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Colonial Marines Mentor.
Colonial Marines Mentor.
__TOC__
"''I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! 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
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.
=Standard Marine Weapons=
The marines get the choice of five weapons. They range from a pistol to a heavy M41A. The marines are equipped with guns for any situation they encounter, no matter what the threat will be. When using any weapon it is best to aim for the chest. This is because in case you accidentally hit a marine with a stray bullet they will take less damage. On a side note, aiming for the head only increases damage against ravagers. Unless you are 1v1ing a ravager, always aim at the chest because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor penetration. It is only effective against armored foes. Using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans. All of the standard marine weapons listed here (with the exception of the M44 Revolver) comes either in standard variant or snow variant.
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Weapon:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:m4a3.png|64px]]<br>M4A3 Service Pistol
|This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. All '''[[Staff Officer|Staff Officers]]''' start with one, including 2 Extended Magazines and a Hollowpoint Magazine.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo M4A3 Standard Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo M4A3 Extended Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo  M4A3 Armour Piercing Magazine]  | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo M4A3 Hollowpoint Magazine]  | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo  M4A3 Incendiary Magazine]
|-
![[File:44magnum.png|64px]]<br>M44 Revolver
|This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3. It uses .44 rounds and holds 7 bullets. The '''[[Executive Officer]]''' is issued with one.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo  M44 Speed Loader] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo  M44 Marksman Speed Loader]  | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo  M44 PW-MX Speed Loader]
|-
![[File:m39.png|64px]]<br>M39 Submachine Gun
|This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm SMG rounds, and holds 48 bullets. This weapon can also load armour piercing, extended, and incendiary ammunition. Has burst-fire capabilities.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Extended Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Armour Piercing Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Incendiary Magazine]
|-
![[File:m41a.png|64px]]<br>M41A Mk2 Pulse Rifle
|This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue weapon. The M41A must be held in two hands to fire. It uses 10mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments.
There are also extended magazines available. Has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Extended Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Armour Piercing Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Incendiary Magazine]
|-
![[File:Shotgun.png|64px]]<br>M37A2 Pump Shotgun
|Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.
It uses shotgun slugs or buckshot shells and can hold 8 rounds plus a 9th in the chamber. You can take out a handful (5) shell into your hand and use these to rapidly reload your shotgun. Its highly recommended you set up a macro to pump your shotgun.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Slug Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Buckshot Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Incendiary Slug Rounds]
|-
![[File:knife.png|64px]]<br>M11 Combat Bayonet
|A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.
|-
![[File:Machete.png|64px]]<br>M2132 Machete
|Latest issue of the USCM Machete. Unlike the Combat Bayonet, this cannot 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. It's only available in Cargo's munition vendors.
|}
==Standard Marine Ammo==
===Pistol Ammo===
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammunition:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M4A3mag.png|32px]]<br>M4A3 Magazine
|Holds twelve (12) 9mm pistol rounds.
|-
![[File:M4A3mag.png|32px]]<br>M4A3 Extended Magazine
|Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
|-
![[File:M4A3-AP-mag.png|32px]]<br>M4A3 Armour Piercing Magazine
|Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
|-
![[File:M4A3mag.png|32px]]<br>M4A3 Hollow Point
|Holds twelve (12) 9mm pistol rounds.  Has lower overall penetration but better damage.
|-
![[File:M4A3-Incen-mag.png|32px]]<br>M4A3 Incendiary Magazine
|Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
|-
![[File:M44SL.png|32px]]<br>M44 Speed Loader
|Holds seven (7) .44 rounds.
|-
![[File:M44-MM-SL.png|32px]]<br>M44 Marksman Speed Loader
|Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.
|-
![[File:M44-HR-SL.png|32px]]<br>M44 PW-MX speed Loader
|Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.
|}
===Submachine Gun Ammo===
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammunition:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M39mag.png|32px]]<br>M39 Magazine
|Holds forty eight (48) 10x20mm rounds.
|-
![[File:M39mag.png|32px]]<br>M39 Extended Magazine
|Holds forty eight (48) 10x20mm rounds.
|-
![[File:M39-AP-mag.png|32px]]<br>M39 Armour Piercing Magazine
|Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
|-
![[File:M39-Incen-mag.png|32px]]<br>M39 Incendiary Magazine
|Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
|}
===Rifle Ammo===
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammunition:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M41Amag.png|32px]]<br>M41A Magazine
|Holds forty (40) 10mm rifle rounds.
|-
![[File:M41Amag.png|32px]]<br>M41A Extended Magazine
|Holds sixty (60) 10mm rifle rounds.
|-
![[File:M41A-AP-mag.png|32px]]<br>M41A Armour Piercing Magazine
|Holds forty (40) 10mm AP rifle rounds. Has better armor penetration, but lower overall damage.
|-
![[File:M41A-Incen-mag.png|32px]]<br>M41A Incendiary Magazine
|Holds forty (40) 10mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
|}
===Shotgun Ammo===
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammunition:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:slugbox.png|32px]]<br>Slug Rounds
|Single Slug Projectile. Effective in ranged combat. Armor piercing. Lesser damage.
|-
![[File:buckbox.png|32px]]<br>Buckshot Rounds
|Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
|-
![[File:incinbox.png|32px]]<br>Incendiary Slug Rounds
|Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armory.
|}
=Specialist Marine Weapons=
These marine weapons are weapons, or weapon systems, that only the Specialist has access to.
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Weapon:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M42A_Scoped_rifle.png|64px]]<br>M42A Scoped Rifle
|'''Scout or Sniper Loadout''' only. 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. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine. A very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Sniper_Rifle_Ammo M42A Marksman Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Sniper_Rifle_Ammo M42A Flak Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Sniper_Rifle_Ammo  M42A Incendiary Magazine]
|-
![[File:GrenadeLauncher.png|64px]]<br>M92 Grenade Launcher
|'''Heavy Grenadier Loadout''' only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Grenade_Launcher_Ammo M40 HEDP Grenade]  | [http://www.colonial-marines.com/wiki/Marine_Equipment#Grenade_Launcher_Ammo M15 Fragmentation Grenade] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Grenade_Launcher_Ammo M40 HIDP Incendiary Grenade] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Grenade_Launcher_Ammo Smoke Grenade]
|-
![[File:SADAR.png|64px]]<br>SADAR
|'''Demolitionist Loadout''' only. A reloadable, single shot rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Rocket_Launcher_Ammo High Explosive (HE) Rocket] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rocket_Launcher_Ammo Anti-Armor (AA or AP) Rocket] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rocket_Launcher_Ammo Phosphorous (PHS) Rocket]
|}
==Specialist Marine Ammo==
===Sniper Rifle Ammo===
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammunition:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M42Amag.png|32px]]<br>M42A Marksmen Magazine
|Holds seven (7) 10x28mm Caseless sniper rounds.
|-
![[File:M42Amag.png|32px]]<br>M42A Flak Magazine
|Holds seven (7) 10x28mm Flak sniper rounds.
|-
![[File:M42Amag.png|32px]]<br>M42A Incendiary Magazine
|Holds seven (7) 10x28mm Incendiary sniper rounds. Will set ablaze any and all targets hit with this round.
|}
===Grenade Launcher Ammo===
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammunition:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M40 HEDP.png|64px]]<br>M40 HEDP Grenade
|Exploding in a 3x3 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! The specialist has these grenades in their vendors at round start.
|-
![[File:Grenade.png|64px]]<br>M15 Fragmentation Grenade
|An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP. Available in explosives crates.
|-
![[File:incingrenade.png|64px]]<br>M40 HIDP Incendiary Grenade
|Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back. Engineers and Specialists start with 2 of these in their vendors at round start.
|-
![[File:Smoke_grenade.png|64px]]<br>M40 HSDP Smoke Grenade
|Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
|}
===Rocket Launcher Ammo===
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammunition:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:SADAR_HE.png|64px]]<br>High Explosive (HE) Rocket
|Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets.
|-
![[File:SADAR_AP.png|64px]]<br>Anti-Armor (AA or AP) Rocket
|Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armoured targets.
|-
![[File:SADAR_PHS.png|64px]]<br>Phosphorous (PHS) Rocket
|Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armoured targets.
|}
=Restricted Marine Weapons=
These marine weapons are uncommon and usually are only used by specialists, high ranking marine officers or select personal.
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Weapon:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:m4a3Commander.png|64px]]<br>M4A3 Commander Pistol
|Unique variant of the M4A3 issued and only used by the [[Commander]]. Has a unique sprite but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds and an AP magazine can be found in the Commander's quarters.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo M4A3 Standard Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo M4A3 Extended Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo  M4A3 Armour Piercing Magazine]  | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo M4A3 Hollowpoint Magazine]  | [http://www.colonial-marines.com/wiki/Marine_Equipment#Pistol_Ammo  M4A3 Incendiary Magazine]
|-
![[File:88m4.png|64px]]<br>88 Mod 4
