squad Engineers and Maintenance Technicians to do their work.
| |
| It is the standard rig for '''Squad Engineers'''.
| |
| |-
| |
| !{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]
| |
| [[#M276 Pattern Medical Storage Rig|'''M276 Pattern Medical Storage Rig''']]
| |
| |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 also hold folding medical beds and defibrillators.
| |
| It is one of the standard rigs for '''Combat Medics'''.
| |
| |-
| |
| !{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]
| |
| [[#M276 Pattern Lifesaver Bag|'''M276 Pattern Lifesaver Bag''']]
| |
| |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.
| |
| It is one of the standard rigs for '''Combat Medics'''.
| |
| |-
| |
| !{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]
| |
| [[#M804 Heavy Gunner Rig|'''M804 Heavy Gunner Rig''']]
| |
| |The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner.
| |
| It is found in the M2C Heavy Gunner kit and can only be obtained through '''Requisitions'''.
| |
| |-
| |
| !{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]
| |
| [[#M276 pattern mortar operator belt|'''M276 pattern mortar operator belt''']]
| |
| |A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.
| |
|
| |
|
| Holds 4 mortar shells of any kind and reserves a slot for a pistol.
| | '''Powerloader Certification'''<br> Costs:45 points |
| <!--
| | |style="border: 2px solid black; padding: 5px;"|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader. |
| |- | | |- |
| !{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:Largeshell-pouch.png|64px]] |
| [[#M276 pattern 45-70 loading rig|'''M276 pattern 45-70 loading rig''']]
| |
| |An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.
| |
|
| |
|
| Holds 28 handfuls of 45-70 bullets.
| | '''Large Shotgun Shell Pouch'''<br> Costs:10 points |
| |-
| | |style="border: 2px solid black; padding: 5px;"|{{Large Shotgun Shell Pouch Description}} |
| !{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]
| |
| [[#M276 pattern 45-70 revolver rig|'''M276 pattern 45-70 revolver rig''']]
| |
| |An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.
| |
| | |
| Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.
| |
| -->
| |
| |-
| |
| !{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]
| |
| [[#USCM mortar shell backpack|'''USCM mortar shell backpack''']]
| |
| |A backpack specifically designed to carry ammunition for the M402 mortar.
| |
| | |
| Holds 7 mortar shells of any kind.
| |
| |-
| |
| !{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]
| |
| [[#USCM Lightweight IMP Backpack|'''USCM Lightweight IMP Backpack''']]
| |
| |The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
| |
| Has to be held in one hand to access items inside. Holds 7 normal size items.
| |
| |-
| |
| !{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]
| |
| [[#USCM Technician Welderpack|'''USCM Technician Welderpack''']]
| |
| |{{USCM Technician Welderpack}}
| |
| |-
| |
| !{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]
| |
| [[#USCM Technician Welder-Satchel|'''USCM Technician Welder-Satchel''']]
| |
| |{{USCM Technician Welder-Satchel}}
| |
| |-
| |
| !{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]
| |
| [[#USCM Satchel|'''USCM Satchel''']]
| |
| |A heavy-duty satchel carried by most USCM soldiers.
| |
| It is standard gear for most of the USCM. Holds 5 normal size items.
| |
| |-
| |
| !{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]
| |
| [[#Light Weight Combat Pack|'''Light Weight Combat Pack''']]
| |
| |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.
| |
| It's a standard pack for non-USCM Combat Personal, like the '''[[The Colonial Liberation Front|Colonial Liberation Front]]''' and '''[[The Union of Progressive Peoples|UPP Soldiers]]'''.
| |
| |-
| |
| !{{Anchor|USCM Lightweight Expedition Pack}}[[File:IO_Pack.png|64px]]
| |
| [[#USCM Lightweight Expedition Pack|'''USCM Lightweight Expedition Pack''']]
| |
| |A heavy-duty IMP based backpack that can be slung around the front or to the side, and can quickly be accessed with only one hand. Usually issued to USCM intelligence officers. It is larger than normal sized bags and will hold 7 normal sized items.
| |
| This is the standard issue backpack for '''Intelligence Officers.'''
| |
| |- | |
| !{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]
| |
| [[#M68 Thermal Cloak|'''M68 Thermal Cloak''']]
| |
| |The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. '''A fire extinguisher or acid sprayed at you will make you visible'''. Required to be worn over the M3-S Light Armor and '''equipped like a backpack in your inventory'''. To cloak yourself, go to the Scout tab and click <code>Activate-Cloak</code>, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. '''Worn by USCM Scout Specialists'''
| |
| |-
| |
| !{{Anchor|M3 Sniper's Smock}}[[File:m3snipersmock.png|64px]]
| |
| [[#M3 Sniper's Smock|'''M3 Sniper's Smock''']]
| |
| |A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. '''Worn by USCM Sniper Specialists'''
| |
| |- | |
| !{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]
| |
| [[#Broiler-T flexible refueling system|'''Broiler-T flexible refueling system''']]
| |
| |A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. '''Worn by USCM Pyrotechnician Specialists'''
| |
|
| |
|
| You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.
| |
| |-
| |
| !{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]
| |
| [[#M22 Rocket Bags|'''M22 Rocket Bags''']]
| |
| |Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. '''Worn by USCM Demolition Specialists'''
| |
| |- | | |- |
| !{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]
| | |style="border: 2px solid black; padding: 5px;"|[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]] |
| [[#USCM IMP M63A1 Grenade Satchel|'''USCM IMP M63A1 Grenade Satchel''']]
| |
| |A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.
| |
|
| |
|
| '''Worn by USCM Heavy Grenadier Specialists''' | | '''M276 Pattern Combat Toolbelt Rig'''<br> Costs:15 points |
| |- | | |style="border: 2px solid black; padding: 5px;"| |
| !{{Anchor|USCM Radio Telephone Pack}}[[File:Rtobackpack.png|64px]]
| | The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart. |
| [[#USCM Radio Telephone Pack|'''USCM Radio Telephone Pack''']]
| |
| |A heavy-duty pack, used for telecommunications between central command.
| |
|
| |
|
| Issued to '''Squad Radio Telephone Operators'''
| | Holds 5 slots for tools and the 6th slot is reserved for a sidearm. |
| |-
| |
| !{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]
| |
| [[#Marine Commanding Officer Backpack|'''Marine Commanding Officer Backpack''']]
| |
| |A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander's Locker at round start. Holds more items then a regular backpack.
| |
| |-
| |
| !{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]
| |
| [[#M103 pattern Tank-Ammo rig|'''M103 pattern Tank-Ammo rig''']]
| |
| |The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.
| |
| |-
| |
| !{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]
| |
| [[#USCM Pyrotechnician G4-1 Fuel Tank|'''USCM Pyrotechnician G4-1 Fuel Tank''']]
| |
| |A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.
| |
| Holds 350 units of fuel.
| |
| |-
| |
| !{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]
| |
| [[#UCP3 combat pack|'''UCP3 combat pack''']]
| |
| |A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the '''Union of Progressive Peoples'''
| |
| |} | | |} |
| | | </tab> |
| =Holsters and Scabbards=
| | </tabs> |
| This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.
| |
| | |
| {| class="wikitable"
| |
| ! style="background-color:#A9A9A9;" width=150|Equipment:
| |
| ! style="background-color:#A9A9A9;" |Description:
| |
| |-
| |
| !{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]
| |
| [[#Shoulder Holster|'''Shoulder Holster''']]
| |
| |A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their '''ColMarTech Automated Closet'''.
| |
| Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.
| |
| |-
| |
| !{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]
| |
| [[#M276 Pattern General Pistol Holster Rig|'''M276 Pattern General Pistol Holster Rig''']]
| |
| |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
| |
| It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for '''Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]'''.
| |
| |-
| |
| !{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]
| |
| [[#M276 Pattern SU-6 Smart Pistol Holster Rig|'''M276 Pattern SU-6 Smart Pistol Holster Rig''']]
| |
| |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the '''Experimental Trooper Kit'''
| |
| |-
| |
| !{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]
| |
| [[#M276 Pattern M44 Holster Rig|'''M276 Pattern M44 Holster Rig''']]
| |
| |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.
