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Colonial Marines Mentor and a resident wiki contributor.
#REDIRECT [[User:TopHatPenguin]]
 
Testing Ground:
 
=Standard Marine Weapons=
 
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;" |[[File:m4a3.png|64px]]<br>'''M4A3 Service Pistol'''
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;" |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.<br>All '''[[Staff Officer|Staff Officers]]''' start with one, including 2 Extended Magazines and a Hollowpoint Magazine.<br>
 
 
'''Ammunition:'''
<div class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M4A3mag.png]]<br>'''M4A3 Magazine'''
|Holds twelve (12) 9mm pistol rounds.
|-
|[[File:M4A3mag.png]]<br>'''M4A3 Extended Magazine'''
|Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
|-
|[[File:M4A3-AP-mag.png]]<br>'''M4A3 Armour Piercing Magazine'''
|Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
|-
|[[File:M4A3mag.png]]<br>'''M4A3 Hollow Point'''
|Holds twelve (12) 9mm pistol rounds.  Has lower overall penetration but better damage.
|-
|[[File:M4A3-Incen-mag.png]]<br>'''M4A3 Incendiary Magazine'''
|Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:44magnum.png|64px]]<br>'''M44 Revolver'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|This revolver is the standard sidearm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3, but it holds less bullets. It uses .44 rounds and holds 7 bullets.
 
 
'''Ammunition:''' <div class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M44SL.png]]<br>'''M44 Speed Loader'''
|Holds seven (7) .44 rounds.
|-
|[[File:M44-MM-SL.png]]<br>'''M44 Marksman Speed Loader'''
|Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.
|-
|[[File:M44-HR-SL.png]]<br>'''M44 PW-MX speed Loader'''
|Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:m39.png|64px]]<br>'''M39 Submachine Gun'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as [[Squad Medic|medics]], [[Combat  Engineer|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 has burst-fire capabilities.
 
 
'''Ammunition:''' <div class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M39mag.png]]<br>'''M39 Magazine'''
|Holds forty eight (48) 10x20mm rounds.
|-
|[[File:M39mag.png]]<br>'''M39 Extended Magazine'''
|Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
|-
|[[File:M39-AP-mag.png]]<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|64px]]<br>'''M39 Incendiary Magazine'''
|Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
|}
|-
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;" 10px;" |[[File:m41a.png|64px]]<br>'''M41A Mk2 Pulse Rifle'''
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;" |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 10x24mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 95 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments. This weapon has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.
 
 
 
'''Ammunition:''' <div class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M41Amag.png]]<br>'''M41A Magazine'''
|Holds forty (40) 10x24mm rifle rounds.
|-
|[[File:M41Amag.png]]<br>'''M41A Extended Magazine'''
|Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|[[File:M41A-AP-mag.png]]<br>'''M41A Armour Piercing Magazine'''
|Holds forty (40) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
|-
|[[File:M41A-Incen-mag.png]]<br>'''M41A Incendiary Magazine'''
|Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Shotgun.png|64px]]<br>'''M37A2 Pump Shotgun'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. 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.
 
 
'''Ammunition:''' <div class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:slugbox.png]]<br>'''Slug Shells'''
|Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
|-
|[[File:buckbox.png]]<br>'''Buckshot Shells'''
|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]]<br>'''Incendiary Slug Shells'''
|Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plant side armoury.
|}
</div>
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:knife.png|64px]]<br>'''M5 Survival Knife'''
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The standard issue survival knife issued to Colonial Marines soldiers. 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 [[Aliens|Alien]]. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Machete.png|64px]]<br>'''M2132 Machete'''
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Latest issue of the USCM Machete. Unlike the Combat Knife, 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.<br>It's only available in Cargo's munition vendors.
 