|A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst. Typically used by Sniper Specialists employing the usage of the Scout Loadout, or the [[Corporate Liaison]] for self defence. It is also a standard sidearm for [[Weyland-Yutani_PMCs|Weyland-Yutani PMC]] soldiers.
<big>'''Ammunition:'''</big> 9mm Magazine | 9mm Armour Piercing Magazine
|-
![[File:SmartGun.png|64px]]<br>M56 Smartgun
|'''Smartgunner''' only, it's also available inside the Commander's secure box inside the Command Armoury. The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. 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 even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading.
<big>'''Ammunition:'''</big> M56 Power Pack
|-
![[File:wytacshotgun.png|64px]]<br>Tactical Shotgun
|A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher.<br>Can be found in the [[Military Police]] armoury and Combat Information Centre's armoury.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Slug Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Buckshot Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Incendiary Slug Rounds]
|-
![[File:Flamethrower.png|64px]]<br>M240 Incinerator Unit
|Capable of shooting flames by lighting welding fuel or the custom napalm manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Xenos and Marines alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave.<br>In the right hands this is a powerful weapon. The tank can be refuelled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line.<br>Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.
<big>'''Ammunition:'''</big> M240 Incinerator Tank
|-
![[File:m41ae2.png|64px]]<br>M41AE2 Heavy Pulse Rifle
|Currently undergoing field testing, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This means it is also capable of loading their (smaller) magazines in a pinch. <br> It can be ordered from Cargo via the '''WY Weapons Crate'''.
<big>'''Ammunition:'''</big> 10x24mm M41AE2 Magazine
|-
![[File:M4RA.png|64px]]<br>M4RA Battle Rifle
|An advanced prototype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round. It can also be used in burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines.<br> It can be ordered in '''WY weapon crates''' ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.
<big>'''Ammunition:'''</big> A19 High Velocity Magazine | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Extended Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Armour Piercing Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Incendiary Magazine]
|-
![[File:m41amk1.png|64px]]<br>M41A Mk1 Pulse Rifle
|An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among [[Mercenaries|mercenary groups]] and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2.<br> Three rifles can be found in the command armoury on the Almayer.
<big>'''Ammunition:'''</big> 10x24mm M41A MK1 Magazine
|}
==Explosives==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Explosive:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M40 HEDP.png|64px]]<br>M40 HEDP Grenade
|Exploding in a 3x3 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! The specialist has these grenades in their vendors at round start.
|-
![[File:Grenade.png|64px]]<br>M15 Fragmentation Grenade
|An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP. Available in explosives crates.
|-
![[File:incingrenade.png|64px]]<br>M40 HIDP Incendiary Grenade
|Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back. Engineers and Specialists start with 2 of these in their vendors at round start.
|-
![[File:c4.png|64px]]<br>C4
|C4 is typically issued to Squad Leaders, Specialists and Engineers. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only 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. Engineers start with 4 per vendor, Specialists start with 2 in their vendor and squad leaders start with 1 per vendor.
|}
= Restricted Defensive Marine Equipment =
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Defensive Equipment:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:SentryGun.png|64px]]<br>Sentry Gun
|These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target hit. The tracking system is capable of identifying a non-marine from a marine and fire at it.  Firing options are three round burst fire and single shot. They are capable of firing in a directional cone or 360 degrees around the turret. Directional mode engages targets faster than 360 mode.
'''How to construct it:''' Open the crate, Take the Plasteel out, activate it in hand and select the turret frame. Wrench turret frame in place, add cable, add turret, add sensor, add metal, weld together, add battery (try to put in a High-Capacity one rather than the standard one that comes in the box), Click on turret to turn on.
|-
![[File:M56D.png|64px]]<br>M56D Mounted Smartgun
|These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high brute damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D.
'''How to toggle burst fire:''' Ctrl click the M56D before manning it, when you next hop on it'll use burst fire.
'''How to construct it:''' Place the M56D mount on the ground, click and drag from the mount onto your character. Make sure it's on the ground, then anchor it with a wrench, then load the gun with a magazine. Mount the gun and then screwdriver it. Wrench to rotate and screwdriver to disassemble into mount and gun.
|}
=Ammo Boxes=
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Ammo Box:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:Big_Ammo_Box_10mm.png |64px]]<br>10mmAmmo Box
|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 1000 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M41A magazines.
'''Note:'''
*To reload a 10mm mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
*Keep in mind you can't fill Armour piercing mags with this ammo box.
|-
![[File:Big_Ammo_Box_9mm.png |64px]]<br>10x20mm Ammo Box
|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 800 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 magazines.
'''Note:'''
*To reload a 10x20mm mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
*Keep in mind you can't fill Armour piercing mags with this ammo box.
|}
= Mercenary or Black Ops Equipment =
Any equipment listed here is non-exhaustive. This list details classified or otherwise weapons or equipment employed by mercenary and black op teams.
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Weapon:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:ScoutRifle.png|64px]]<br>M42c Anti-Tank Rifle
|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 W-Y personnel to use it. This weapon is limited to ten supersonic rifle rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.<br>It is the standard sniper rifle for '''Weyland-Yutani PMC snipers'''.
<big>'''Ammunition:'''</big> M42c Magazine
|-
![[File:MAR.png|64px]]<br>MAR-40 Battle Rifle
|While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment. It gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.<br>It is one of the standard rifles for '''[[Freelancer Mercenaries]]''', '''Dutch's Dozen''' and '''[[The Iron Bears]]'''.
<big>'''Ammunition:'''</big> 7.62x39mm Heavy Rifle Magazine
|-
![[File:PPSh-17b.png|64px]]<br>PPSh-17b SMG
|Very outdated weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.<br>It is the standard SMG for '''Iron Bear soldiers'''.
<big>'''Ammunition:'''</big> 7.62x25mm PPSh 17b Magazine
|-
![[File:m41a2.png|64px]]<br>M41A/2 Battle Rifle
|Slightly more powerful variant of the M41A Pulse Rifle. This rifle deals slightly more damage per rifle bullet.<br>It is the standard rifle for '''Weyland-Yutani PMC Officers''' and '''W-Y Commando Units'''.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Extended Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Armour Piercing Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Rifle_Ammo M41A Incendiary Magazine]
|-
![[File:m39white.png|64px]]<br>M39B/2 SMG
|A more versatile SMG variant. This SMG uses specially issued 48 round armour piercing SMG magazines, making the SMG far more viable to use against armoured hostile targets. It can also use standard 48 round SMG magazines. It has an ID tracker to prevent non W-Y personnel to use it.<br>It is the standard SMG for '''Weyland-Yutani PMC Standards''', in addition, more can be found in the armory of Big-Red.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Extended Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Armour Piercing Magazine] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Submachine_Gun_Ammo M39 Incendiary Magazine]
|-
![[File:Vp78.png|64px]]<br>VP-78 Pistol
|A massive, formidable automatic handgun chambered in 9mm rounds. Commonly seen in the hands of wealthy Weyland Yutani members. In addition, this sidearm has 3-burst capabilities.
It is a standard sidearm for Weyland-Yutani PMC Officers, it can be found elsewhere.
<big>'''Ammunition:'''</big> 9mm VP-78 Magazine
|-
![[File:Pk9.png|64px]]<br>Korovin PK-9 Pistol
|An updated variant of an old Russian design, dating back to from the 19th century. It holds 12 9mm pistol rounds inside the extended magazine. It also features an integrated silencer.<br>It is one of the standard sidearms for '''Iron Bear soldiers'''.
<big>'''Ammunition:'''</big> 9mm Korovin PK-9 Magazine
|-
![[File:Mateba.png|64px]]<br>Mateba Revolver
|Uses .454 caliber rounds and holds 6 heavy pistol rounds in the chamber. The Mateba revolver is a very powerful revolver capable of knocking down any human it hits, it also has burst-fire capabilities.<br>It is available to the '''Iron Bears Sergeant''' and '''Weyland-Yutani Commando Units''' as their standard sidearm.
<big>'''Ammunition:'''</big> .454 Mateba Speed Loader
|-
![[File:Svd.png|64px]]<br>SVD Dragunov-033 Sniper Rifle
|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 it's finely crafted in 2133 by someone probably illiterate. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.<br>It is a standard Sniper Rifle for the '''Iron Bear soldiers'''.
<big>'''Ammunition:'''</big> 7.62x54mm SVD Magazine
|}
= Miscellaneous Equipment =
A list of miscellaneous weapons and equipment that can be found in one of many unique scenarios. These items are either non-standard weapons of the USCM or are random non-specific weapons found throughout known Human space.
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Weapon:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:Spearhead_autorevolver.png|64px]]<br>CMB Spearhead AutoRevolver
|Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals.<br> Can be found in both LV-624 and in Big-Red. More can be ordered by the '''Blackmarket crate'''.
<big>'''Ammunition:'''</big> .357 CMB Speedloader
|-
![[File:Kt42.png|64px]]<br>KT-42 Automag
|Uses .44 rounds and holds 7 pistol rounds per mag.<br>It is one of the standard sidearms for '''Iron Bear soldiers'''.
<big>'''Ammunition:'''</big> .44 KT-42 Magazine
|-
![[File:Skorpion.png|64px]]<br>Skorpion Machine Pistol
|Uses .32 ACP caliber rounds. Holds 20 bullets.
<big>'''Ammunition:'''</big> .32 ACP Skorpion Magazine
|-
![[File:Mp27.png|64px]]<br>MP27 SMG
|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.<br>Can be found inside the Big-Red's Administration Armoury.