| |
| It is one of the uncommon rigs inside '''USCM Cargo Vendors, in the Marine Prep Vendors''', or standard issue for the '''[[Requisitions Officer]]'''.
| |
| |-
| |
| !{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]
| |
| [[#M802 Pattern Smartgunner Rig|'''M802 Pattern Smartgunner Rig''']]
| |
| |The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.
| |
| It is issued to [[Squad_Smartgunner|'''USCM Squad Smartgunners''']] and can be found in their vendors.
| |
| |-
| |
| !{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]
| |
| [[#M276 Pattern M82F flare gun holster rig|'''M276 Pattern M82F flare gun holster rig''']]
| |
| |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
| |
| |-
| |
| !{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]
| |
| [[#Type 41 Pistol Holster Rig|'''Type 41 Pistol Holster Rig''']]
| |
| |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.
| |
| It is the standard rig for '''[[Union of Progressive Peoples Commandos|UPP Officers]]'''.
| |
| |-
| |
| !{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]
| |
| [[#M276 Pattern M39 Holster Rig|'''M276 Pattern M39 Holster Rig''']]
| |
| |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't a very common sight and is only specially issued.
| |
| It is one of the uncommon rigs inside '''USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.'''.
| |
| |-
| |
| !{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]
| |
| [[#L44 M37A2 Scabbard|'''L44 M37A2 Scabbard''']]
| |
| |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.
| |
| It is one of the scabbards inside '''USCM Cargo Vendors, or in the Marine Prep Vendors'''.
| |
| |-
| |
| ![[File:H5_pattern_M2132_machete_scabbard.png|64px]]
| |
| {{Anchor|H5 Pattern M2132 Machete Scabbard}}
| |
| [[#H5 Pattern M2132 Machete Scabbard|'''H5 Pattern M2132 Machete Scabbard''']]
| |
| |A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).
| |
| It is one of the scabbards inside '''USCM Cargo Vendors, or in the Marine Prep Vendors'''. They all start with machetes inside.
| |
| |}
| |
| | |
| =Support Equipment=
| |
| This is a list of equipment to aid Marines during the operation.
| |
| | |
| {| class="wikitable"
| |
| ! style="background-color:#A9A9A9;" width=150|Equipment:
| |
| ! style="background-color:#A9A9A9;" |Description:
| |
| |-
| |
| ![[File:Tactical_Binoculars.png|64px]]
| |
| | |
| [[#Tactical Binoculars|'''Tactical Binoculars''']]
| |
| |{{Anchor|Tactical Binoculars}}
| |
| | |
| 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. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
| |
| | |
| {| border="1"
| |
| |+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
| |
| |
| |
| | |
| *'''Rangefinder Mode:''' After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for '''Mortars''' and '''Orbital Bombardments'''
| |
| | |
| *'''CAS Mode:''' 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.
| |
| |} | | |} |
| |-
| | </center> |
| ![[File:Range_Finders.png|64px]]
| | ---- |
|
| |
|
| [[#Range Finders|'''Range Finders''']]
| | ==Equipment and Gear== |
| |{{Anchor|Range Finders}}
| | === Metal and Sandbags === |
| | At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. Plasteel is an expensive but very resistant material at your disposal. More can be purchased at your equipment closet or as supplies start trickling in through the ASRS, you may be able to acquire more. Don't hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round. |
|
| |
|
| A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
| | ==Linking Plasteel Barricades [[File:Plasteel Barricade.gif]] == |
|
| |
|
| |-
| | You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work. Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver. If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine). |
| !{{Anchor|M94 Marking Flare Pack}}
| |
| [[File:M94FlarePack.png|64px]]
| |
|
| |
|
| [[#M94 Marking Flare Pack|'''M94 Marking Flare Pack''']] | | == In the field == |
| |
| | === Power and T-Comms === |
| A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.
| | Upon the first deployment, you are likely to be tasked to either [[Guide_to_Engineering#Power_Duty|fixing the Power]], [[Guide_to_Engineering#Portable_Telecommunications|building the Portable Telecommunications Tower]] or FOB duty. |
| |-
| | <br> |
| !{{Anchor|M89 Marking Flare Pack}}
| |
| [[File:M89 Signal FlarePack.png|64px]] | |
|
| |
|
| [[#M89-S SignalFlare Pack|'''M89-S Signal Flare Pack''']] | | === Overcoming obstacles === |
| | | | * [[File:Crowbar.png|32px]] Use a crowbar to pry open powered down doors. |
| A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.
| | * [[Guide_to_Engineering#Hacking|Hack]] doors to open previously locked passageways. If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open. |
| |- | | * [[File:C4.png|32px]] C4 doors/walls if you don't have time to hack/deconstruct. |
| ![[File:Motion_Detector.gif|64px]]
| | * Disassembling windows ([[File:screwdriver.png|32px]]->[[File:crowbar.png|32px]]->[[File:screwdriver.png|32px]]) and window frames ([[File:Wrench.png|32px]]) |
| | <br> |
|
| |
|
| [[#Motion Detector|'''Motion Detector''']] | | === Lighting up the place === |
| |{{Anchor|Motion Detector}}
| | * [[Guide_to_Engineering#APC_Maintenance|Fix the APC's]] and replace broken lights with the light replacer along the way as you advance.+ |
| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or '''Z''' (in hotkey mode). You can switch modes with Alt+Click.
| | * Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal. Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally. |
| | <br> |
| | ==== Floodlight Repair ==== |
| | While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]]), the aliens will have most likely broken floodlights around the place which you'll need to fix. To fix a floodlight you'll want to use the following steps: |
|
| |
|
| | [[File:Broken_Floodlight.png|48px]] = [[File:Screwdriver.png|48px|link=|Screwdriver]] -> [[File:Crowbar.png|48px|link=|Crowbar]] -> [[File:Welder.gif|48px|link=|Welder]] -> [[File:CableCoils.png|48px|link=|Cable Coil]] -> [[File:Screwdriver.png|48px|link=|Screwdriver]] |
| | * Emergency Floodlights can be unwrenched and be moved around. |
| | <br> |
|
| |
|
| {| border="1"
| | === [[File:SentryGun.png|64px]] Deploying your defensive structure [[File:Tesla-Coil.png|64px]] === |
| |+ style="text-align:left;"|'''Motion Detector Range Modes:'''
| | When you hit the field, you'll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat. |
| | You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the motion detector and then clicking on ''Toggle Range Mode''.
| | Simply take the defensive structure in your hand and click on it while it's in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the "Object" tab if you want to prevent non-technicians turning it off. You can easily pick it up with a Security Access Tuner [[File:Multitool.png|32px]] as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench [[File:Wrench.png|32px]]. |
|
| |
|
| *'''Long Range:''' The motion detector will detect movement on your whole screen and further at a slow rate.
| | ==== [[File:SentryLaptop.png|64px]] Using the Sentry Laptop ==== |
| | Once you've deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner [[File:Multitool.png|32px]] on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop. |
|
| |
|
| *'''Short Range:''' The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
| |
| |}
| |
| |-
| |
|
| |
|
| ![[File:Data_Detector.png|64px]]
| | When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it. |
|
| |
|
| [[#Data Detector|'''Unused Data Detector''']] | | === Make use of vendors === |
| |{{Anchor|Data Detector}}
| | * [[File:Wrench.png|32px]] Use a wrench to move useful vendors like medical vendor to a FOB then hack [[File:Multitool.png|32px]] them to allow medics and marines to vendor the items. |
| The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or '''Z''' (in hotkey mode). This item was used by Intelligence Officers while CM was using the DEFCON system.
| |
| You can't find it on the game anymore unless the admin spawned it.
| |
| You can switch modes with Alt+Click.