|}
 
=Specialist Weapons=
 
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:M42A_Scoped_rifle.png|96px]]<br>'''M42A Scoped Rifle'''
|style="border: 2px solid black; padding: 5px;" |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. 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.<br>This is only available for '''Specialists''' using either the '''Scout or Sniper Loadout'''.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-m42a" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M42Amag.png]]<br>'''M42A Marksmen Magazine'''
|Holds fifteen (15) 10x28mm Caseless sniper rounds.
|-
|[[File:M42Amag.png]]<br>'''M42A Flak Magazine'''
|Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles.
|-
|[[File:M42Amag.png]]<br>'''M42A Incendiary Magazine'''
|Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set ablaze any and all targets hit with this round
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:GrenadeLauncher.png|64px]]<br>'''M92 Grenade Launcher'''
|style="border: 2px solid black; padding: 5px;" |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.<br>This is only available for '''Specialists''' using the '''Heavy Grenadier Loadout'''.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-grenade" class="mw-collapsible mw-collapsed">
{| border="1"
|[[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.<br>They're only available in by ordering '''Explosives crates''' from Cargo.
|-
|[[File:M40 HEDP.png|64px]]<br>'''M40 HEDP Grenade'''
|Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!<br>Both the '''Demolition Specialist''' and '''Heavy Grenadier Specialist''' has these grenades in their vendors at round start. More can be ordered in Cargo.
|-
|[[File:incingrenade.png|64px]]<br>'''M40 HIDP Incendiary Grenade'''
|Exploding in a 5x5 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.<br>'''Combat Engineers''' start with 2 of these in their vendors at round start. '''W-Y Commando Units''' start with one as well.
|-
|[[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. <br>'''[[Squad Leader|Squad Leaders]]''' start with 2 smoke grenades in their vendors at round start.
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:SADAR.png|64px]]<br>'''SADAR Rocket Launcher'''
|style="border: 2px solid black; padding: 5px;" |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.<br>This is only available for '''Specialists''' using the '''Demolitionist Loadout'''.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-sadar" class="mw-collapsible mw-collapsed">
{| border="1"
|[[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 Weapons=
 
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:m4a3Commander.png|64px]]<br>'''M4A3 Commander Pistol'''
|style="border: 2px solid black; padding: 5px;" |Unique variant of the M4A3 Service Pistol. Has a unique appearance but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds.
<br>It is issued and only used by the '''[[Commander]]'''.
 