<big>'''Ammunition:'''</big> 4.6x30mm MP27 Magazine
|-
![[File:FP9000.png|64px]]<br>FN FP9000 Assault Rifle
|A classic Bullpup design assault rifle. Which is an archaic design, but one that's stood the tests of time. Uses 5.7x28mm amour piercing ammo and holds 50 rounds.<br>More can be ordered by the '''Blackmarket crate'''.
<big>'''Ammunition:'''</big> 5.7x28mm FN Magazine | 5.7x28mm FN Armour Piercing Magazine
|-
![[File:Desert_Eagle.png|64px]]<br>Vintage Desert Eagle
|A mag holds 7 rounds, uses .50 heavy pistol bullets. Comes in standard and gold plated.<br>It is the main sidearm of the '''Freelancer Mercenaries Captain'''. More can be ordered by the '''Blackmarket crate'''.
<big>'''Ammunition:'''</big> .50 Desert Eagle Magazine
|-
![[File:hgshot.png|64px]]<br>HG Pump Shotgun
|Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces.<br>Can be found on the both planets LV-624 and Big-Red. More can be ordered by the '''Blackmarket crate'''.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Slug Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Buckshot Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Incendiary Slug Rounds]
|-
![[File:doubleshotgun.png|64px]]<br>Double Barrel Shotgun
|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 burst-fire to fire both rounds at once.<br>Can only be found in LV-624's old house. More can be ordered by the '''Blackmarket crate'''.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Slug Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Buckshot Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Incendiary Slug Rounds]
|-
![[File:nyrevolver.png|64px]]<br>N-Y Revolver
|Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 pistol rounds in the chamber. <br>It is one of the standard sidearms for '''Iron Bear soldiers'''.
<big>'''Ammunition:'''</big> 7.62mm N-Y Magazine
|-
![[File:holdoutpistol.png|64px]]<br>Holdout Pistol
|Easily concealable pistol, a tiny weapon that can fit in small containers. Fires weak .22 rounds in a five pistol round magazine.<br>Can only be found on planet LV-624. More can be ordered by the '''Blackmarket crate'''.
<big>'''Ammunition:'''</big> .22 Holdout Magazine
|-
![[File:HighpowerAutomag.png|64px]]<br>Highpower Automag
|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.<br>Can only be found in LV-624's security armoury. More can be ordered by the '''Blackmarket crate'''.
<big>'''Ammunition:'''</big> 9mm Highpower Magazine
|-
![[File:CustomBuildShotgun.png|64px]]<br>Custom Built Shotgun
|A small shotgun made out of cobbled-together pile of scrap and ailen wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a burst fire feature, as if this gun needs it.<br>It is one of the standard shotguns for '''Freelancer Mercenaries'''.
<big>'''Ammunition:'''</big> [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Slug Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Buckshot Rounds] | [http://www.colonial-marines.com/wiki/Marine_Equipment#Shotgun_Ammo Incendiary Slug Rounds]
|-
![[File:SW357.png|64px]]<br>Smith & Wesson Revolver
|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.<br>It is one of the standard sidearms for '''Freelancer Mercenaries'''.
<big>'''Ammunition:'''</big> .357 Speedloader
|-
![[File:M16.png|64px]]<br>M16 Assault Rifle
|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 M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.<br>'''Not available during normal gameplay. Only available at admin events.'''
<big>'''Ammunition:'''</big> 5.56×45mm M16 Magazine
|-
![[File:Beretta.png|64px]]<br>Beretta 92FS Pistol
|A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9mm.<br>'''Not available during normal gameplay. Only available at admin events.'''
<big>'''Ammunition:'''</big> 9mm Beretta Magazine
|-
![[File:Minigun.png|64px]]<br>Ol' Painless Minigun
|It's a minigun, an enormous multi-barreled rotating gatling gun. It only fires in bursts. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you might be fine. Possibly.<br>'''Not available during normal gameplay. Only available at admin events.'''
<big>'''Ammunition:'''</big> N/A
|-
![[File:ThunderBolt.png|64px]]<br>M57-A4 'Lighting Bolt' Quad Thermobaric Missile Launcher
|The M57-A4 'Lighting Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles. Enough said. Be careful when you point at friendlies.<br>'''Not available during normal gameplay. Only available at admin events.'''
<big>'''Ammunition:'''</big> N/A
|}
=Weapon Attachments=
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located in the center of the Almayer's lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.
Most guns have three attachment locations: the rail, under barrel 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.
====Muzzle Attachments====
{| class="wikitable"
|-
!Attachment
!Benefits
!Drawbacks
!Useable With
!Image
|-
<!--Suppressor-->
|Suppressor||
* Slightly increases accuracy
* Greatly decreases firing sound (and removes firing messages)
* Slightly decreases recoil
* Slightly decreases bullet scatter when burst fired
||
* Slightly decreases damage
||
*M41A
*M39 SMG
*M4A3 Pistol
||[[File:supressor.png|64px]]
|-
<!--Bayonet-->
|Bayonet||
* Greatly increases weapon melee damage
||
* Slightly decreases accuracy
||
*M41A
*M41AMK1
*M37 Shotgun
*.44 Magnum
||[[File:bayonet.png|64px]]
|-
<!--Extended Barrel-->
|Extended Barrel||
* Moderately increases accuracy
||
* Slightly decreases damage
||
*M41A
*M37 Shotgun
*M39 SMG
*M4A3 Pistol
*.44 Magnum
||[[File:Extended_barrel.png|64px]]
|-
<!--Barrel Charger-->
|Barrel Charger||
* Greatly increases damage
||
* Moderately decreases accuracy
* Slightly decreases firing speed
||
*M41A
*Smartgun
*M37 Shotgun
*M39 SMG
*M4A3 Pistol
*M44 Combat Revolver
||[[File:Barrel_charger.png|64px]]
|-
<!--Recoil Compensator-->
|Recoil Compensator||
* Moderately decreases recoil
* Moderately increases accuracy
||
* Slightly decreases damage
||
*M37 Shotgun
*M44 Combat Revolver
||[[File:Recoil_compensator.png|64px]]
|}
====Rail Attachments====
{| class="wikitable"
|-
!Attachment
!Benefits
!Drawbacks
!Useable With
!Image
|-
<!--Rail Flashlight-->
|Rail Flashlight||
* Generates a Light Source
||
* None
||
*M41A
*M37 Shotgun
*M39 SMG
*M4A3 Pistol
*M240 Incinerator Unit
||[[File:mountedflash.png]]
|-
<!--RDS-->
|Red Dot Sight||
* Moderately increases accuracy
||
* None
||
*M41A
*M41AMK1
*M37 Shotgun
*M39 SMG
*M4A3 Pistol
*M44 Combat Revolver
||[[File:reddot.png]]
|-
<!--Quickfire Adapter-->
|Quickfire Adapter||
* Slightly increases firing speed
||
* Moderately decreases accuracy
* Slightly decreases burst-fire shots by 1
* Moderately increases scatter when burst-fired
||
*M41A
*M39 SMG
*M4A3 Pistol
*.44 Magnum
||[[File:quickfire.png]]
|-
<!--Magnetic Harness-->
|Magnetic Harness||
* Dropped weapon goes to suit slot
||
* Slightly decreases accuracy
||
*M41A
*M39 SMG
*M37 Shotgun
*SADAR
*M240 Incinerator Unit
||[[File:Magnetic harness.png]]
|-
<!--Rail Scope-->
|Rail Scope||
* Greatly increases accuracy
* Allows the user to 'zoom' in to see longer distances.
||
* Moderately decreases firing speed
* Slightly decreases burst-fire shots by 1
||
*M41A
||[[File:railscope.png]]
|-
|}
====Underbarrel Attachments====
{| class="wikitable"
|-
!Attachment
!Benefits
!Drawbacks
!Useable With
!Image
|-
<!--Forward Grip-->
|Forward Grip||
* Slightly increases accuracy
* Slightly decreases recoil
* Slightly decreases bullet scatter when rapid-fired
||
* Makes one handed weapons two handed
* Increased weapon size
||
*M37 Shotgun
*M41A
*M39 SMG
||[[File:forwardgrip.png]]
|-
<!--Gyroscopic Stabilizer-->
|Gyroscopic Stabilizer||
* Makes two handed weapons one handed
||
* Slightly decreases accuracy
* Slightly increases recoil
* Slightly increases bullet scatter when rapid-fired
||
*M41A
*M37 Shotgun
*M42A
||[[File:gyro.png]]
|-
<!--Bipod-->
|Bipod||
* Greatly increases accuracy
* Slightly decreases recoil
||
* Increased weapon size
* Slightly decreases firing speed
* Requires setup
||
*M41A
*M42A
||[[File:bipod.png]]
|-
<!--Underslung Grenade Launcher-->
|Underslung Grenade Launcher||
* Ability to fire two grenades only
||
* Cannot reload after exhausting ammo
||
*M41A
*M41AMK1
*Mk221
||[[File:Undernade.png]]
|-
<!--Mini Flamethrower-->
|Mini Flamethrower||
* Ability to fire several flame bursts
||
* Cannot reload after exhausting fuel
||
*M41A
*Mk221
||[[File:Underflame.png]]
|-
<!--Masterkey Shotgun-->
|Masterkey Shotgun||
* Ability to fire five semi-auto shotgun slug rounds
||
* Cannot reload after exhausting ammo
||
*M41A
*Mk221
||[[File:Undershot.png]]
|-
<!--Burst Fire Assembly-->
|Burst Fire Assembly||
* Enables burst-fire on a weapon or enhances burst-fire capability; Slightly increases burst-fire shots by 2
||
* Slightly increases bullet scatter
* Slightly decreases accuracy
||
*M41A
*M39
*Smartgun
*M4A3 Service Pistol
||[[File:Burstfire.png]]
|-
|}
====Stock Attachments====
{| class="wikitable"
|-
!Attachment
!Benefits
!Drawbacks
!Usable With
!Image
|-
<!--m41astock-->
|M41A Skeleton Stock||
* Slightly increases accuracy
* Slightly decreases recoil
* Slightly decreases bullet scatter when burst-fired
* Slightly increases weapon melee damage
||
* Slightly increases weapon size
* Greatly decreases firing speed
||
*M41A
||[[File:m41astock.png]]
|-
<!--M44stock-->
|M44 Magnum Sharpshooter Stock||
* Moderately increases accuracy
* Slightly decreases recoil
* Slightly decreases bullet scatter when burst-fired
||
* Slightly increases weapon size
* Slightly decreases weapon melee damage
* Greatly decreases firing speed
||
*44 Combat Revolver
||[[File:Magnum_stock.png]]
|-
<!--M37 Wooden Stock-->
|M37 Wooden Stock||
* Slightly increases accuracy
* Slightly decreases recoil
* Slightly increases weapon melee damage
||
* Slightly increases weapon size
* Greatly decreases firing speed
||
*M37 Shotgun
||[[File:M37_stock.png]]
|-
|}
=Standard Marine Clothing=
[[File:helmet.png]] Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.
[[File:armor.png]] Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet.  There are several variants of armor available. Comes installed with a toggleable suit light.
[[File:boots.png]] Combat boots - Basic boots that give feet a small amount of protection on your feet. A sheath allows a knife to be stored in them.
[[File:jumpsuit.png]] Jumpsuit - Marine combat fatigues. Gives a small amount of protection. It allows you to wear your Marine Armor and gives more slots to store items in.
[[File:gloves.png]] Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection to your hands.
[[File:belt.png]] Marine Belt - It holds 6 slots worth of ammo.
[[File:flare.gif]] Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.
=Medic Extra Clothing=
[[File:Medicalbelt.png]] - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
[[File:MedicHud.png]] - The Medical Hud allows the player to see the vitals of fellow players, letting you know who you will need to focus on. It also allows you to see when players are within the time window to be revived by using a defibrillator.
[[File:Combatmedicbelt.png]] - The Combat lifesaver bag is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
=Engineer Extra Clothing=
[[File:Toolbelt.png]] Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :
 