| |
|
| |
|
| {| border="1"
| | === Securing flanks/supply route === |
| |+ style="text-align:left;"|'''Data Detector Range Modes:'''
| | It's crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply might be limited under certain circumstance so you can't barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that can Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they can potentially block bullets as well, resulting in a potential cover for aliens. |
| | You can cycle through two different range modes, '''Long Range''' and '''Short Range''' by right clicking the Data Detector and then clicking on ''Toggle Range Mode''.
| |
|
| |
|
| *'''Long Range:''' The Data Detector will detect movement on your whole screen and further at a slow rate.
| | Your flanks are a vital part of your frontlines, FOBs and supply lines. |
| | The enemy will always try to find a way to breach your vulnerable locations and pick off your fellow team mates. |
| | If you think they can breach into your vulnerable flanks or supply lines, secure it. |
| | <br> |
|
| |
|
| *'''Short Range:''' The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate. | | == In the Front == |
| |} | | This is where the combat technician shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all. |
| | * Build the barricades inward for more firing space and bigger kill zone |
| | * Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat) |
| | * Distant the barricades to enemies' nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat |
| | * Build the barricades with marines standing one tile behind in mind |
| | <br> |
| | {| style="border: 2px solid black; |
| | ! style="background-color:orange;"|'''Barricade Layout:''' |
| | ! style="background-color:orange;"|'''Description:''' |
| |- | | |- |
| | |style="border: 2px solid black; padding: 5px;" |[[File:Killingzone.png|400px]] |
| | |style="border: 2px solid black; padding: 5px;" |The original barricade line makes a small chokepoint which can't effectively utilise the full power of the marines in the area; to fix this the barricade defence could've been constructed on the <span style="color:red">'''red line'''</span> to allow for additional marines to fire or even further back on the <span style="color:DeepSkyBlue">'''blue line'''</span> to use the xenos cover against them and create a two tile chokepoint that will expose them to more gunfire, while also keeping the defending marines at a safe distance. |
| | <br> |
| | ✔ Large kill zone. |
|
| |
|
| ![[File:Whistle.png]]
| | ✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit |
|
| |
|
| [[#Whistle|'''Whistle''']]
| | ✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push) |
| |{{Anchor|Whistle}}
| |
| 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'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.
| |
| |-
| |
|
| |
|
| ![[File:Fulton_Device.png]]
| | ✔ Marines standing one tile behind the barricaded position so they can't be slashed but can still hold the barricade itself. |
| | |
| [[#Fulton Device|'''Fulton Device''']]
| |
| |{{Anchor|Fulton Device}}
| |
| | |
| 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.
| |
| There are 20 uses in the stack.
| |
| |- | | |- |
| | | |style="border: 2px solid black; padding: 5px;" |[[File:Inward3.png|400px]] |
| ![[File:MB-6 Folding Barricade.png]]
| | |style="border: 2px solid black; padding: 5px;" |<span style="color:darkred">'''This is an example of what not to do when constructing a barricade position.'''</span> |
| | | By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat. |
| [[#MB-6 Folding Barricade|'''MB-6 Folding Barricade''']]
| |
| |{{Anchor|MB-6 Folding Barricade}}
| |
| | |
| 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.
| |
| | |
| '''Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.'''
| |
| |- | |
| | |
| ![[File:Gasmask.png]]
| |
| | |
| [[#Gas Mask|'''Gas Mask''']]
| |
| |{{Anchor|Gas Mask}} | |
| Gas masks are available in ColMarTech Automated Closets for all marines. It is currently purely cosmetic.
| |
| |-
| |
| | |
| ![[File:cotablet.png]]
| |
| | |
| [[#Command Tablet|'''Command Tablet''']]
| |
| |{{Anchor|Command Tablet}}
| |
| A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.
| |
| |-
| |
| | |
| ![[File:Rtobackpack.png]]
| |
| | |
| [[#IMP Frame Mount|'''IMP Frame Mount''']]
| |
| |{{Anchor|IMP Frame Mount}}
| |
| A wearable bell tower that slows down any enemy that gets within a 5x5 tile range around the user.
| |
| Takes up the backpack slot.
| |
| |- | | |- |
| | | |style="border: 2px solid black; padding: 5px;" |[[File:Inward4.png|400px]] |
| ![[File:Rtobackpack.png]]
| | |style="border: 2px solid black; padding: 5px;" |<span style="color:darkgreen">'''This is an example of what you should do when constructing a barricade position.'''</span> |
| | | By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through. |
| [[#JIMP Frame Mount|'''JIMP Frame Mount''']]
| |
| |{{Anchor|JIMP Frame Mount}}
| |
| A wearable flag that provides a small speed and accuracy buff for anyone that gets within a 5x5 tile range around the user.
| |
| Takes up the backpack slot.
| |
| |} | | |} |
| | <br> |
| | === Frontline FOB/Outpost === |
| | A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn't need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted. |
| | <br><br> |
|
| |
|
| =USCM Military Clothing= | | === Secured barricade line === |
| This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.
| | Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind. |
| | <br><br> |
|
| |
|
| {| class="wikitable"
| | === Unsecured barricades === |
| ! style="background-color:#A9A9A9;" width=150|Clothing:
| | Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines' push, you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile. |
| ! style="background-color:#A9A9A9;" |Description:
| | <br><br> |
| |-
| | === Barricade as marines push === |
| !{{Anchor|USCM Hypersleep Underwear}}
| | Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it's much safer to build it just behind the front then move them to the front (See [[Combat_Technician#Fortifications_of_the_Trade|this table]] for how to move barricades). |
| [[File:Cryo_uniform.png|64px]]
| | <br><br> |
| | |
| [[#USCM Hypersleep Underwear|'''USCM Hypersleep Underwear''']]
| |
| |A simple outfit worn by USCM personnel during hypersleep. Makes you feel drowsy and slower while wearing.
| |
| '''Find an actual uniform and change out.'''
| |
| |-
| |
| !{{Anchor|USCM Marine Uniform}}
| |
| [[File:jumpsuit.png|64px]] | |
|
| |
|
| [[#USCM Marine Uniform|'''USCM Marine Uniform''']] | | === Robotic limbs repairing === |
| |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel. | | Target the damaged limb while on assist intent and use: |
| Compatible with-
| | * [[File:Welder.gif|32px]] Blowtorch for brute damage. |
| | * [[File:CableCoils.png|32px]] Cable coils for burn damage. |
| | <br> |
|
| |
|
| M3-L Pattern Light Armor (Light Standard),
| | == FOB Duty == |
| M3 Pattern Personal Armor (Medium Standard),
| | As a Combat Technician on FOB duty, you'll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you'll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round. |
| M3-H Pattern Heavy Armor (Heavy Standard),
| | <br><br> |
| B12 Pattern Personal Armor (Squad Leader),
| |
| M3-S Light Armor (Scout),
| |
| M3-T Light Armor (Demolitionist),
| |
| M45 Pattern Ghillie Armor (Sniper),
| |
| M35 Armor (Pyrotechnic),
| |
| M3-G4 Grenadier Armor (Grenadier), and
| |
| M56 Combat Harness (Squad Gunner)
| |
| |-
| |
| !{{Anchor|MARSOC Tactical Operator Uniform}}
| |
| [[File:MARSOC Uniform.png|64px]]
| |
|
| |
|
| [[#MARSOC Tactical Operator Uniform|'''MARSOC Tactical Operator Uniform''']] | | The [[Guide to construction|Construction]] page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for a combat technician to build around the FOB, or elsewhere. |
| |A black uniform for elite Marine operators. So this is where all their money goes.