'''Ammunition:'''
<div id="mw-customcollapsible-m4a3" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M4A3mag.png]]<br>'''M4A3 Magazine'''
|Holds twelve (12) 9mm pistol rounds.
|-
|[[File:M4A3mag.png]]<br>'''M4A3 Extended Magazine'''
|Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
|-
|[[File:M4A3-AP-mag.png]]<br>'''M4A3 Armour Piercing Magazine'''
|Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
|-
|[[File:M4A3mag.png]]<br>'''M4A3 Hollow Point'''
|Holds twelve (12) 9mm pistol rounds.  Has lower overall penetration but better damage.
|-
|[[File:M4A3-Incen-mag.png]]<br>'''M4A3 Incendiary Magazine'''
|Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
|}
|-
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;"  |[[File:88m4.png|64px]]<br>'''88 Mod 4'''
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;"  |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.<br>It is typically used by '''Specialists''' employing the usage of the '''Scout Loadout''', or the '''[[Corporate Liaison]]''', '''[[Executive Officer]]''' and the '''[[Pilot Officer]]'''  for self defence. It is also a standard sidearm for '''[[Weyland-Yutani_PMCs|Weyland-Yutani PMC soldiers]]'''.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-88M4" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:88M4AP_Magazine.png|32px]]<br>'''88M4 AP Magazine'''
|Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.<br>Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:SmartGun.png|64px]]<br>'''M56 Smartgun'''
|style="border: 2px solid black; padding: 5px;" |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.<br>Only '''[[Squad Smartgunner|Smartgunners]]''' and '''Weyland-Yutani PMC Heavy Gunners''' can use this weapon, it's also available inside the Commander's secure box inside the Command Armoury.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-smartgun" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:PowerPack.png]]<br>'''M56 Power Pack'''
|Carries two hundred and fifty (250) smartgun rounds and can pass through friendlies by IFF. Click the icon in the top left to reload your M56 and be sure to stand still while reloading.
|}
|-
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;"  |[[File:wytacshotgun.png|64px]]<br>'''Mk221 Tactical Shotgun'''
|style="border: 2px solid black; border-bottom: 3px solid black; padding: 5px;"  |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. It is also one of the standard shotguns for '''Dutch's Dozen Mercenaries'''.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-shotgun" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:slugbox.png]]<br>'''Slug Shells'''
|Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
|-
|[[File:buckbox.png]]<br>'''Buckshot Shells'''
|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]]<br>'''Incendiary Slug Shells'''
|Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Flamethrower.png|64px]]<br>'''M240 Incinerator Unit'''
|style="border: 2px solid black; padding: 5px;" |Capable of shooting flames by lighting welding fuel or the custom napthal manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Ailens and Humans 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 refueled 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.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-incinerator" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:IncineratorTanks.png]]<br>'''Incinerator Tank'''
|Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:m41ae2.png|64px]]<br>'''M41AE2 Heavy Pulse Rifle'''
|style="border: 2px solid black; padding: 5px;" |Currently undergoing field testing and being used by elite soldiers, 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'''.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-m41ae2" class="mw-collapsible mw-collapsed">
{| border="1"
|
[[File: M41AE2_Magazine.png]]<br>'''M41AE2 Ammo Box'''
|Holds one hundred (100) 10x24mm rounds.<br>Uses the same caliber bullets as standard M4A1 magazines, so can be refilled using bullets from standard M4A1 magazines.
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:M4RA.png]]<br>'''M4RA Battle Rifle'''
|style="border: 2px solid black; padding: 5px;" |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.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-m4ra" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M41Amag.png]]<br>'''A19 High Velocity Magazine'''
|Holds fifteen (15) rounds. Lower magazine size, but better damage.
|-
|[[File:M41Amag.png]]<br>'''M41A Magazine'''
|Holds forty (40) 10x24mm rifle rounds.
|-
|[[File:M41Amag.png]]<br>'''M41A Extended Magazine'''
|Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|[[File:M41A-AP-mag.png]]<br>'''M41A Armour Piercing Magazine'''
|Holds forty (40) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
|-
|[[File:M41A-Incen-mag.png]]<br>'''M41A Incendiary Magazine'''
|Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:m41amk1.png|64px]]<br>'''M41A Mk1 Pulse Rifle'''
|style="border: 2px solid black; padding: 5px;" |An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among [[Mercenaries|mercenary groups]] and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2 and had less variety of attachments.<br> Three rifles can be found in the command armoury on the Almayer. It is also one of the standard rifles for '''Dutch's Dozen Mercenaries''' and '''[[Freelancer Mercenaries]]'''.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-m4ra" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:M41Amag.png]]<br>'''M41A MK1 Magazine'''
|Holds ninety five (95) 10x24mm rounds.<br>Uses the same calibre bullets as standard M4A1 magazines, so can be refilled using bullets from standard M4A1 magazines.
|}
|}
 
=Restricted Defensive Marine Equipment=
 
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:M20_mine_box.png|64px]]<br>'''M20 Mine Box'''
|style="border: 2px solid black; padding: 5px;" |A secure box holding anti-personel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.
 
 
'''How to deploy mines:''' Take a M20 mine out of the box, once it's in your hand stand ontop of the tile you want to place the mine onto, from there, face the direction you want the mine to be facing, all you have to do after that is click on the mine in your active hand and after a few seconds you'll have the mine placed and armed on that tile. Now just don't walk across it without an ID equipped.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:SentryGun.png|64px]]<br>'''UA 571-C Sentry'''
|style="border: 2px solid black; padding: 5px;" |These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate 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.
 
 
'''Ammunition:''' <div id="mw-customcollapsible-sentry" class="mw-collapsible mw-collapsed">
{| border="1"
|[[File:RotatingAmmoDrum_.png|64px]]<br>M30 Box Magazine (10x28mm Caseless)
|Ammunition for the UA 571-C Sentry.
|}
|-
|style="border: 2px solid black; padding: 5px;" |[[File:M56D.png|64px]]<br>'''M56D Mounted Smartgun'''
|style="border: 2px solid black; padding: 5px;" |These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. '''Note that this does not have IFF tracking built into it, so you will hit friendlies with it.'''
 
 
'''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=
 
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Big_Ammo_Box_10mm.png |64px]]<br>'''10x24mm Ammo Box (M41A)'''
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M4A1E2, and M4A1 MK1 magazines.
 
'''Note:'''
*To reload an M41A mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
 
*Keep in mind you can't fill Armour piercing mags with this ammo box.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Big_Ammo_Box_9mm.png |64px]]<br>'''10x20mm Ammo Box (M39)'''
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
 
'''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.
|}

Latest revision as of 21:34, 17 January 2018

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