[[File:Screwdriver.png]][[File:Wrench.png]][[File:Wirecutters.png]][[File:Welder.gif]][[File:Multitool.png]][[File:Crowbar.png]]
When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).
[[File:Mesons.png]] Meson Goggles - Meson Goggles are very useful when setting up the supermatter, as they protect you from its otherworldly glow.
[[File:goggles.png]] Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.
[[File:Insulated Gloves.png]] Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks. Wear them at all times.
=Marine Armour=
There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Armour:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:M3.png|64px]]<br>M3 Pattern Personal Armour
|Standard Issue Armour used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet has one internal slot for storing pocket sized items.
<br>
'''Addendum''': "Donator" Armour, as well as most ERT Armour, while looking unique, is essentially a resprited piece of M3 Armour in terms of defence.
|-
![[File:B12.png|64px]]<br>B12 Pattern Personal Armour
|Unique Armour worn by squad leaders. The main difference with the squad leaders Armour is that the Armour has an attached, and stronger , personal flashlight that can be activated at will. In addition the M11 Helmet has a inbuilt camera allowing for command overwatch to observe the squad's actions from the Almayer.
|-
![[File:MilitaryPolice.png|64px]]<br>M2 Pattern Personal Armour
|Older generation Armour worn by Military Police. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks.
|-
![[File:B18.png|64px]]<br>B18 Experimental Personal Armour
|Heavy Grenadier loadout only. This Armour has the best personal protection of any Armour the Marines can get as it has a very high armour soak value and three tricordrazine auto injectors.
|-
![[File:PMC-Standard.png|64px]]<br>M4 Pattern PMC Armour
|A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries.
|-
![[File:Commando.png|64px]]<br>X-13 Apesuit
|A prototype combat armour worn by the [[Mercenaries#Deathsquad|Weyland-Yutani Commando unit]]. It is the most powerful personal armour available, it has an extremely high armour value that makes it very resistant to melee and projectile attacks, in addition the armour is utterly acid proof.
|}
=Additional Links=
[http://www.colonial-marines.com/viewtopic.php?f=94&t=2666 World of Guns]

