More actions
(Added UPP MG and updated UPP sniper rifle.) |
m (→USCM Weapons) |
||
(19 intermediate revisions by 4 users not shown) | |||
Line 16: | Line 16: | ||
'''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. | '''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. | ||
'''Armor Penetration:''' Determines the probability of a weapon bypassing the target's armour. | '''Armor Penetration:''' Determines the probability of a weapon bypassing the target's armour. | ||
Line 156: | Line 154: | ||
[[#XM43E1 Anti Materiel Rifle|'''XM43E1 Anti Materiel Rifle''']] | [[#XM43E1 Anti Materiel Rifle|'''XM43E1 Anti Materiel Rifle''']] | ||
|style="border: 2px solid black; padding: 5px;" |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless. | |style="border: 2px solid black; padding: 5px;" |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless. | ||
This is only available for '''Specialists''' and is an alternative for the '''Sniper Loadout'''. | |||
''' | |||
{{XM42B Consolidated}} | {{XM42B Consolidated}} | ||
Line 197: | Line 192: | ||
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]] | |style="border: 2px solid black; padding: 5px;" |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]] | ||
[[#M240-T Incinerator|'''M240-T Incinerator''']] | [[#M240-T Incinerator|'''M240-T Incinerator''']] | ||
|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 | |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 refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower. | ||
Using '''Unique-Action''' swaps between the fuel tanks as long as you have them in the Boiler-T. | Using '''Unique-Action''' swaps between the fuel tanks as long as you have them in the Boiler-T. | ||
Line 296: | Line 291: | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |{{Anchor| | |style="border: 2px solid black; padding: 5px;" |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]] | ||
[[#M56 Smartgun|''' | [[#M56 Smartgun|'''M56B Smartgun''']] | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" | | ||
{{Template:M56_Smartgun_Description}} | {{Template:M56_Smartgun_Description}} | ||
Line 306: | Line 301: | ||
|- | |- | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|96px]] | ||
[[#Mk221 Tactical Shotgun|'''Mk221 Tactical Shotgun''']] | [[#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. | |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. | ||
Line 415: | Line 410: | ||
{{XM88 Consolidated}} | {{XM88 Consolidated}} | ||
|- | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|XM51 Scattergun}}[[File:XM51 breaching scattergun.png|64px]] | |||
[[#XM51 Breaching Scattergun|'''XM51 Breaching Scattergun''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| | |||
{{XM51 Description}} | |||
{{XM51 Consolidated}} | |||
|- | |- | ||
Line 501: | Line 504: | ||
<tab name="Explosives"> | <tab name="Explosives"> | ||
{| style="border: 2px solid black; class="mw-collapsible" | {| style="border: 2px solid black; class="mw-collapsible" | ||
! style=" | ! style="border: 2px solid black;width:130px;"|'''Weapon:''' | ||
! style=" | ! style="border: 2px solid black;|'''Description:''' | ||
To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do '''NOT''' toggle throw mode after priming as priming a grenade automatically activates throw mode. | To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do '''NOT''' toggle throw mode after priming as priming a grenade automatically activates throw mode. | ||
Line 549: | Line 552: | ||
[[#M15 Fragmentation Grenade|'''M15 Fragmentation Grenade''']] | [[#M15 Fragmentation Grenade|'''M15 Fragmentation Grenade''']] | ||
|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. | |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;" |{{Anchor|G2 Electroshock Grenade}}[[File:G2_Grenade.png|64px]] | |||
[[#G2 Electroshock Grenade|'''G2 Electroshock Grenade''']] | |||
|style="border: 2px solid black; padding: 5px;" |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away. | |||
