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Marine Equipment: Difference between revisions

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=== KEEP AWAY FROM FIRE. ===
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|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]]

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

Weapon: Description:
M4a3.png

M4A3 Service Pistol

An M4A3 Service Pistol, once the standard issue sidearm of the Colonial Marines but has recently been replaced with the 88 Mod 4 combat pistol. While it is reliable in the arms of a crewmember, it is best used as a fall-back weapon in case one doesn't have any more ammo. Fires 9mm pistol rounds. This is one of the three handguns that the marines have stocked in their combat prep vendors. All Cargo Technicians start with one.

Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds twelve (12) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds twelve (12) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds twelve (12) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 40 40 36 33 30 22 18 15 11 8
Armor Piercing 25 25 25 25 25 25 25 25 25 22 20
Hollow Point 55 50 45 41 32 27 23 19 15 12 8
Incendiary 20 18 14 11 8 6 3 1 0 0 0
Cluster 40 40 40 36 33 30 22 18 15 11 8
Toxin 25 25 25 25 25 25 25 25 25 22 20
Wall Piercing 30 30 30 30 30 30 30 30 30 30 30
88m4.png

88 Mod 4

A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that have armor piercing ammo available to it in the vendors. This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the Corporate Liaison for self defense. It is also a standard sidearm for Weyland Yutani's PMCs.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter: 4

Burst Amount: 3

Effective Range: 4 tiles

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
88M4AP Magazine.png

88M4 AP Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Holds eighteen (18) armour piercing rounds. Has better armour penetration, but lower overall damage.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.

88M4-Incen-Magazine.png

88M4 Incendiary Magazine

Capacity: 18

Damage: 24

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.

88M4-Cluster-Magazine.png

88M4 Cluster Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Cluster stack: 1.5

Holds eighteen (18) cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.

Not currently obtainable.

88M4-Wall-Piercing-Magazine.png

88M4 Wall Piercing Magazine

Capacity: 18

Damage: 36

Max Range: 22

Fall off: 7

Penetration: 50

Punch: 0.5

Holds eighteen (18) Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Wall Piercing M4A3 Magazine.

Not currently obtainable

88M4-ToxinMagazine.png

88M4 Toxin Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Holds eighteen (18) Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Armor Piercing 30 30 30 30 30 30 30 30 30 27 24
Toxin 30 30 30 30 30 30 30 30 30 27 24
Wall Piercing 36 36 36 36 36 36 36 36 36 36 36
Incendiary 24 21 17 14 11 8 6 3 1 0 0
Cluster 30 30 30 30 30 30 30 30 30 27 24
44magnum.png

M44 Combat Revolver

A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets. This is one of the three handguns that the marines have stocked in their combat prep vendors.

Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 150 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 5.1

Ammunition:
M44SL.png

M44 Speed Loader

Capacity: 7

Damage: 56

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) .44 rounds.
M44-MM-SL.png

M44 Marksman Speed Loader

Capacity: 7

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 36

Punch: 0.5

Accuracy mod: + 6

Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
M44-HR-SL.png

M44 heavy speed Loader

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44-Incen-SL.png

M44 Incendiary speed Loader

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

M44-Cluster-SL.png

M44 Cluster speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 4

Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M44-Wall-Piercing-SL.png

M44 Wall Piercing speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M44-Toxin-SL.png

M44 Toxin speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 50 45 41 32 27 23 19 15 12
Heavy 35 35 35 35 35 31 28 22 18 15 12
Marksman 55 55 55 55 55 55 55 55 50 45 41
Toxin 55 55 55 55 55 55 55 55 50 45 41
Cluster 55 55 55 55 55 55 55 55 55 55 55
Wall Piercing 55 55 55 55 55 55 55 55 55 55 55
Incendiary 40 40 36 33 30 22 18 15 11 8 5
M39 Variants.gif

M39 Submachine Gun

The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower calibre alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.

The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.

Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 9

Scatter Unwielded: 13

Burst Scatter Multiplier: 7

Burst Amount: 3

Effective Range: 5 Tiles

Firerate: 461 RPM

Burst Firerate: 395RPM

Accuracy Wielded: 4.6

Accuracy Unwielded: 2.4

Ammunition:
M39mag.png

M39 HV Magazine

Capacity: 48

Damage: 34

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.


Holds forty eight (48) 10x20mm high-velocity rounds.

M39-extended-mag.png

M39 HV Extended Magazine

Capacity: 72

Damage: 34

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless HV extended submachinegun magazine. Powerful propellant allows the bullet increased travel speed and minor penetration capabilities, noticeably improving its efficacy at long ranges, although it still suffers significantly compared to a rifle bullet.


Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.

M39-AP-mag.png

M39 Armor Piercing Magazine

Capacity: 48

Damage: 26

Max Range: 22

Fall off: 6

Penetration: 30

Punch: 0.5

A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.


Holds forty eight (48) 10x20mm AP rounds. Has better armour penetration, but lower overall damage.

M39-Incen-mag.png

M39 Incendiary Magazine

Capacity: 48

Damage: 25

Max Range: 22

Fall off: 10

Penetration: 5

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine. Incendiary payload sets targets ablaze, but causes the gun to have low stopping power and strongly decreased accuracy.


Obtainable through the Surplus supply crate in Requisitions.
M39-Cluster-mag.png

M39 Cluster Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

Cluster stack: 0.8

A 10x20mm caseless cluster bullet submachinegun magazine, containing cluster bullets. Designed to attach tiny explosives to targets, to detonate all at once if 15 hit.


Not currently obtainable.

M39-Wall-Piercing-mag.png

M39 Wall Piercing Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

A 10x20mm caseless wall-piercing bullet submachinegun magazine, containing wall-piercing bullets. Designed to penetrate straight through objects and walls.


Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. 


Not Currently Obtainable.

M39-Toxin-mag.png

M39 Toxin Magazine

Capacity: 48

Damage: 26

Max Range: 22

Fall off: 10

Penetration: 30

Punch: 0.5

A 10x20mm caseless toxin bullet submachinegun magazine, containing toxin bullets. Great at stripping away armour and destroying biological structures.


Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable, applying 5 per hit. Once the toxin level is above their armour, they will receive full damage from all sources.


Not currently obtainable.

M39-Light Explosive-mag.png

M39 Light Explosive Magazine

Capacity: 48

Damage: 20

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A 10x20mm caseless light-explosive submachinegun magazine containing special light explosive rounds, designed to rapidly decimate armor, at the cost of vastly reduced damage and penetration.


Removes five armor per hit. 


Not currently obtainable.

HEAPM39.png

M39 HEAP Magazine

Capacity: 48

Damage: 45

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

A 10x20mm caseless armor-piercing high-explosive submachinegun magazine. The bullet tips are made out of a special explosive, designed to penetrate armor then detonate for maximum soft-tissue damage.


Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 34 34 30 28 21 18 14 11 8 5 3
Armor Piercing 26 26 26 26 26 26 26 23 21 15 12
Incendiary 25 25 22 20 15 12 9 6 4 1 0
Cluster 30 30 30 30 30 30 30 30 30 30 30
Wall Piercing 30 30 30 30 30 30 30 30 30 30 30
Toxin 26 26 26 26 26 26 26 23 21 15 12
Light Explosive 20 20 20 20 20 18 14 11 8 6 3
HEAP 45 45 45 45 45 45 45 40 37 33 25
M41A Variants.gif

M41A Pulse Rifle MK2

This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust, and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.

Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 7 Tiles

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 20.8

Accuracy Unwielded: 10.4

Ammunition:
M41Amag.png

M41A Magazine

Capacity: 40

Damage: 44

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5

Penetration: 0

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41A-Cluster-mag.png

M41A Cluster Magazine

Capacity: 40

Damage: 38.5

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds forty (40) 10x24mm cluster rifle rounds. Will set ablaze any and all targets hit with this round.

Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 38.5

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

M41A Mk2 Light Explosive Mag.png

M41A Mk2 Light Explosive Magazine

Capacity: 40

Damage: 22

Max Range: 22

Fall off: 4

Penetration: 20

Punch: 0.5

Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.

Not currently obtainable.

M41A Mk2 Explosive Mag.png

M41A Mk2 Explosive Magazine

Capacity: 40

Damage: 27.5

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Explosive rounds, will cause an explosion on the tile that the enemy is on.

Not currently obtainable.

HEAPm41a.png

M41A Mk2 HEAP Magazine

Capacity: 40

Damage: 60.5

Max Range: 22

Fall off: 2

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm high-explosive armor piercing rounds. Has better armour penetration and damage.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher (Default) | Holds 3 Grenades.

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Solid Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 40 36 33 25 21 17 13 10 7
Armor Piercing 33 33 33 33 33 33 33 33 33 30 27
Incendiary 33 33 30 27 21 17 14 11 8 5 2
Cluster 38 38 38 38 38 38 38 38 38 38 38
Wall Piercing 38 38 38 38 38 38 38 38 38 38 38
Toxin 33 33 33 33 33 33 33 33 33 30 27
Light Explosive 22 22 22 22 22 20 15 12 10 7 4
Explosive 27 27 25 22 16 13 10 8 5 2 0
HEAP 60 60 60 60 60 60 60 60 60 50
M4RA.png

M4RA Battle Rifle

The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.