Revision as of 18:41, 30 May 2017

Colonial Marines Mentor.


"I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! 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

The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.


Standard Marine Weapons

The marines get the choice of five weapons. They range from a pistol to a heavy M41A. The marines are equipped with guns for any situation they encounter, no matter what the threat will be. When using any weapon it is best to aim for the chest. This is because in case you accidentally hit a marine with a stray bullet they will take less damage. On a side note, aiming for the head only increases damage against ravagers. Unless you are 1v1ing a ravager, always aim at the chest because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor penetration. It is only effective against armored foes. Using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans. All of the standard marine weapons listed here (with the exception of the M44 Revolver) comes either in standard variant or snow variant.

Weapon: Description:
M4a3.png
M4A3 Service Pistol
This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine.


Ammunition: M4A3 Standard Magazine | M4A3 Extended Magazine | M4A3 Armour Piercing Magazine | M4A3 Hollowpoint Magazine | M4A3 Incendiary Magazine

44magnum.png
M44 Revolver
This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3. It uses .44 rounds and holds 7 bullets. The Executive Officer is issued with one.


Ammunition: M44 Speed Loader | M44 Marksman Speed Loader | M44 PW-MX Speed Loader

M39.png
M39 Submachine Gun
This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm SMG rounds, and holds 48 bullets. This weapon can also load armour piercing, extended, and incendiary ammunition. Has burst-fire capabilities.


Ammunition: M39 Magazine | M39 Extended Magazine | M39 Armour Piercing Magazine | M39 Incendiary Magazine

M41a.png
M41A Mk2 Pulse Rifle
This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue weapon. The M41A must be held in two hands to fire. It uses 10mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments.

There are also extended magazines available. Has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.


Ammunition: M41A Magazine | M41A Extended Magazine | M41A Armour Piercing Magazine | M41A Incendiary Magazine

Shotgun.png
M37A2 Pump Shotgun
Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.


It uses shotgun slugs or buckshot shells and can hold 8 rounds plus a 9th in the chamber. You can take out a handful (5) shell into your hand and use these to rapidly reload your shotgun. Its highly recommended you set up a macro to pump your shotgun.


Ammunition: Slug Rounds | Buckshot Rounds | Incendiary Slug Rounds

Knife.png
M11 Combat Bayonet
A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.
Machete.png
M2132 Machete
Latest issue of the USCM Machete. Unlike the Combat Bayonet, this cannot 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. It's only available in Cargo's munition vendors.

Standard Marine Ammo

Pistol Ammo

Ammunition: Description:
M4A3mag.png
M4A3 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3-AP-mag.png
M4A3 Armour Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3mag.png
M4A3 Hollow Point
Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png
M4A3 Incendiary Magazine
Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
M44SL.png
M44 Speed Loader
Holds seven (7) .44 rounds.
M44-MM-SL.png
M44 Marksman Speed Loader
Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.
M44-HR-SL.png
M44 PW-MX speed Loader
Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.