They're available in the ColMarTech Automated Armament Vendor or by ordering '''Explosives crates''' from Cargo. | They're available in the ColMarTech Automated Armament Vendor or by ordering '''Explosives crates''' from Cargo. | ||
|- | |- | ||
Line 569: | Line 578: | ||
|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. | |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. | ||
[ | {| class="mw-collapsible mw-collapsed wikitable" | ||
! Video Demonstration | |||
|- | |||
|[[File:AirburstDemo.mp4]] | |||
|} | |||
'''Must be loaded into a Grenade Launcher''' | '''Must be loaded into a Grenade Launcher''' | ||
|- | |- | ||
Line 610: | Line 622: | ||
<center> | <center> | ||
=== KEEP AWAY FROM FIRE | === KEEP AWAY FROM FIRE === | ||
</center> | </center> | ||
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]] | |style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]] | ||
Line 889: | Line 901: | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |{{Anchor| | |style="border: 2px solid black; padding: 5px;" |{{Anchor|M56B Smartgun}}[[File:SmartGun.png|96px]] | ||
[[#M56 Dirty Smartgun|''' | [[#M56 Dirty Smartgun|'''M56B Dirty Smartgun''']] | ||
|style="border: 2px solid black; padding: 5px;" |A special variant of the | |style="border: 2px solid black; padding: 5px;" |A special variant of the M56B Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun'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. | The PMC variant has the nickname of '''Dirty''' because of the irradiated bullets they fire. | ||
Line 900: | Line 912: | ||
{{M56 Dirty Smartgun Consolidated}} | {{M56 Dirty Smartgun Consolidated}} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |{{Anchor| | |style="border: 2px solid black; padding: 5px;" |{{Anchor|M56T Smartgun}}[[File:SmartGun.png|96px]] | ||
[[#M56T Terminator Smartgun|'''M56T Terminator Smartgun''']] | [[#M56T Terminator Smartgun|'''M56T Terminator Smartgun''']] | ||
|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. | |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. | ||
Line 1,021: | Line 1,033: | ||
|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. | |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 | This is one of the standard firearms for '''UPP Specialists.''' | ||
Line 1,045: | Line 1,057: | ||
'''Alt-click it to open the feed cover and allow for reloading.''' | '''Alt-click it to open the feed cover and allow for reloading.''' | ||
This is one of the standard firearms for '''UPP | This is one of the standard firearms for '''UPP Machinegunners.''' | ||
{{UPP QYJ-72 Consolidated}} | {{UPP QYJ-72 Consolidated}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:HJRA-12.png|64px]] | |||
{{Anchor|HJRA-12 Handheld Anti-Tank Grenade Launcher}} | |||
[[#HJRA-12 Handheld Anti-Tank Grenade Launcher|'''HJRA-12 Handheld Anti-Tank Grenade Launcher''']] | |||
|style="border: 2px solid black; padding: 5px;" |The HJRA-12 Handheld Anti-Tank Grenade Launcher is the standard Anti-Armor weapon of the UPP. It is designed to be easy to use and to take out or disable armored vehicles. | |||
{{HJRA-12 Handheld Anti-Tank Grenade Launcher Consolidated}} | |||
|- | |- | ||
|style="width:125px; border: 2px solid black; padding: 5px;" |[[File:Svd.png]] | |style="width:125px; border: 2px solid black; padding: 5px;" |[[File:Svd.png]] | ||
Line 1,060: | Line 1,079: | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File: | |style="border: 2px solid black; padding: 5px;" |[[File:Type64-SMG.png|64px]] | ||
{{Anchor| | {{Anchor|Type 64 Submachinegun}} | ||
[[# | [[#Type 64 Submachinegun|'''Type 64 Submachinegun''']] | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |The standard submachinegun of the UPP, sporting an unusual 64 round helical magazine, it has a high fire-rate, but is unusually accurate. This one has a black polymer grip, denoting it as in-use by the UPP military. | ||
Found in hands of '''Freelancer Mercenaries''', '''Colonial Liberation Front''' and the UPP. | |||
{{Type 64 Submachinegun Consolidated}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:Type-19 Submachinegun.png|64px]] | |||
{{Anchor|Type-19 Submachinegun}} | |||
[[#Type-19 Submachinegun|'''Type-19 Submachinegun''']] | |||