| | <br><br> |
| Compatible with-
| | === Principles === |
|
| |
|
| MARSOC M3 Pattern Armor,
| | [[File:CargoCadeBypassed.png|160px|thumb|link=http://cm-ss13.com/wiki/images/6/62/CargoCadeBypassed.png|Ghost and see where isn't vital after FOB has fallen]][[File:LVLZbreached.png|160px|thumb|link=http://cm-ss13.com/wiki/images/3/3a/LVLZbreached.png|''One breach is all it takes'']] |
| M3-L Pattern Light Armor (Light Standard),
| | [[File:3plasteeloverkill.png|160px|thumb|''One is enough'']] |
| M3 Pattern Personal Armor (Medium Standard),
| | [[File:Block3.png|160px|thumb|''Fancy and bad''|link=http://cm-ss13.com/wiki/images/b/b7/Block3.png]] |
| M3-H Pattern Heavy Armor (Heavy Standard),
| | [[File:cade pain.png|160px|thumb|''Too close together, boilers will hit them all at once'']] |
| B12 Pattern Personal Armor (Squad Leader),
| |
| M3-S Light Armor (Scout),
| |
| M3-T Light Armor (Demolitionist),
| |
| M45 Pattern Ghillie Armor (Sniper),
| |
| M35 Armor (Pyrotechnic),
| |
| M3-G4 Grenadier Armor (Grenadier), and
| |
| M56 Combat Harness (Squad Gunner)
| |
| |- | |
| !{{Anchor|Requisitions Officer Uniform}}
| |
| [[File:requisition_officer_suit.png|64px]] | |
|
| |
|
| [[#Requisitions Officer Uniform|'''Requisitions Officer Uniform''']] | | ==== You don't always need a mega FOB ==== |
| |A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.
| | LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, ambush xenos are likely to focus on marine's unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to [[Combat_Technician#Securing_flanks.2Fsupply_route|secure flanks/supply route]]. |
| Compatible with-
| |
|
| |
|
| M2 Pattern Officer Armor
| | ==== Barricade where enemy can't bypass ==== |
| |-
| | While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades where they don't matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does matter. |
| !{{Anchor|Marine Intelligence Officer Uniform}}
| |
| [[File:intel_officer_uniform.png|64px]]
| |
|
| |
|
| [[#Marine Intelligence Officer Uniform|'''Marine Intelligence Officer Uniform''']]
| | ==== It is the weakest point that matters ==== |
| |Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&D team five days to develop. It is more expensive than the entire Almayer...probably.
| | It doesn't matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted. |
| Compatible with-
| |
|
| |
|
| XM4 Pattern Intel Armor
| |
| |-
| |
| !{{Anchor|Staff Officer Uniform}}
| |
| [[File:staff_officer_uniform.png|64px]]
| |
|
| |
|
| [[#Staff Officer Uniform|'''Staff Officer Uniform''']] | | ==== Use materials wisely ==== |
| |A uniform worn by commissioned officers of the USCM. Do the corps proud.
| | [[Requisitions#Engineering|Plasteel is expensive]], $4,000 for 30 plasteel (3 doors) vs. $2,000 for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line. |
| Compatible with-
| |
|
| |
|
| M2 Pattern Officer Armor
| | A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by |
| |- | | * [[File:Welder.gif|32px]] Use blowtorch on the vents/doors. ([[File:Goggles.png]] Flip down before you start.) |
| !{{Anchor|Chief Engineer Uniform}}
| | * [[File:Wrench.png|32px]] Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays '''don't''' block Runner). |
| [[File:chief_engineer_uniform.png|64px]] | | * Then build barricades behind them if it's high threat and if you can spare the supplies. |
|
| |
|
| [[#Chief Engineer Uniform|'''Chief Engineer Uniform''']]
| |
| |A uniform for veteran military engineer. Often found covered in oil or engine grease.
| |
| Compatible with-
| |
|
| |
|
| M2 Pattern Officer Armor
| | ====Putting cades close together isn't usually a good idea==== |
| |-
| | Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can't get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack. |
| !{{Anchor|Executive Officer Uniform}}
| |
| [[File:executive_officer_uniform.png|64px]]
| |
|
| |
|
| [[#Executive Officer Uniform|'''Executive Officer Uniform''']]
| | ---- |
| |A uniform typically worn by a first-lieutenant Executive Officer in the USCM.
| |
| Compatible with-
| |
|
| |
|
| M2 Pattern Officer Armor
| | ===FOB Construction Quick Tips=== |
| | ====Barricade Placement==== |
| | {| style="border: 2px solid black; |
| | ! style="background-color:orange;"|Barricade Placement |
| | ! style="background-color:orange;"|Description |
| |- | | |- |
| !{{Anchor|Commander Uniform}}
| | |style="border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]] |
| [[File:commander_uniform.png|64px]] | | |style="border: 2px solid black;| |
| | <span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span> |
|
| |
|
| [[#Commander Uniform|'''Commander Uniform''']]
| | In the picture on the left, you'll see that the aliens can hit the barricade without being shot due to its forward position and as such the alien will be able to break through and kill that marine with ease. |
| |The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.
| |
| Compatible with-
| |
| | |
| M2 Pattern Officer Armor
| |
| |- | | |- |
| !{{Anchor|Vehicle Crewman Officer Uniform}}
| | |style="border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]] |
| [[File:tank_crewman_uniform.png|64px]] | | |style="border: 2px solid black;| |
| | <span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span> |
|
| |
|
| [[#Vehicle Crewman Officer Uniform|'''Vehicle Crewman Officer Uniform''']]
| | To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot aliens who are attacking them. |
| |A uniform worn by commissioned officers of the USCM. Do the corps proud.
| | |} |
| Compatible with-
| | <br> |
|
| |
|
| M3 Pattern Tanker Armor
| | ====Barbed Wire==== |
| |}
| | [[File:Barbed_Wire.png|32px]]'''Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself. |
| | | <br> |
| =Miscellaneous Clothing= | | {| style="border: 2px solid black; |
| Other pieces of clothing that may or may not be found elsewhere.
| | ! style="background-color:orange;"|Barbed Wire Tactics |
| | | ! style="background-color:orange;"|Description |
| {| class="wikitable" | |
| ! style="background-color:#A9A9A9;" width=150|Clothing: | |
| ! style="background-color:#A9A9A9;" |Description: | |
| |- | | |- |
| !{{Anchor|Heat absorbent coif}}[[File:Heat_absorbent_coif.png|64px]]
| | |style="border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]] |
| [[#Heat absorbent coif|'''Heat absorbent coif''']]
| | |style="border: 2px solid black;| In the picture you'll see that the combat technician was killed due to the alien being able to pounce over the barricade. |
| |A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.
| |
| | |
| Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs.
| |
| Spawns at the ''Automated Closet'' as Standard Equipment if the map is '''Sorokyne Strata''' or '''Corsat'''. Otherwise available at the '''Surplus Uniform Vendor'''.
| |
| |- | | |- |
| !{{Anchor|Combat Boots}}[[File:Boots.png|64px]]
| | |style="border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]] |
| [[#Combat Boots|'''Combat Boots''']]
| | |style="border: 2px solid black;| |
| |Standard issue combat boots used by the USCM for combat situations.
| | Due to the combat technician placing barbed wire onto the barricades the alien was unable to jump over. |
| | |} |
| | <br> |
|
| |
|
| '''Worn by [[Marines|USCM Marines]]'''
| | ====FOB Space==== |
| | {| style="border: 2px solid black; |
| | ! style="background-color:orange;"|How To: Fob Space |
| | ! style="background-color:orange;"|Description |
| |- | | |- |
| !{{Anchor|SWAT Mask}}[[File:swat_mask.png|64px]]
| | |style="border: 2px solid black;|[[File:BadFOBspace.png|thumb|left]] |
| [[#SWAT Mask|'''SWAT Mask''']]
| | |style="border: 2px solid black;| |
| |A close-fitting tactical mask that can be connected to an air supply.
| | <span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span> |
| Can be ordered by '''Cargo'''
| |
|
| |
|
| | In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to: |
| | *Friendly fire. |
| | *Shuffling of positions. |
| | *Preventing wounded marines from entering. |
| | *Hindering the movement of supplies. |
| |- | | |- |
| !{{Anchor|M8 pattern armored balaclava}}[[File:PMC mask.png|64px]]
| | |style="border: 2px solid black;|[[File:Goodmovement.png|195px|thumb|left]] |
| [[#M8 pattern armored balaclava|'''M8 pattern armored balaclava''']]
| | |style="border: 2px solid black;| |
| |An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.