Takes *only* non-high-velocity M4RA magazines.

Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 11

Effective Range: N/A

Firerate: 200 RPM

Accuracy Wielded: 20

Accuracy Unwielded: 12.8

Ammunition:
M4RAmag.png

M4RA Magazine

Capacity: 25

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
M4RA-Extended-mag.png

M4RA Extended Magazine

Capacity: 35

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
M4RA-AP-mag.png

M4RA AP Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of armour-piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm armour piercing rifle rounds.
M4RA-Incen-mag.png

M4RA Incendiary Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of incendiary 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M4RA-HEAP-mag.png

M4RA High Explosive Armor Piercing Magazine

Capacity: 25

Damage: 71

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of high explosive armor piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm high explosive armor piercing rifle rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight

Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Bipod.pngBipod

Flash Grip.pngFlashlight Grip

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 52 52 47 42 39 30 26 21 17 14 10
Armor Piercing 39 39 39 39 39 39 39 39 39 35 32
Incendiary 39 39 35 32 25 21 17 14 11 8 5
High Explosive Armor Piercing 71 71 71 71 71 71 71 71 71 65 59
M37 Variants.gif

M37A2 Pump Shotgun

An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. By default this is Unique-Action, bound to Space. You can change this in the Hotkeys menu, however.

Stats:
Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 30 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.13

Accuracy Multiplier Unwielded: 0.89

Base Accuracy: 11

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 65x4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M37 stock.pngM37 Wooden Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 65 65 59 53 48 44 34 29 24 20 16
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary 55 55 50 45 41 32 27 23 19 15 12
Incendiary Buckshot 65 65 59 53 48 44 34 29 24 20 16
Knife.png

M5 'Night Raider' bayonet

The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.
Stats:
Damage: 25
Throwing Damage: 25
Throwing-knife.png

M11 Throwing Knife

A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.
Stats:
Damage: 5
Throwing Damage: 55
Machete.png

M2132 Machete

Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.

Commonly found in requisitions and the Automated closets of most marines.

Stats:
Damage: 35
Throwing Damage: 10


Weapon: Description:
M42A Scoped rifle.png

M42A Scoped Rifle

A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.

This is only available for Specialists using the Sniper Loadout.

Abilities:
Aimed Shot.png
Aimed Shot
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.

To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.

The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.

SniperLaser.gif
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.

Once activated, it will automatically trigger when you use Aimed Shot on a target.

Stats:
Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 37 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 3.08

Accuracy Multiplier Unwielded: 0.63

Base Accuracy: 44

Ammunition:
M42Amag.png

M42A Marksman Magazine

Capacity: 15

Damage: 70

Max Range: 32

Fall off: 0

Penetration: 50

Punch: 0.5

Holds fifteen (15) 10x28mm Caseless sniper rounds.

Aimed Shot: 210 Damage.

M42A Flak mag.png

M42A Flak Magazine

Capacity: 15

Damage: 54

AOE Damage:54

Max Range: 32

Fall off: 0

Penetration: 0

Punch: 0.5

Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.

Aimed Shot: 108 Damage, slow down and no flak AOE.

M42A Incendiary mag.png

M42A Incendiary Magazine

Capacity: 15

Damage: 61

Max Range: 32

Fall off: 0

Penetration: 23

Punch: 0.5

Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.

Aimed Shot: 61 Damage and Maximum Fire Stack.

Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Marksman 70 70 70 70 70 70 70 70 70 70 70
Incendiary 60 60 60 60 60 54 49 45 40 31 26
Flak 55 50 45 41 32 27 23 19 15 12 8
XM42B Anti Materiel Rifle.png

XM43E1 Anti Materiel Rifle

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.

Stats:
Recoil Wielded: 5

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 19 RPM

Burst Firerate: N/A

Accuracy Wielded: 67.2

Ammunition:
M42Amag.png

XM43E1 Anti-Materiel Magazine

Capacity: 8

Damage: 125

Max Range: 32

Fall off: 0

Penetration: 75

Punch: 0.5

Holds eight (8) 10x99mm Caseless Anti-Materiel rounds.


These shots can pierce most mobs and terrain, but not indestructible colony walls.

This weapon deals greatly increased damage against walls and xeno structures. Resin walls are destroyed in one hit as long as the bullet has not pierced anything before.