|style="border: 2px solid black; padding: 5px;" |An outdated, but reliable and powerful, submachinegun originating in the Union of Progressive Peoples, it is still in limited service in the UPP but is most often used by paramilitary groups or corporate security forces. It is usually used with a 35 round stick magazine, or a 71 round drum. | |||
The | {{Type-19 Submachinegun Consolidated}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:NP92-Pistol.png|64px]] | |||
{{Anchor|NP92 Pistol}} | |||
[[#NP92 Pistol|'''NP92 Pistol''']] | |||
|style="border: 2px solid black; padding: 5px;" |The standard issue sidearm of the UPP. The NP92 is a small but powerful sidearm, well-liked by most it is issued to, although some prefer the weapon it was meant to replace, the Type 73. Takes 12 round magazines. | |||
{{NP92 Pistol Consolidated}} | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File: | |style="border: 2px solid black; padding: 5px;" |[[File:NPZ92-Pistol.png|64px]] | ||
{{Anchor| | {{Anchor|NPZ92 Pistol}} | ||
[[# | [[#NPZ92 Pistol|'''NPZ92 Pistol''']] | ||
|style="border: 2px solid black; padding: 5px;" | | |style="border: 2px solid black; padding: 5px;" |The NPZ92 is a version of the NP92 that includes an integrated suppressor, issued sparingly to Kommando units. | ||
{{NP92 Pistol Consolidated}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:Type73-Pistol.png|64px]] | |||
{{Anchor|Type 73 Pistol}} | |||
[[#Type 73 Pistol|'''Type 73 Pistol''']] | |||
|style="border: 2px solid black; padding: 5px;" |The Type 73 is the once-standard issue sidearm of the UPP. Replaced by the NP92 in UPP use, it remains popular with veteran UPP troops due to familiarity and extra power. Due to an extremely large amount being produced, they tend to end up in the hands of forces attempting to arm themselves on a budget. Users include the Union of Progressive Peoples, Colonial Liberation Front, and just about any mercenary or pirate group out there. | |||
{{Type 73 Pistol Consolidated}} | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File: | |style="border: 2px solid black; padding: 5px;" |[[File:Type74-Pistol.png|64px]] | ||
{{Anchor| | {{Anchor|Type 74 Pistol}} | ||
[[# | [[#Type 74 Pistol|'''Type 74 Pistol''']] | ||
|style="border: 2px solid black; padding: 5px;" |The | |style="border: 2px solid black; padding: 5px;" |The Type 74 is the designation for a specially modified Type 73 with an integrated laser sight system, multiple lightning cuts to reduce weight in order to allow a higher pressure round to be used with the same recoil sping, and a more comfortable grip. Due to the adoption of the NP92, the Type 74 was produced in limited numbers, because of this it is typically only issued on request to high-ranking officers. | ||
{{ | {{Type 74 Pistol Consolidated}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:ZHNK-72 Revolver.png|64px]] | |||
{{Anchor|ZHNK-72 Revolver}} | |||
[[#ZHNK-72 Revolver|'''ZHNK-72 Revolver''']] | |||
|style="border: 2px solid black; padding: 5px;" |The ZHNK-72 is a UPP designed revolver. The ZHNK-72 is used by the UPP armed forces in a policing role as well as limited numbers in the hands of SNCOs. | |||
{{ZHNK-72 Consolidated}} | |||
|} | |} | ||
Line 1,105: | Line 1,150: | ||
{{F903A1 Consolidated}} | {{F903A1 Consolidated}} | ||
|- | |||
|style="width:125px; border: 2px solid black; padding: 5px;"|[[File:F903A2.png|64px]] | |||
{{Anchor|F903A2 Rifle}} | |||
[[#F903A2 Rifle|'''F903A2 Rifle''']] | |||
|style="border: 2px solid black; padding: 5px;" |A non-standard issue rifle of the royal marines the F903A2 is currently being phased into the royal marines as their new mainline rifle but currently only sees use by unit leaders. Uniquely the royal marines are the only modern military to not use a pulse weapon. Uses 10x24mm caseless ammunition. | |||
{{F903A2 Consolidated}} | |||
|- | |- | ||
Line 1,125: | Line 1,179: | ||
|- | |- | ||
|style="width:125px; border: 2px solid black; padding: 5px;"|[[File:L56A2.png| | |style="width:125px; border: 2px solid black; padding: 5px;"|[[File:L56A2.png|96px]] | ||