| | <span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span> |
|
| |
|
| '''Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]''' | | In the picture you'll see that the FOB has ample space to move which means: |
| | *The reduction of friendly fire. |
| | *Less shuffling of positions. |
| | *Ease of access for wounded traffic. |
| | *Free movement of supplies. |
| | |} |
| | <br> |
|
| |
|
| | ====Fixing Breaches in Defences==== |
| | {| style="border: 2px solid black; |
| | ! style="background-color:orange;"|Fixing Defensive Breaches |
| | ! style="background-color:orange;"|Description |
| |- | | |- |
| !{{Anchor|M8 pattern armored balaclava}}[[File:PMC SL Mask.png|64px]]
| | |style="border: 2px solid black;|[[File:Bad breaches.png|200px|thumb|left]] |
| [[#M8 pattern armored balaclava|'''M8 pattern armored balaclava''']]
| | |style="border: 2px solid black;| |
| |An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.
| | <span style="color:darkred">'''This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span> |
|
| |
|
| '''Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]''' | | In the picture you'll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly and will give you less time to react if multiple Aliens decide to push the defensive line. |
|
| |
|
| |- | | |- |
| !{{Anchor|UPP armored commando balaclava}}[[File:UPP Mask.png|64px]]
| | |style="border: 2px solid black;|[[File:FIXINGBREACHES.png|200px|thumb|left]] |
| [[#UPP armored commando balaclava|'''UPP armored commando balaclava''']]
| | |style="border: 2px solid black;| |
| |An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.
| | <span style="color:green">'''This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span> |
|
| |
|
| '''Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]''' | | In the picture you'll see that it shows the optimal way of repairing a breach in your defenses if Aliens are nearby. |
| | <br> |
| | <br> |
| | '''To perform this fixing maneuver, you'll want to:''' |
| | *Build (or unsecure for redeployment) a barricade a few tiles back, |
| | *[[File:Screwdriver.png|32px]]Screwdriver the freshly built barricade, |
| | *[[File:Wrench.png|32px]]Wrench it, to allow it to be moved, |
| | *Pull the barricade ''(Ctrl + Click or open up the right click menu)'' and then pull it to the tile below you ''(By clicking on the tile)'', and then finally the breached tile as demonstrated in the photo. |
| | * Wrench then screwdriver the barricade to secure it again. |
| | <br> |
| | This will force the aliens to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it's weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable. |
| |} | | |} |
| | <br> |
|
| |
|
| =Military Helmets= | | ====Misc. FOB tips==== |
| A list of helmets which are paired with Military Armor.
| | {| style="border: 2px solid black; |
| | | ! style="background-color:orange;"|Fob Tips |
| {| style="width: 76%; border: none"
| | ! style="background-color:orange;"|Description |
| |style="width: 100%; vertical-align: top;" |
| |
| <tabs>
| |
| <tab name="USCM">
| |
| | |
| {| style="border: 2px solid black; class="mw-collapsible" | |
| ! style="background-color:#A9A9A9; width:150px;"|'''Helmets:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | |style="border: 2px solid black;|[[File:windows.png|187px|thumb|left]] |
| | |style="border: 2px solid black;| |
| | In the picture you'll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades. |
| | <br> |
| | '''Windows as a defence:''' |
| | *Provides no firing lines |
| | *Weak |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"|[[File:M10_pattern_marine_helmet.png|64px]]
| | '''In summary, avoid using them as a defence.''' |
| [[#M10 Pattern Marine Helmet|'''M10 Pattern Marine Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"| 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's actions from aboard the Almayer.
| |
| | |
| | |
| '''Addendum''': "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.
| |
| {{M10 Pattern Marine Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M10_technician_helmet.png|64px]]
| |
| [[#M10 Technician Helmet|'''M10 Technician Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"| A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.
| |
| {{M10 Pattern Marine Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M11Helm.png|64px]]
| |
| [[#M11 Pattern Leader Helmet|'''M11 Pattern Leader Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"| A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain.
| |
| {{M11 Pattern Leader Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3-S_helmet.png|64px]]
| |
| [[#M3-S Helmet|'''M3-S Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A custom helmet from the M3 series designed to be lightweight and used for recon missions.
| |
| This helmet is worn by the '''[[Squad Specialist#Scout_Loadout|Scout Specialist]]'''.
| |
| {{M10 Pattern Marine Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:Ghillie-Coif.png|64px]]
| |
| [[#M45 Ghillie Helmet|'''M45 Ghillie Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.
| |
| This helmet is worn by the '''[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]'''.
| |
| {{M45 Ghille Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M35_Helmet.png]]
| |
| [[#M35 Helmet|'''M35 Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A custom helmet from the M3 series designed to be highly flame retardant.
| |
| This helmet is worn by the '''[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]'''.
| |
| {{M10 Pattern Marine Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:B-18_helmet,_2.png|64px]]
| |
| [[#M3-G4 Helmet|'''M3-G4 Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.
| |
| This helmet is worn by the '''[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]'''.
| |
| {{M3-G4 Grenadier Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:MP_Helmet.png|64px]]
| |
| [[#Riot Helmet|'''Riot Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|It's a helmet specifically designed to protect against close range attacks. It covers your ears.
| |
| It's worn by the '''[[Military Police]]''' during riot situations.
| |
| {{Riot Helmet Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M50_Tanker_Helmet.png|64px]]
| |
| [[#M50 Tanker Helmet|'''M50 Tanker Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|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 '''[[Vehicle_Crewman|Vehicle Crewmen]]'''.
| |
| {{M50 Tanker Helmet Stats}}
| |
| | |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M30_Tactical_Helmet.png|64px]]
| |
| [[#M30 Tactical Helmet|'''M30 Tactical Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to '''[[Pilot_Officer|Pilot Officers]]'''.
| |
| {{M30 Tactical Helmet Stats}}
| |
| | |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:B-18_helmet,_2.png|64px]]
| |
| [[#B18 Helmet|'''B18 Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.
| |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| {{B18 Helmet Stats}}
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;"|[[File:XM12 Pattern Intel Helmet.png|64px]] | | |style="border: 2px solid black;|[[File:Frontnotbehind.png|thumb|left]] |
| [[#XM12 Pattern Radio Operator Helmet|'''XM12 Pattern Radio Operator Helmet''']]
| | |style="border: 2px solid black;| If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don't block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades do nothing to hinder the aliens' attack. |
| | |
| |style="border: 2px solid black; padding: 5px;"|An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work. | |
| Issued to '''[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]'''.
| |
| {{XM12 Pattern Radio Operator Helmet Stats}}
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;"|[[File:MARSOC Helmet.png|64px]] | | |style="border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]] |
| [[#M10 Pattern MARSOC Helmet|'''M10 Pattern MARSOC Helmet''']]
| | |style="border: 2px solid black;| |
| | | Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't heavily damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades. Note that if a barricade is too damaged, you will be unable to fix it. |
| |style="border: 2px solid black; padding: 5px;"|A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs. | | <br> |
| This helmet is worn by the '''MARSOC Operators'''.
| | <br> |
| {{M10 Pattern MARSOC Helmet Stats}}
| | '''Each time you repair a barricade, it will consume one unit of welder fuel.''' |
| |}
| |
| | |
| </tab> | |
| <tab name="PMC and Commando"> | |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Helmets:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |style="border: 2px solid black;|[[File:Alighdoors.png|thumb|left]] |
| |style="border: 2px solid black; padding: 5px;"|[[File:PMC-Cap.png|64px]] | | |style="border: 2px solid black;| |
| [[#PMC Tactical Cap|'''PMC Tactical Cap''']]
| | Align the plasteel barricades to reduce traffic jam. |
| | |
| |style="border: 2px solid black; padding: 5px;"|A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by '''PMC Standards''' and '''PMC Medics'''
| |
| {{PMC Tactical Cap Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:PMC-Sniper-Helmet.png|64px]]
| |
| [[#PMC Sniper Helmet|'''PMC Sniper Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A helmet worn by '''PMC Marksmen'''.