Each pierced target reduces its range by at least 4, from the maximum of 32. This is increased to 12 for walls, resin walls, and large mobs, which includes most T3 Xenos and fortified Defenders. This also reduces the bullet's damage by 20%, increased to 60% for the same large targets and walls, and reduces Stopping Power.

Stopping Power: Stopping Power is calculated from the bullet's current damage when hitting a target, which does not take Aimed Shot into account. Full-power hits that have not pierced anything else can interrupt targets, which is reduced by their size, and knockback smaller targets. Lower-damage hits cannot knockback and will only interrupt smaller targets, so you will be unable to interrupt large targets if they have anything in the way.

Interrupting a target may disrupt channeled abilities or drop grabs. Crushers and Queens are immune to being interrupted unless you hit them with an Aimed Shot. Charger Strain Crushers are completely immune to Stopping Power while charging.


Aimed Shot: This weapon has an increased Aimed Shot base channel time of 4.5 seconds instead of the standard 2.5 seconds, and the damage is calculated based on the target's size. Additionally, most targets are affected by the Focus mechanic.

Focus: The first Aimed Shot on a new target is unfocused, and only deals 50% bonus damage. The second consecutive cast deals 75%, and the third deals the full bonus damage. You can only have stacks on a single target at a time, so previous stacks are removed if you successfully land an Aimed Shot on another target. When you are channeling a fully-focused Aimed Shot, your laser and crosshairs will turn blue instead of red. After landing a fully-focused shot, your Focus is reset. Normal hits do not apply or reset stacks.

Small Targets (Runners): (+60% Base Damage) + (10% Current Health). These targets are not affected by the Focus damage reduction, but still remove previous stacks.

Normal Targets (Xenos): (+30% Base Damage) + (10% Current Health) to (+60% Base Damage) + (20% Current Health), based on Focus.

Large Targets (Big Xenos): +15% to +30% Current Health, based on Focus.

Enhanced Stopping Power: Aimed Shots also improve Stopping Power, making non-piercing shots able to interrupt Queens and Crushers, and applying a slow based on it, regardless of any bonus damage from an Aimed Shot. This is no longer than 3 seconds of slow and 1.5s of superslow, reduced down to a maximum of 1s slow and 0.5s superslow against large targets, before reduction by piercing.

Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Normal 125 125 125 125 125 125 125 125 125 125 125
GrenadeLauncher.png

M92 Grenade Launcher

The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.

This weapon is only available for Specialists using the Heavy Grenadier Loadout.


  • This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.
  • This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.
Ammunition:
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.

They're only available in by ordering Explosives crates from Cargo.

M40 HEDP.png

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!

Both the Demolition Specialist and Heavy Grenadier Specialist have these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
Incingrenade.png

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 it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.

Combat Engineers start with 2 of these in their vendors at round start. Corporate Commando Units start with one as well.

M74 Airburst Grenade.png

M74 AGM-F 40mm Grenade

Exploding in a 30 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 disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.


You get six of these in a rig. Order more via cargo or your vendor.

M74 Incen Airburst Grenade.png

M74 AGM-I 40mm Grenade

Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.


You get three of these in a rig. Order more via cargo or your vendor.

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.

Squad Leaders start with smoke grenades available in their vendors at round start.

CustomGrenade.png

Custom Grenade

A custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made.
CustomLargeGrenade.png

Custom Large Grenade

A large custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made. Maximum explosive potential is larger than the standard issue M15s the casing is modelled from.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness
Underbarrel Attachments None
Stock Attachments None
M5 RPG.png

M5 RPG

A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer's M5 RPG model is reusable, but lacks an auto-tracking feature.

By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed. This is only available for Specialists using the Demolitionist Loadout.


Stats:
Recoil Wielded: 3

Recoil Unwielded: N/A

Scatter Wielded: 5

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 60 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1

Accuracy Multiplier Unwielded: 1

Base Accuracy: N/A

Ammunition:
M5 RPG HE.png

High Explosive (HE) Rocket

Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armoured targets.

Maximum Range: 7 Tiles

M5 RPG AP.png

Anti-Armor (AA or AP) Rocket

Deals average damage to target on direct hit. Affects most of armoured targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.

Maximum Range: 6 Tiles

M5 RPG PHS.png

White Phosphorous (PHS) Rocket

Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.

Maximum Range: 8 Tiles

CustomRocket.png

Custom Rocket

A custom made rocket developed by the Ordnance Technicians. Payload depends on what they put in. Assume it's very powerful and dangerous.