{{Anchor|L56A2 Smartgun}} | {{Anchor|L56A2 Smartgun}} | ||
[[#L56A2 Smartgun|'''L56A2 Smartgun''']] | [[#L56A2 Smartgun|'''L56A2 Smartgun''']] | ||
Line 1,147: | Line 1,201: | ||
{{Anchor|FBS-B Ballistic shield}} | {{Anchor|FBS-B Ballistic shield}} | ||
[[#FBS-B Ballistic shield|'''FBS-B Ballistic shield''']] | [[#FBS-B Ballistic shield|'''FBS-B Ballistic shield''']] | ||
|style="border: 2px solid black; padding: 5px;" |Ballistic shield used by the royal marines commando. This shield is commonly used during boarding actions due to its lightweight but | |style="border: 2px solid black; padding: 5px;" |Ballistic shield used by the royal marines commando. This shield is commonly used during boarding actions due to its lightweight but durable design. | ||
|- | |- | ||
Line 1,337: | Line 1,391: | ||
[[#CZ-81 Submachinegun|'''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. | |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''' | Can be ordered via '''Cargo''' or found in hands of '''Freelancer Mercenaries''' and '''Colonial Liberation Front'''. | ||
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. | 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. | ||
Line 1,430: | Line 1,484: | ||
{{Anchor|Beretta 92FS Pistol}} | {{Anchor|Beretta 92FS Pistol}} | ||
[[#Beretta 92FS Pistol|'''Beretta 92FS Pistol''']] | [[#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 | |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 .45 ACP. | ||
Normally found in the hands of '''Survivors''' and the '''Colonial Liberation Front''' | Normally found in the hands of '''Survivors''' and the '''Colonial Liberation Front''' | ||
Line 2,402: | Line 2,456: | ||
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]] | !{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]] | ||
[[#Medkit Pouch|'''Medkit Pouch''']] | [[#Medkit Pouch|'''Medkit Pouch''']] | ||
| | |Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. | ||
{| border="1" class="wikitable style="width: 10%;" | {| border="1" class="wikitable style="width: 10%;" | ||
|[[File:First-aid_kit.png|48px]] | |[[File:First-aid_kit.png|48px]] | ||
Line 2,589: | Line 2,643: | ||
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]] | !{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]] | ||
[[#M276 Pattern Medical Storage Rig|'''M276 Pattern Medical Storage Rig''']] | [[#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 | |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can also hold folding medical beds and defibrillators. | ||
It is one of the standard rigs for '''Combat Medics'''. | It is one of the standard rigs for '''Combat Medics'''. | ||
|- | |- | ||
Line 2,890: | Line 2,944: | ||
! style="background-color:#A9A9A9;" |Description: | ! style="background-color:#A9A9A9;" |Description: | ||
|- | |- | ||
<!-- | |||
!{{Anchor|USCM Hypersleep Underwear}} | !{{Anchor|USCM Hypersleep Underwear}} | ||
[[File:Cryo_uniform.png|64px]] | [[File:Cryo_uniform.png|64px]] | ||
Line 2,897: | Line 2,952: | ||
'''Find an actual uniform and change out.''' | '''Find an actual uniform and change out.''' | ||
|- | |- | ||
--> | |||
!{{Anchor|USCM Marine Uniform}} | !{{Anchor|USCM Marine Uniform}} | ||
[[File:jumpsuit.png|64px]] | [[File:jumpsuit.png|64px]] | ||
Line 2,934: | Line 2,990: | ||
M56 Combat Harness (Squad Gunner) | M56 Combat Harness (Squad Gunner) | ||
|- | |- | ||
<!-- | |||
!{{Anchor|Requisitions Officer Uniform}} | !{{Anchor|Requisitions Officer Uniform}} | ||
[[File:requisition_officer_suit.png|64px]] | [[File:requisition_officer_suit.png|64px]] | ||
Line 2,943: | Line 3,000: | ||
M2 Pattern Officer Armor | M2 Pattern Officer Armor | ||
|- | |- | ||
--> | |||
!{{Anchor|Marine Intelligence Officer Uniform}} | !{{Anchor|Marine Intelligence Officer Uniform}} | ||
[[File:intel_officer_uniform.png|64px]] | [[File:intel_officer_uniform.png|64px]] |
Latest revision as of 22:56, 19 September 2024
"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
"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
The 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.