| |
| {{PMC Sniper Helmet}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:PMC-Beret.png|64px]]
| |
| [[#PMC Beret|'''PMC Beret''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by '''PMC Team Leaders'''.
| |
| {{PMC Tactical Cap Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:PMC-Gunner-Helmet.png|64px]] | |
| [[#PMC_Gunner_Helmet|'''PMC Gunner Helmet''']]
| |
| |style="border: 2px solid black; padding: 5px;"|A helmet designed for PMC Smartgunners. This one is tailored for the '''PMC Smartgunners'''.
| |
| {{PMC Gunner Helmet}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:CommandoHelmet.png|64px]]
| |
| [[#M5X Helmet|'''M5X Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.
| |
| {{M5X Helmet Stats}}
| |
| |}
| |
| | |
| </tab>
| |
| <tab name="UPP">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Helmets:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |style="border: 2px solid black;|[[File:Doortoside.png|thumb|left]] |
| |style="border: 2px solid black; padding: 5px;"|[[File:UM4Helm.png|64px]] | | |style="border: 2px solid black;| |
| [[#UM4 Helmet|'''UM4 Helmet''']]
| | Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering. [[File:Middle_door_traffic_jam.gif|frame]] |
| | |
| |style="border: 2px solid black; padding: 5px;"|A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM's M10 Pattern Marine Helmet. | |
| This armor is worn by the '''UPP soldiers'''.
| |
| {{UM4 Helmet stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:UPP-Armored-Cap.png|64px]]
| |
| [[#Armored UPP Cap|'''Armored UPP Cap''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity.
| |
| This armor is worn by the '''UPP Medics''' and '''UPP Covert Operatives'''.
| |
| {{UPP Cap/beret stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:UH7Helm.png|64px]]
| |
| [[#UH7 Helmet|'''UH7 Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A skirted helmet designed for use with the UM/UH system. Worn by the UPP's elite '''Specialist''' soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man's B18 helmet.
| |
| This armor is worn by the and '''UPP Minigunner'''.
| |
| {{UH7 Helmet stats}}
| |
| |- | | |- |
| | | |style="border: 2px solid black;|[[File:Maze_barricades_bad.png|thumb|left]] |
| |style="border: 2px solid black; padding: 5px;"|[[File:UPP Beret.png|64px]] | | |style="border: 2px solid black;| |
| [[#UPP Beret|'''UPP Beret''']]
| | Maze-like barricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel. |
| | |
| |style="border: 2px solid black; padding: 5px;"|Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. | |
| This armor is worn by the '''UPP Squad Leaders''' and '''UPP Covert Operative Squad Leaders'''.
| |
| {{UPP Cap/beret stats}}
| |
| |} | | |} |
| </tab>
| |
| <tab name="Freelancer">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Helmets:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |-
| |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"|[[File:Freelancer-Cap.png|64px]]
| | ==Fortifications of the Trade== |
| [[#Armored Freelancer Cap|'''Armored Freelancer Cap''']]
| | {{main|Guide to Construction#Defences}} |
| | | {| class="wikitable" |
| |style="border: 2px solid black; padding: 5px;"|A sturdy freelancer's cap. More protective than it seems. | | !Fortification |
| This armor is worn by the '''Freelancer Mercenaries''', if they can afford it.
| | !Material |
| {{Armoured Freelancer Cap stats}}
| | !Function |
| |- | | |- |
| | |[[File:Handrail.png]]<br>'''Hand Rail''' |
| | |2 Metal [[File:Metal.png]] |
| | |A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it. |
| | '''To remove reinforced plate''' : [[File:Crowbar.png|32px]], |
| | '''To unsecure''': [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]]), |
| | '''Deconstruct''': [[File:Wrench.png|32px]] -> [[File:Screwdriver.png|32px]] |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"|[[File:Freelancer-Beret.png|64px]]
| |
| [[#Freelancer Armored Beret|'''Freelancer Armored Beret''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|A sturdy freelancer's beret. More protective than it seems. For the use of making sure your Freelancers know who's in charge of the team. That should be you by the way.
| |
| This armor is worn by the '''Freelancer Mercenary Leaders'''.
| |
| {{Armoured Freelancer Cap stats}}
| |
| |}
| |
| </tab>
| |
| <tab name="CLF and Civilian">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Helmets:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |[[File:Snow_barricade.png|64px]]<br>'''Snow Barricade''' |
| |style="border: 2px solid black; padding: 5px;"|[[File:ArmoredCowl.png|64px]]
| | |3 Snow Piles[[File:Snow_pile.png|64px]] |
| [[#Armored Militia Cowl|'''Armored Militia Cowl''']]
| | |A very weak barricade constructed from snow piles with a snow shovel. It's better than thin air at least. |
| | | '''Deconstruct''': [[File:Snow_shovel.png|32px]] Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged). |
| |style="border: 2px solid black; padding: 5px;"|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.
| |
| This armor is worn by the '''Colonial Liberation Front'''.
| |
| {{Armoured Cowl stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:Bucket Helmet.png|64px]]
| |
| [[#Bucket|'''Bucket''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the "front". Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the '''Colonial Liberation Front'''.
| |
| {{Armoured Cowl stats}}
| |
| |}
| |
| </tab>
| |
| <tab name="Special/Miscellaneous ">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Helmets:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |[[File:WoodenBarricade.png|64px]]<br>'''Wood Barricade''' |
| |style="border: 2px solid black; padding: 5px;"|[[File:Dutch-Dozens-Helmet.png]]
| | |10 Wooden Planks [[File:Planks.png|64px]] |
| | | |Used for a hasty defense against aliens. Mostly seen prespawned. Can be repaired with additional wooden planks at ''any'' damaged condition. |
| [[#Dutch's Dozen Helmet|'''Dutch's Dozen Helmet''']]
| | '''Deconstruct:''' Bash the wooden barricade to break it. Give back 3 wooden planks [[File:Planks.png]]. |
| |style="border: 2px solid black; padding: 5px;"|A protective helmet worn by some seriously experienced mercs.
| |
| This helmet is worn by the [https://cm-ss13.com/wiki/Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| '''Dutches Dozen's Mercenaries''']. And thus, '''this is only available through admin events'''
| |
| {{Dutch's Frozen Helmet stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:Dutch-Dozens-Cap.png]] | |
| | |
| [[#Dutch's Dozen Cap|'''Dutch's Dozen Cap''']]
| |
| |style="border: 2px solid black; padding: 5px;"|A protective cap worn by some seriously experienced mercs. Worn by Dutch himself. | |
| This cap is worn by the [https://cm-ss13.com/wiki/Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| '''Dutches Dozen's Mercenaries''']. And thus, '''this is only available through admin events'''
| |
| {{Dutch's Frozen Helmet stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:HEFA Helmet.png|64px]]
| |
| [[#HEFA Helmet|'''HEFA Helmet''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|For some reason, seeing this helmet causes you to feel extremely distressed.
| |
| ''Wait a minute, there's a button on the helmet...''
| |
| This helmet is worn by the '''HEFA Knights'''. One helmet is found in '''Fiorina - Science Annex'''.
| |
| {{HEFA Helmet stats}}
| |
| |}
| |
| </tab>
| |
| </tabs>
| |
| |}
| |
| | |
| =Military Armor=
| |
| A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.
| |
| | |
| {| style="width: 76%; border: none"
| |
| |style="width: 100%; vertical-align: top;" |
| |
| <tabs>
| |
| <tab name="USCM">
| |
| | |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Armor:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | |[[File:Metal_Barricade.png|64px]]<br>'''Metal Barricade''' |
| | |44 Metal[[File:Metal.png]] |
| | |The most common among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged. |
| | '''To unsecure:''' [[File:Screwdriver.png|32px]] -> [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -> [[File:Screwdriver.png|32px]]) |
| | '''Deconstruct:''' [[File:Screwdriver.png|32px]] -> [[File:Wrench.png|32px]] -> [[File:Crowbar.png|32px]] |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"|[[File:M3_light_armor.png|64px]]
| | ''To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.'' |
| [[#M3-L Pattern Light Armor|'''M3-L Pattern Light Armor''']]
| |
| |style="border: 2px solid black; padding: 5px;"| A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
| |
| {{M3-L Pattern Light Armor Stats}}
| |
| |-
| |
| | |
| | |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]]
| |
| [[#M3 Pattern Personal Armor|'''M3 Pattern Personal Armor''']]
| |
| |style="border: 2px solid black; padding: 5px;"|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.