Submachine Gun Ammo

Ammunition: Description:
M39mag.png
M39 Magazine
Holds forty eight (48) 10x20mm rounds.
M39mag.png
M39 Extended Magazine
Holds forty eight (48) 10x20mm rounds.
M39-AP-mag.png
M39 Armour Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-Incen-mag.png
M39 Incendiary Magazine
Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.


Rifle Ammo

Ammunition: Description:
M41Amag.png
M41A Magazine
Holds forty (40) 10mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10mm rifle rounds.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds forty (40) 10mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds forty (40) 10mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.


Shotgun Ammo

Ammunition: Description:
Slugbox.png
Slug Rounds
Single Slug Projectile. Effective in ranged combat. Armor piercing. Lesser damage.
Buckbox.png
Buckshot Rounds
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Rounds
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armory.


Specialist Marine Weapons

These marine weapons are weapons, or weapon systems, that only the Specialist has access to.

Weapon: Description:
M42A Scoped rifle.png
M42A Scoped Rifle
Scout or Sniper Loadout only. 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. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine. A very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.


Ammunition: M42A Marksman Magazine | M42A Flak Magazine | M42A Incendiary Magazine

GrenadeLauncher.png
M92 Grenade Launcher
Heavy Grenadier Loadout only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.


Ammunition: M40 HEDP Grenade | M15 Fragmentation Grenade | M40 HIDP Incendiary Grenade | Smoke Grenade

File:SADAR.png
SADAR
Demolitionist Loadout only. A reloadable, single shot rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer.


Ammunition: High Explosive (HE) Rocket | Anti-Armor (AA or AP) Rocket | Phosphorous (PHS) Rocket


Specialist Marine Ammo

Sniper Rifle Ammo

Ammunition: Description:
M42Amag.png
M42A Marksmen Magazine
Holds seven (7) 10x28mm Caseless sniper rounds.
M42Amag.png
M42A Flak Magazine
Holds seven (7) 10x28mm Flak sniper rounds.
M42Amag.png
M42A Incendiary Magazine
Holds seven (7) 10x28mm Incendiary sniper rounds. Will set ablaze any and all targets hit with this round.


Grenade Launcher Ammo

Ammunition: Description:
M40 HEDP.png
M40 HEDP Grenade
Exploding in a 3x3 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! The specialist has these grenades in their vendors at round start.
Grenade.png
M15 Fragmentation Grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP. Available in explosives crates.
Incingrenade.png
M40 HIDP Incendiary Grenade
Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back. Engineers and Specialists start with 2 of these in their vendors at round start.
Smoke grenade.png
M40 HSDP Smoke Grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.


Rocket Launcher Ammo

Ammunition: Description:
File:SADAR HE.png
High Explosive (HE) Rocket
Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets.
File:SADAR AP.png
Anti-Armor (AA or AP) Rocket
Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armoured targets.
File:SADAR PHS.png
Phosphorous (PHS) Rocket
Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armoured targets.


Restricted Marine Weapons

These marine weapons are uncommon and usually are only used by specialists, high ranking marine officers or select personal.

Weapon: Description:
M4a3Commander.png
M4A3 Commander Pistol
Unique variant of the M4A3 issued and only used by the Commander. Has a unique sprite but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds and an AP magazine can be found in the Commander's quarters.

Ammunition: M4A3 Standard Magazine | M4A3 Extended Magazine | M4A3 Armour Piercing Magazine | M4A3 Hollowpoint Magazine | M4A3 Incendiary Magazine

88m4.png
88 Mod 4
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst. Typically used by Sniper Specialists employing the usage of the Scout Loadout, or the Corporate Liaison for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers.


Ammunition: 9mm Magazine | 9mm Armour Piercing Magazine

SmartGun.png
M56 Smartgun
Smartgunner only, it's also available inside the Commander's secure box inside the Command Armoury. The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. 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 even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading.


Ammunition: M56 Power Pack

Wytacshotgun.png
Tactical Shotgun
A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher.
Can be found in the Military Police armoury and Combat Information Centre's armoury.


Ammunition: Slug Rounds | Buckshot Rounds | Incendiary Slug Rounds

Flamethrower.png
M240 Incinerator Unit
Capable of shooting flames by lighting welding fuel or the custom napalm manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Xenos and Marines alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave.
In the right hands this is a powerful weapon. The tank can be refuelled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line.
Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.


Ammunition: M240 Incinerator Tank

M41ae2.png
M41AE2 Heavy Pulse Rifle
Currently undergoing field testing, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This means it is also capable of loading their (smaller) magazines in a pinch.
It can be ordered from Cargo via the WY Weapons Crate.


Ammunition: 10x24mm M41AE2 Magazine

M4RA.png
M4RA Battle Rifle
An advanced prototype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round. It can also be used in burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines.
It can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.


Ammunition: A19 High Velocity Magazine | M41A Magazine | M41A Extended Magazine | M41A Armour Piercing Magazine | M41A Incendiary Magazine

M41amk1.png
M41A Mk1 Pulse Rifle
An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among mercenary groups and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2.
Three rifles can be found in the command armoury on the Almayer.


Ammunition: 10x24mm M41A MK1 Magazine


Explosives

Explosive: Description:
M40 HEDP.png
M40 HEDP Grenade
Exploding in a 3x3 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! The specialist has these grenades in their vendors at round start.
Grenade.png
M15 Fragmentation Grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP. Available in explosives crates.
Incingrenade.png
M40 HIDP Incendiary Grenade
Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back. Engineers and Specialists start with 2 of these in their vendors at round start.
C4.png
C4
C4 is typically issued to Squad Leaders, Specialists and Engineers. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only 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. Engineers start with 4 per vendor, Specialists start with 2 in their vendor and squad leaders start with 1 per vendor.


Restricted Defensive Marine Equipment

Defensive Equipment: Description:
SentryGun.png
Sentry Gun
These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target hit. The tracking system is capable of identifying a non-marine from a marine and fire at it. Firing options are three round burst fire and single shot. They are capable of firing in a directional cone or 360 degrees around the turret. Directional mode engages targets faster than 360 mode.


How to construct it: Open the crate, Take the Plasteel out, activate it in hand and select the turret frame. Wrench turret frame in place, add cable, add turret, add sensor, add metal, weld together, add battery (try to put in a High-Capacity one rather than the standard one that comes in the box), Click on turret to turn on.

M56D.png
M56D Mounted Smartgun
These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high brute damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D.


How to toggle burst fire: Ctrl click the M56D before manning it, when you next hop on it'll use burst fire.


How to construct it: Place the M56D mount on the ground, click and drag from the mount onto your character. Make sure it's on the ground, then anchor it with a wrench, then load the gun with a magazine. Mount the gun and then screwdriver it. Wrench to rotate and screwdriver to disassemble into mount and gun.


Ammo Boxes

Ammo Box: Description:
Big Ammo Box 10mm.png
10mmAmmo Box
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 1000 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M41A magazines.

Note:

  • To reload a 10mm mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
  • Keep in mind you can't fill Armour piercing mags with this ammo box.
Big Ammo Box 9mm.png
10x20mm Ammo Box
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 800 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 magazines.

Note:

  • To reload a 10x20mm mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
  • Keep in mind you can't fill Armour piercing mags with this ammo box.