Basic Weapon Parameters
The following are parameters most weapons have in some combination:
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.
Armor Penetration: Determines the probability of a weapon bypassing the target's armour.
Burst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.
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.
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 effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.
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.
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.
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.
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.
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.
USCM Weapons
KEEP AWAY FROM FIRE
|
Mercenary or Black Ops Equipment
|
Unobtainable Weapons and Equipment
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.
Weapon: | Description: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
Additionally, the Mateba has THREE distinct barrel options, affecting these stats. They are listed in the Attachments section. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.
Not available during normal gameplay. Only available during admin events.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.
|
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.
|
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.
Equipment: | Description: | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. They can hold 3 items. | |||||||||||||
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 or in the pockets of mercenaries and CLF. | |||||||||||||
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. | |||||||||||||
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. | |||||||||||||
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots. | |||||||||||||
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Contains 4 slots. | |||||||||||||
A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.
It is one of the pouch options of the ColMarTech Automated Closet. Contains 5 slots. | |||||||||||||
It can contain more handfuls of shells, or bullets if you choose to for some reason.
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots. | |||||||||||||
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. | |||||||||||||
Pouch able to hold 3 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet. Can be ordered by Requisitions. | |||||||||||||
Pouch able to hold 6 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet and is found in Requisitions.
| |||||||||||||
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. | |||||||||||||
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. | |||||||||||||
Used to hold 2 sets of radio headsets. Why would you use this? | |||||||||||||
A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers. | |||||||||||||
A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of Civilians.
| |||||||||||||
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. | |||||||||||||
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: | |||||||||||||
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: | |||||||||||||
Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 3 slots. Can hold the following items below: | |||||||||||||
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following: | |||||||||||||
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following: | |||||||||||||
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following: | |||||||||||||
Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 3 slots. | |||||||||||||
A Large pouch dedicated to holding autoinjectors. Issued to hospital corpsmen, doctors and can also be found in First Responses Medical Support kits.
Holds 7 Autoinjectors. | |||||||||||||
Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also found inside the ColMarTech automated armaments vendor in Requisitions.
| |||||||||||||
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. | |||||||||||||
Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases. | |||||||||||||
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. | |||||||||||||
A pouch for carrying glass vials. Can be found in the medical doctor's lockers in medbay.
Contains 6 slots. | |||||||||||||
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 Hospital Corpsman's ColMarTech automated equipment vendors.
Contains 1 slot for an Auto-injector. | |||||||||||||
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Can be worn by attaching it to a pocket. | |||||||||||||
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: | |||||||||||||
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: | |||||||||||||
Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch. | |||||||||||||
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. |
Storage Equipment
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.
Equipment: | Description: |
---|---|
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. | |
Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by Requisitions. | |
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by Requisitions. | |
A convenient pouch to carry loose items around. Able to hold 2 large items.
| |
An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by Requisitions. | |
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. | |
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. | |
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. | |
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 one of the belt options of the ColMarTech Automated Closet.
| |
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. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.
It is the standard rig for Combat Technicians. | |
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.