| |
| | |
| | |
| '''Addendum''': "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.
| |
| {{M3 Pattern Personal Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3_heavy_armor.png|64px]]
| |
| [[#M3-H Pattern Heavy Armor|'''M3-H Pattern Heavy Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user's guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.
| |
| {{M3-H Pattern Heavy Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:B12_Pattern_Personal_Armour.png|64px]]
| |
| [[#B12 Pattern Personal Armor|'''B12 Pattern Personal Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A lightweight suit of carbon fiber body armor built for quick movement. This one is specifically made for the Squad Leaders. Slightly better than the average M3 Pattern Personal Armor.
| |
| {{B12 Pattern Personal Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3-S_light_armor.png|64px]]
| |
| [[#M3-S Light Armor|'''M3-S Light Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|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.
| |
| This armor is worn by the '''[[Squad Specialist#Scout_Loadout|Scout Specialist]]'''
| |
| {{M3-S Light Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3-T_Light_Armour.png|64px]]
| |
| [[#M3-T Light Armor|'''M3-T Light Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A custom set of M3 armor designed for users of long ranged explosive weaponry.
| |
| This armor is worn by the '''[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]'''
| |
| {{M3-T Light Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3-Sniper-Armor.png]]
| |
| [[#M45 Pattern Ghillie Armor|'''M45 Pattern Ghillie Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|{{M45 Pattern Ghillie Armour}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M35 Armour.png]]
| |
| [[#M35 Armor|'''M35 Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|{{M35 Armour Description}}
| |
| This armor is worn by the '''[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]'''.
| |
| {{M35 Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3G4_Grenadier_Armour.png|64px]]
| |
| [[#M3-G4 Grenadier Armor|'''M3-G4 Grenadier Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by '''[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]'''
| |
| {{M3-G4 Grenadier Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M2_Pattern_Personal_Armour.png|64px]]
| |
| [[#M2 Pattern Personal Armor|'''M2 Pattern MP Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.
| |
| This armor is worn by the '''[[Military Police]]'''.
| |
| {{M2 Pattern Personal Armor Stats}}
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Warden_Armour.png|64px]]
| | |[[File:Metal_Barricade_Reinforced.png|64px]]<br>'''Metal Barricade Reinforced ''' |
| [[#M3 Pattern Warden Armor|'''M3 Pattern Warden Armor''']]
| | |2 Metal[[File:Metal.png]] |
| | |An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged. |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"| A well-crafted suit of M3 Pattern Armor typically distributed to Wardens.
| |
| This armor is worn by the '''[[Warden]]'''.
| |
| {{M2 Pattern Personal Armor Stats}}
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Chief_MP_Armour.png|64px]]
| | |[[File:Metal_Barricade_Anti_Acid.png|64px]]<br>'''Metal Barricade Bio-hazard Resistant''' |
| [[#M3 Pattern Chief MP Armor|'''M3 Pattern Chief MP Armor''']]
| | |2 Metal[[File:Metal.png]] |
| | |An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged. |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"| A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge.
| |
| This armor is worn by the '''[[Chief MP]]'''.
| |
| {{M2 Pattern Personal Armor Stats}}
| |
| |- | | |- |
| |style="border: 2px solid black; padding: 5px;"|[[File:Riot Armour.png|64px]]
| | |[[File:Metal_Barricade_Anti_Explosion.png|64px]]<br>'''Metal Barricade Explosion Resistant''' |
| [[#Riot Armor|'''Riot Armor''']]
| | |2 Metal[[File:Metal.png]] |
| | | |An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged. |
| |style="border: 2px solid black; padding: 5px;"|A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits. | |
| * Does not have a shoulder light.
| |
| * Cannot hold items.
| |
| This armor is worn by the '''[[Military Police]]''' in riot situations. Also found in the Marshall's Office armory of Solaris Ridge and Prison Station.
| |
| {{Riot Armor Stats}}
| |
| |-
| |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"|[[File:M56_Combat_Harness.png|64px]]
| |
| [[#M56 Combat Harness|'''M56 Combat Harness''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.
| |
| This armor is worn by '''[[Squad Smartgunner|Squad Smartgunners]]'''.
| |
| {{M56 Combat Harness Stats}}
| |
| |-
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Officer_Armor.png|64px]]
| |
| [[#M2 Pattern Officer Armor|'''M2 Pattern Officer Armor''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|A well-crafted suit of M2 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. The '''[[Commanding Officer]]''' has a special set in the CIC armory.
| |
| This armor is worn by '''[[Staff Officer|Staff Officers]]''' and the '''[[Executive Officer|Executive Officer]]'''.
| |
| {{M2 Pattern Officer Armor Stats}}
| |
| |-
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Tanker_Armor.png|64px]]
| |
| [[#M3 Pattern Tanker Armor|'''M3 Pattern Tanker Armor''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|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.
| |
| This armour is worn by '''[[Vehicle Crewman| Vehicle Crewmen]]'''.
| |
| {{M3 Pattern Tanker Armor Stats}}
| |
| |-
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|[[File:B18_Experimental_Personal_Armour.png|64px]]
| |
| [[#B18 Experimental Personal Armor|'''B18 Experimental Personal Armor''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|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 "Create-Injector". Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts.
| |
| '''Not available during normal gameplay. Only available during admin events.'''
| |
| {{B18 Experimental Personal Armor Stats}}
| |
| |-
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|[[File:XM4 Pattern Intel Armor.png|64px]]
| |
| [[#XM4 Pattern Radio Operator Armor|'''XM4 Pattern Radio Operator Armor''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by '''[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]'''
| |
| {{XM4 Pattern Intel Armor Stats}}
| |
| |-
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|[[File:M3-VL Pattern Vest Armor.png|64px]]
| |
| [[#M3-VL Pattern Vest Armor|'''M3-VL Pattern Vest Armor''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.
| |
| {{M3-VL Pattern Vest Armor Stats}}
| |
| |-
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|[[File:MARSOC M3 Pattern Armor.png|64px]]
| |
| [[#MARSOC M3 Pattern Armor|'''MARSOC M3 Pattern Armor''']]
| |
|
| |
| |style="border: 2px solid black; padding: 5px;"|A heavily customized suit of M3 armor. Used by MARSOC operators.
| |
| {{MARSOC M3 Pattern Armor Stats}}
| |
| |}
| |
|
| |
| </tab>
| |
| <tab name="PMC and Commando">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:150px;"|'''Armor:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |[[File:Sandbag_Full.png|64px]]<br>'''Sandbags''' |
| |style="border: 2px solid black; padding: 5px;"|[[File:M4_Pattern_PMC_Armour.png|64px]]
| | |5 Sandbags[[File:Sandbag_Empty.png|64px]] |
| [[#M4 Pattern PMC Armor|'''M4 Pattern PMC Armor''']]
| | |Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag's maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags. |
| | | '''Deconstruct:''' [[File:Entrenching_Tool_Unfolded.png|32px]] Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged). |
| |style="border: 2px solid black; padding: 5px;"|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. | |
| This armor is worn by most '''Weyland Yutani PMC personnel'''.
| |
| {{M4 Pattern PMC Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M4_Pattern_PMC_Sniper_Armour.png|64px]]
| |
| [[#M4 Pattern PMC Sniper Armor|'''M4 Pattern PMC Sniper Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the '''PMC Sniper''' and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.
| |
| This armor is worn by most '''Weyland Yutani PMC Snipers'''.