Mercenary or Black Ops Equipment

Any equipment listed here is non-exhaustive. This list details classified or otherwise weapons or equipment employed by mercenary and black op teams.

Weapon: Description:
ScoutRifle.png
M42c Anti-Tank Rifle
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 W-Y personnel to use it. This weapon is limited to ten supersonic rifle rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
It is the standard sniper rifle for Weyland-Yutani PMC snipers.

Ammunition: M42c Magazine

MAR.png
MAR-40 Battle Rifle
While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment. It gained a great 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 Freelancer Mercenaries, Dutch's Dozen and The Iron Bears.


Ammunition: 7.62x39mm Heavy Rifle Magazine

PPSh-17b.png
PPSh-17b SMG
Very outdated weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.
It is the standard SMG for Iron Bear soldiers.


Ammunition: 7.62x25mm PPSh 17b Magazine

M41a2.png
M41A/2 Battle Rifle
Slightly more powerful variant of the M41A Pulse Rifle. This rifle deals slightly more damage per rifle bullet.
It is the standard rifle for Weyland-Yutani PMC Officers and W-Y Commando Units.


Ammunition: M41A Magazine | M41A Extended Magazine | M41A Armour Piercing Magazine | M41A Incendiary Magazine

M39white.png
M39B/2 SMG
A more versatile SMG variant. This SMG uses specially issued 48 round armour piercing SMG magazines, making the SMG far more viable to use against armoured hostile targets. It can also use standard 48 round SMG magazines. It has an ID tracker to prevent non W-Y personnel to use it.
It is the standard SMG for Weyland-Yutani PMC Standards, in addition, more can be found in the armory of Big-Red.


Ammunition: M39 Magazine | M39 Extended Magazine | M39 Armour Piercing Magazine | M39 Incendiary Magazine

Vp78.png
VP-78 Pistol
A massive, formidable automatic handgun chambered in 9mm rounds. Commonly seen in the hands of wealthy Weyland Yutani members. In addition, this sidearm has 3-burst capabilities.

It is a standard sidearm for Weyland-Yutani PMC Officers, it can be found elsewhere.


Ammunition: 9mm VP-78 Magazine

Pk9.png
Korovin PK-9 Pistol
An updated variant of an old Russian design, dating back to from the 19th century. It holds 12 9mm pistol rounds inside the extended magazine. It also features an integrated silencer.
It is one of the standard sidearms for Iron Bear soldiers.


Ammunition: 9mm Korovin PK-9 Magazine

Mateba.png
Mateba Revolver
Uses .454 caliber rounds and holds 6 heavy pistol rounds in the chamber. The Mateba revolver is a very powerful revolver capable of knocking down any human it hits, it also has burst-fire capabilities.
It is available to the Iron Bears Sergeant and Weyland-Yutani Commando Units as their standard sidearm.


Ammunition: .454 Mateba Speed Loader

Svd.png
SVD Dragunov-033 Sniper Rifle
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 it's finely crafted in 2133 by someone probably illiterate. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.
It is a standard Sniper Rifle for the Iron Bear soldiers.


Ammunition: 7.62x54mm SVD Magazine


Miscellaneous Equipment

A list of miscellaneous weapons and equipment that can be found in one of many unique scenarios. These items are either non-standard weapons of the USCM or are random non-specific weapons found throughout known Human space.


Weapon: Description:
Spearhead autorevolver.png
CMB Spearhead AutoRevolver
Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals.
Can be found in both LV-624 and in Big-Red. More can be ordered by the Blackmarket crate.

Ammunition: .357 CMB Speedloader

Kt42.png
KT-42 Automag
Uses .44 rounds and holds 7 pistol rounds per mag.
It is one of the standard sidearms for Iron Bear soldiers.


Ammunition: .44 KT-42 Magazine

Skorpion.png
Skorpion Machine Pistol
Uses .32 ACP caliber rounds. Holds 20 bullets.


Ammunition: .32 ACP Skorpion Magazine

Mp27.png
MP27 SMG
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.
Can be found inside the Big-Red's Administration Armoury.


Ammunition: 4.6x30mm MP27 Magazine

FP9000.png
FN FP9000 Assault Rifle
A classic Bullpup design assault rifle. Which is an archaic design, but one that's stood the tests of time. Uses 5.7x28mm amour piercing ammo and holds 50 rounds.
More can be ordered by the Blackmarket crate.


Ammunition: 5.7x28mm FN Magazine | 5.7x28mm FN Armour Piercing Magazine

Desert Eagle.png
Vintage Desert Eagle
A mag holds 7 rounds, uses .50 heavy pistol bullets. Comes in standard and gold plated.
It is the main sidearm of the Freelancer Mercenaries Captain. More can be ordered by the Blackmarket crate.

Ammunition: .50 Desert Eagle Magazine

Hgshot.png
HG Pump Shotgun
Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces.
Can be found on the both planets LV-624 and Big-Red. More can be ordered by the Blackmarket crate.


Ammunition: Slug Rounds | Buckshot Rounds | Incendiary Slug Rounds

Doubleshotgun.png
Double Barrel Shotgun
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 burst-fire to fire both rounds at once.
Can only be found in LV-624's old house. More can be ordered by the Blackmarket crate.


Ammunition: Slug Rounds | Buckshot Rounds | Incendiary Slug Rounds

Nyrevolver.png
N-Y Revolver
Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 pistol rounds in the chamber.
It is one of the standard sidearms for Iron Bear soldiers.


Ammunition: 7.62mm N-Y Magazine

Holdoutpistol.png
Holdout Pistol
Easily concealable pistol, a tiny weapon that can fit in small containers. Fires weak .22 rounds in a five pistol round magazine.
Can only be found on planet LV-624. More can be ordered by the Blackmarket crate.


Ammunition: .22 Holdout Magazine

HighpowerAutomag.png
Highpower Automag
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 only be found in LV-624's security armoury. More can be ordered by the Blackmarket crate.


Ammunition: 9mm Highpower Magazine

CustomBuildShotgun.png
Custom Built Shotgun
A small shotgun made out of cobbled-together pile of scrap and ailen wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a burst fire feature, as if this gun needs it.
It is one of the standard shotguns for Freelancer Mercenaries.


Ammunition: Slug Rounds | Buckshot Rounds | Incendiary Slug Rounds

SW357.png
Smith & Wesson Revolver
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.
It is one of the standard sidearms for Freelancer Mercenaries.


Ammunition: .357 Speedloader

M16.png
M16 Assault Rifle
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 M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.
Not available during normal gameplay. Only available at admin events.


Ammunition: 5.56×45mm M16 Magazine

Beretta.png
Beretta 92FS Pistol
A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9mm.
Not available during normal gameplay. Only available at admin events.


Ammunition: 9mm Beretta Magazine

Minigun.png
Ol' Painless Minigun
It's a minigun, an enormous multi-barreled rotating gatling gun. It only fires in bursts. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you might be fine. Possibly.
Not available during normal gameplay. Only available at admin events.


Ammunition: N/A

ThunderBolt.png
M57-A4 'Lighting Bolt' Quad Thermobaric Missile Launcher
The M57-A4 'Lighting Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles. Enough said. Be careful when you point at friendlies.
Not available during normal gameplay. Only available at admin events.