Holds 5 slots for tools and the 6th slot is reserved for a sidearm. It is an optional rig for Combat Technicians. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can also hold folding medical beds and defibrillators.
It is one of the standard rigs for Combat Medics. | |
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. | |
The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.
It is found in the M2C Heavy Gunner kit and can only be obtained through Requisitions. | |
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. | |
Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don't, adding further to the myth of 'Smartgun Personalities'), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system's drum munitions. When the carry catch on the drum isn't getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn't that what being a Marine is all about?" | |
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. | |
A backpack specifically designed to carry ammunition for the M402 mortar.
Holds 7 mortar shells of any kind. | |
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. | |
A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refuelling and use.
Has to be held in one hand to access items inside. Holds 7 normal size items and 260 units of welder fuel. | |
A specialized satchel worn by USCM technicians and engineers. It carries two small fuel tanks for quick welder refueling and use.
Holds 4 normal sized items. Contains 100 units of fuel. | |
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items. | |
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 Colonial Liberation Front and UPP Soldiers. | |
A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. Worn by USCM Synthetic Units | |
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 Activate-Cloak , you may also assign a 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
| |
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 | |
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 Macro for the Broiler in order to switch fuel types. | |
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 | |
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 | |
A heavy-duty pack, used for telecommunications between central command.
Issued to Fireteam Leaders | |
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. | |
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. | |
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. | |
A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the Union of Progressive Peoples |
Holsters and Scabbards
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.
Equipment: | Description: |
---|---|
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. | |
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. | |
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 SU-6 Smartgun kit. | |
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. | |
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 USCM Smartgunners and can be found in their vendors. | |
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. | |
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 UPP Officers. | |
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.. | |
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. | |
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.
Equipment: | Description: | |
---|---|---|
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.
| ||
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 | ||
Grants you the ability to see in the dark at the expense of battery power.This item is fragile and can break if you are slashed in the head. If broken you will need an engineer to repair it using a screwdriver. | ||
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. | ||
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area. | ||
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.
| ||
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 is used by Intelligence Officers to provide intelligence points which can be spent on various things. You can switch modes with Alt+Click.
| ||
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. | ||
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. | ||
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot and stacked up to 3 times once folded. Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter. | ||
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway. | ||
A special device used by the Commander of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go. |
USCM Military Clothing
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.
Clothing: | Description: |
---|---|
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Compatible with- M3-L Pattern Light Armor (Light Standard), M3 Pattern Personal Armor (Medium Standard), M3-H Pattern Heavy Armor (Heavy Standard), 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) | |
A black uniform for elite Marine operators. So this is where all their money goes.
Compatible with- MARSOC M3 Pattern Armor, M3-L Pattern Light Armor (Light Standard), M3 Pattern Personal Armor (Medium Standard), M3-H Pattern Heavy Armor (Heavy Standard), 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) | |
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.
Compatible with- M4 Pattern Intel Armor | |
A uniform worn by commissioned officers of the USCM. Do the corps proud.
Compatible with- M2 Pattern Officer Armor | |
A uniform for veteran military engineer. Often found covered in oil or engine grease.
Compatible with- M2 Pattern Officer Armor | |
A uniform typically worn by a first-lieutenant Executive Officer in the USCM.
Compatible with- M2 Pattern Officer Armor | |
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 | |
A uniform worn by commissioned officers of the USCM. Do the corps proud.
Compatible with- M3 Pattern Tanker Armor |
Miscellaneous Clothing
Other pieces of clothing that may or may not be found elsewhere.
Clothing: | Description: |
---|---|
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. Spawns at the Automated Closet as Standard Equipment. | |
Standard issue combat boots used by the USCM for combat situations.
Worn by USCM Marines | |
A close-fitting tactical mask that can be connected to an air supply.
Can be ordered by Cargo | |
An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.
Worn by Corporate PMCs | |
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.
Worn by Corporate PMCs | |
An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.
Worn by UPP Commandos
|
Military Helmets
A list of helmets which are paired with Military Armor.
|
Military Armor
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.
|