| |
| {{M4 Pattern PMC Sniper Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:PMC_M56_Combat_Harness.png|64px]]
| |
| [[#PMC_M56_Combat_Harness|'''PMC M56 Combat Harness''']]
| |
| |style="border: 2px solid black; padding: 5px;"|A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. This one is tailored for the '''PMC Smartgunners'''.
| |
| {{PMC M56 Combat Harness Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:M4_Pattern_PMC_Leader_Armour.png|64px]]
| |
| [[#M4 Pattern PMC Leader Armor|'''M4 Pattern PMC Leader Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer.
| |
| This armor is worn by most '''Weyland Yutani PMC Team Leaders'''.
| |
| {{M4 Pattern PMC Leader Armor Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:X-13_Apesuit.png|64px]]
| |
| | |
| [[#M5X Exoskeleton Armor|'''M5X Exoskeleton Armor''']]
| |
| |style="border: 2px solid black; padding: 5px;"|A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.
| |
| {{M5X Exoskeleton Armor Stats}}
| |
| |}
| |
| | |
| </tab>
| |
| <tab name="UPP">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Armor:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |[[File:Plasteel_barricade.png|64px]]<br>'''Plasteel Barricade''' |
| |style="border: 2px solid black; padding: 5px;"|[[File:UM5_Personal_Armor.png|64px]]
| | |8 Plasteel[[File:Plasteel.png]] |
| [[#UM5 Personal Armor|'''UM5 Personal Armor''']]
| | |Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged. |
| | | '''To unsecure:''' [[File:Screwdriver.png|32px]] -> [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -> [[File:Screwdriver.png|32px]]) '''Deconstruct:''' [[File:Screwdriver.png|32px]] -> [[File:Wrench.png|32px]] -> [[File:Crowbar.png|32px]] |
| |style="border: 2px solid black; padding: 5px;"|The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives. | |
| This armor is worn by the '''UPP soldiers'''.
| |
| {{UM5 Personal Armor Stats}}
| |
| |- | |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:UH7_Heavy_Plated_Armor.png|64px]] | |
| [[#UH7 Heavy Plated Armor|'''UH7 Heavy Plated Armor''']] | |
| | |
| |style="border: 2px solid black; padding: 5px;"|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'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.
| |
| This armor is worn by the '''UPP Officers''' and '''UPP Minigunner'''.
| |
| {{UH7 Heavy Plated Armor Stats}}
| |
| | |
| |} | |
| </tab>
| |
| <tab name="Freelancer">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Armor:''' | |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |[[File:Foldable cade FIXED (SORRY).png|64x64px]]<br>'''Folding Metal Barricade''' |
| |style="border: 2px solid black; padding: 5px;"|[[File:Cuirass.png|64px]]
| | |6 Metal[[File:Metal.png]] |
| [[#Freelancer Cuirass|'''Freelancer Cuirass''']]
| | |A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path. |
| | |
| |style="border: 2px solid black; padding: 5px;"|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's ranks produce these vests at about one a month. | |
| This armor is worn by the '''Freelancer Mercenaries'''.
| |
| {{Freelancer Cuirass Stats}}
| |
| | |
| |}
| |
| </tab>
| |
| <tab name="CLF and Civilian">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Armor:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | | |[[File:Barbed_Wire.png|64px]]<br>'''Barbed Wire''' |
| |style="border: 2px solid black; padding: 5px;"|[[File:Hauberk.png|64px]]
| | |1 Metal[[File:Metal.png]] |
| [[#Colonial Militia Hauberk|'''Colonial Militia Hauberk''']]
| | |Can be added to barricades prevent them from being pounced and climbed over. Damages mobs that melee attack without a weapon. '''Deconstruct:''' [[File:Wirecutters.png|32px]] Use wirecutter to remove Barbed Wire from barricade. |
| | |
| |style="border: 2px solid black; padding: 5px;"|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.
| |
| This armor is worn by the '''Colonial Liberation Front'''.
| |
| {{Colonial Militia Hauberk Stats}}
| |
| | |
| |- | |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:CLF Partial Haurberk.png|64px]]
| |
| [[#Colonial Militia Partial Hauberk|'''Colonial Militia Partial Hauberk''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.
| |
| This armor is worn by the '''Colonial Liberation Front'''.
| |
| {{Colonial Militia Partial Hauberk Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:CLF Brace.png|64px]]
| |
| [[#Colonial Militia Brace|'''Colonial Militia Brace''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.
| |
| This armor is worn by the '''Colonial Liberation Front'''.
| |
| {{Colonial Militia Brace Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:CLF Vest.png|64px]]
| |
| [[#Colonial Militia Vest|'''Colonial Militia Vest''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.
| |
| This armor is worn by the '''Colonial Liberation Front'''.
| |
| {{Colonial Militia Vest Stats}}
| |
| |-
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|[[File:Bulletproof_vest.png|64px]]
| |
| [[#Bulletproof Vest|'''Bulletproof Vest''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the '''Colonial Liberation Front'''.
| |
| {{Bulletproof Vest Stats}}
| |
| |}
| |
| </tab>
| |
| <tab name="Special/Miscellaneous ">
| |
| {| style="border: 2px solid black; class="mw-collapsible"
| |
| ! style="background-color:#A9A9A9; width:130px;"|'''Armor:'''
| |
| ! style="background-color:#A9A9A9;"|'''Description:'''
| |
| |- | | |- |
| | |[[File:Wall.png]]<br>'''Wall''' |
| | |12 Metal [[File:Metal.png]] |
| | |Used to fully block off an area. See [[Guide to construction]] for how to construct and deconstruct. |
| | |} |
| | [[File:Foldable cade.png|thumb]] |
| | <br> |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"|[[File:D2_armored_vest.png]] | | == Your Skillset == |
| | | {{MarineSkills |
| [[#D2 Armored Vest|'''D2 Armored Vest''']]
| | |firearms=1 |
| |style="border: 2px solid black; padding: 5px;"|A protective vest worn by some seriously experienced mercs. | | |endurance=1 |
| This armor is worn by the [https://cm-ss13.com/wiki/Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| '''Dutches Dozen's Mercenaries''']. And thus, '''this is only available through admin events'''
| | |engineering=2 |
| {{D2 Armored Vest Stats}}
| | |construction=2 |
| |-
| | |vehicles=1 |
| | |jtac=1 |
| | }} |
|
| |
|
| |style="border: 2px solid black; padding: 5px;"|[[File:HEFA Knight Armor.png|64px]]
| | To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. |
| [[#HEFA Knight Armor|'''HEFA Knight Armor''']]
| |
| | |
| |style="border: 2px solid black; padding: 5px;"|A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight.
| |
| This armor is worn by the '''HEFA Knights'''. And thus, '''this is only available through admin events'''.
| |
| {{HEFA Knight Armor Stats}}
| |
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| |style="border: 2px solid black; padding: 5px;"|[[File:Image Goes Here.png|64px]]
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| |
| |style="border: 2px solid black; padding: 5px;"|Generic description goes here. This will extend the box so there's no need for extra spaces.
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| -->
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| |}
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| </tab>
| |
| </tabs>
| |
| |}
| |
|
| |
|
| [[Category:Weapons]] | | == Guides == |
| [[Category:Attachments]] | | * [https://cm-ss13.com/forums/showthread.php?8424-Guide-to-Engineer-2021-edition-(By-Karl) Guide To Engineer] by Stan_albatross on 08 Aug 2021, updated on 14 Nov 2021 |
| | * [https://cm-ss13.com/forums/showthread.php?3757 On FOB Duty] by RNGPriest on 07 Nov 2019 |
| | * [http://cm-ss13.com/viewtopic.php?f=135&t=16412 A couple tactically sensible 'cade layout tips] by FreeStylaLT on 25 Feb 2018 |
| | * [http://cm-ss13.com/viewtopic.php?f=94&t=15018 The Field Engineer Commandments] by Surrealistik on 01 Oct 2017, updated 07 Aug 2018 |
| | * [http://cm-ss13.com/viewtopic.php?f=94&t=14084 <nowiki>[WIP]</nowiki> Useful FOB engineering 101] by Challenger on 22 Jul 2017 |