Ammunition: N/A


Weapon Attachments

Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located in the center of the Almayer's lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.

Most guns have three attachment locations: the rail, under barrel 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.


Muzzle Attachments

Attachment Benefits Drawbacks Useable With Image
Suppressor
  • Slightly increases accuracy
  • Greatly decreases firing sound (and removes firing messages)
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst fired
  • Slightly decreases damage
  • M41A
  • M39 SMG
  • M4A3 Pistol
Supressor.png
Bayonet
  • Greatly increases weapon melee damage
  • Slightly decreases accuracy
  • M41A
  • M41AMK1
  • M37 Shotgun
  • .44 Magnum
Bayonet.png
Extended Barrel
  • Moderately increases accuracy
  • Slightly decreases damage
  • M41A
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • .44 Magnum
Extended barrel.png
Barrel Charger
  • Greatly increases damage
  • Moderately decreases accuracy
  • Slightly decreases firing speed
  • M41A
  • Smartgun
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • M44 Combat Revolver
Barrel charger.png
Recoil Compensator
  • Moderately decreases recoil
  • Moderately increases accuracy
  • Slightly decreases damage
  • M37 Shotgun
  • M44 Combat Revolver
Recoil compensator.png

Rail Attachments

Attachment Benefits Drawbacks Useable With Image
Rail Flashlight
  • Generates a Light Source
  • None
  • M41A
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • M240 Incinerator Unit
Mountedflash.png
Red Dot Sight
  • Moderately increases accuracy
  • None
  • M41A
  • M41AMK1
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • M44 Combat Revolver
Reddot.png
Quickfire Adapter
  • Slightly increases firing speed
  • Moderately decreases accuracy
  • Slightly decreases burst-fire shots by 1
  • Moderately increases scatter when burst-fired
  • M41A
  • M39 SMG
  • M4A3 Pistol
  • .44 Magnum
Quickfire.png
Magnetic Harness
  • Dropped weapon goes to suit slot
  • Slightly decreases accuracy
  • M41A
  • M39 SMG
  • M37 Shotgun
  • SADAR
  • M240 Incinerator Unit
Magnetic harness.png
Rail Scope
  • Greatly increases accuracy
  • Allows the user to 'zoom' in to see longer distances.
  • Moderately decreases firing speed
  • Slightly decreases burst-fire shots by 1
  • M41A
Railscope.png

Underbarrel Attachments

Attachment Benefits Drawbacks Useable With Image
Forward Grip
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when rapid-fired
  • Makes one handed weapons two handed
  • Increased weapon size
  • M37 Shotgun
  • M41A
  • M39 SMG
Forwardgrip.png
Gyroscopic Stabilizer
  • Makes two handed weapons one handed
  • Slightly decreases accuracy
  • Slightly increases recoil
  • Slightly increases bullet scatter when rapid-fired
  • M41A
  • M37 Shotgun
  • M42A
Gyro.png
Bipod
  • Greatly increases accuracy
  • Slightly decreases recoil
  • Increased weapon size
  • Slightly decreases firing speed
  • Requires setup
  • M41A
  • M42A
Bipod.png
Underslung Grenade Launcher
  • Ability to fire two grenades only
  • Cannot reload after exhausting ammo
  • M41A
  • M41AMK1
  • Mk221
Undernade.png
Mini Flamethrower
  • Ability to fire several flame bursts
  • Cannot reload after exhausting fuel
  • M41A
  • Mk221
Underflame.png
Masterkey Shotgun
  • Ability to fire five semi-auto shotgun slug rounds
  • Cannot reload after exhausting ammo
  • M41A
  • Mk221
Undershot.png
Burst Fire Assembly
  • Enables burst-fire on a weapon or enhances burst-fire capability; Slightly increases burst-fire shots by 2
  • Slightly increases bullet scatter
  • Slightly decreases accuracy
  • M41A
  • M39
  • Smartgun
  • M4A3 Service Pistol
Burstfire.png

Stock Attachments

Attachment Benefits Drawbacks Usable With Image
M41A Skeleton Stock
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst-fired
  • Slightly increases weapon melee damage
  • Slightly increases weapon size
  • Greatly decreases firing speed
  • M41A
M41astock.png
M44 Magnum Sharpshooter Stock
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst-fired
  • Slightly increases weapon size
  • Slightly decreases weapon melee damage
  • Greatly decreases firing speed
  • 44 Combat Revolver
Magnum stock.png
M37 Wooden Stock
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly increases weapon melee damage
  • Slightly increases weapon size
  • Greatly decreases firing speed
  • M37 Shotgun
M37 stock.png

Standard Marine Clothing

Helmet.png Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.

Armor.png Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet. There are several variants of armor available. Comes installed with a toggleable suit light.

Boots.png Combat boots - Basic boots that give feet a small amount of protection on your feet. A sheath allows a knife to be stored in them.

Jumpsuit.png Jumpsuit - Marine combat fatigues. Gives a small amount of protection. It allows you to wear your Marine Armor and gives more slots to store items in.

Gloves.png Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection to your hands.

File:Belt.png Marine Belt - It holds 6 slots worth of ammo.

Flare.gif Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.

Medic Extra Clothing

Medicalbelt.png - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.

MedicHud.png - The Medical Hud allows the player to see the vitals of fellow players, letting you know who you will need to focus on. It also allows you to see when players are within the time window to be revived by using a defibrillator.

Combatmedicbelt.png - The Combat lifesaver bag is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.

Engineer Extra Clothing

Toolbelt.png Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :

Screwdriver.pngWrench.pngWirecutters.pngWelder.gifMultitool.pngCrowbar.png When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).

File:Mesons.png Meson Goggles - Meson Goggles are very useful when setting up the supermatter, as they protect you from its otherworldly glow.

Goggles.png Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.

Insulated Gloves.png Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks. Wear them at all times.

Marine Armour

There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.

Armour: Description:
File:M3.png
M3 Pattern Personal Armour
Standard Issue Armour used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet has one internal slot for storing pocket sized items.


Addendum: "Donator" Armour, as well as most ERT Armour, while looking unique, is essentially a resprited piece of M3 Armour in terms of defence.

B12.png
B12 Pattern Personal Armour
Unique Armour worn by squad leaders. The main difference with the squad leaders Armour is that the Armour has an attached, and stronger , personal flashlight that can be activated at will. In addition the M11 Helmet has a inbuilt camera allowing for command overwatch to observe the squad's actions from the Almayer.
MilitaryPolice.png
M2 Pattern Personal Armour
Older generation Armour worn by Military Police. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks.
B18.png
B18 Experimental Personal Armour
Heavy Grenadier loadout only. This Armour has the best personal protection of any Armour the Marines can get as it has a very high armour soak value and three tricordrazine auto injectors.
PMC-Standard.png
M4 Pattern PMC Armour
A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries.
Commando.png
X-13 Apesuit
A prototype combat armour worn by the Weyland-Yutani Commando unit. It is the most powerful personal armour available, it has an extremely high armour value that makes it very resistant to melee and projectile attacks, in addition the armour is utterly acid proof.


Additional Links

World of Guns