Maximum Range: 7 Tiles

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness
Underbarrel Attachments None
Stock Attachments None
M4RA Custom.png

M4RA Custom Battle Rifle

This is a further improvement upon the already rock-solid M4RA. Made by the USCM armourers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.

This version is only available for Specialists utilizing the Scout Loadout.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 4

Scatter Wielded: 0.1

Scatter Unwielded: 7

Burst Scatter Multiplier: 3

Burst Amount:2

Effective Range: N/A

Firerate: 120 RPM

Burst Firerate: 141 RPM

Accuracy Wielded: 20

Accuracy Unwielded: 10.4

Minimum Accuracy: 4

Ammunition:
M4RAmag.png

A19 High Velocity Magazine

Capacity: 18

Damage: 60

Max Range: 22

Fall off: 0

Penetration: 35

Punch: 0.5

Holds eighteen (18) 10x24mm high velocity rounds.
M4RA-Incen-mag.png

A19 High Velocity Incendiary Magazine

Capacity: 18

Damage: 44

Max Range: 22

Fall off: 0

Penetration: 25

Punch: 0.5

Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.
M4RA Impact mag.png

A19 High Velocity Impact Magazine

Capacity: 18

Damage: 44

Max Range: 22

Fall off: 0

Penetration: 50

Punch: 0.5

Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun most targets hit with this round or staggering them.
M4RAmag.png

M4RA Magazine

Capacity: 25

Damage: 44

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
M4RA-Extended-mag.png

M4RA Extended Magazine

Capacity: 35

Damage: 44

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
M4RA-AP-mag.png

M4RA AP Magazine

Capacity: 25

Damage: 33

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of armour-piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm armour piercing rifle rounds.
M4RA-Incen-mag.png

M4RA Incendiary Magazine

Capacity: 25

Damage: 33

Max Range: 22

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of incendiary 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Mountedflash.pngRail Flashlight

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Flash Grip.pngFlashlight Grip

Undershot.pngU7 Underbarrel Shotgun

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
High Velocity 60 60 60 60 60 60 60 60 55 50 45
A19 Incendiary 44 44 44 44 44 44 40 36 33 25 21
Impact 44 44 44 44 44 44 44 44 44 44 44
Regular 44 44 40 36 33 25 21 17 13 10 7
Armor Piercing 33 33 33 33 33 33 33 33 33 30 27
Incendiary 33 33 30 27 21 17 14 11 8 5 2
High Explosive Armor Piercing 60 60 60 60 60 60 60 60 60 55 50
M240-T Incinerator.png

M240-T Incinerator

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.

This is only available for Specialists using the Pyrotechnician Loadout.

It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.


Ammunition:
LargeIncineratorTank.png

Large Incinerator Tank

Holds two hundred and fifty units (250) worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles and will deal thirty (30) damage a second.
IncineratorTanks B Variant.png

Incinerator Tank: B Variant

Holds two hundred and fifty (250) units of Napthal Fuel type B.

A large fuel tank of Ultra Thick Napthal Fuel type B, this stuff shoots far and wide, burning up quickly but reducing the armor and speed of any targets hit due to its chemical composition. Handle with care. Will deal fifteen (15) damage a second.

IncineratorTanks X Variant.png

Incinerator Tank: X Variant

Holds two hundred and fifty (250) units of Napthal Fuel type X. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range. Has a range of six (6) tiles and will deal forty (40) damage a second.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher (Default)
Stock Attachments None
Weapon: Description:
CMateba.png

Mateba Autorevolver Custom

This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special execution attack that can be achieved by firing point blank into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.

It is issued and only used by the Commanding Officer.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: N/A

Firerate: 85 RPM

Burst Firerate: 82 RPM

Accuracy Wielded: 6.9

Accuracy Unwielded: 4.5

Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.

Holds six (6) rounds.

MatebaAP.png

Mateba High Impact Armor-Piercing Speed Loader

Capacity: 6

Damage: 67

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This armor-piercing variant is optimized against armored targets at the cost of lower overall damage. Don't point at anything you don't want to destroy.

Will knock down any target hit.

Holds six (6) rounds.

MatebaHI.png

Mateba High Impact Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Explosive Speedloader.png

Mateba Explosive Speed loader

Capacity: 6

Damage: 150

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution.

Holds six (6) rounds.

Attachments:
Barrel Attachments Mateba standard barrel.pngMateba Standard Barrel (Default)

Mateba short barrel.pngMateba Short Barrel

Mateba marksman barrel.pngMateba Marksman Barrel

Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 90 90 90 90 90 81 74 67 61 55 43
High Impact Armor Piercing 67 67 67 67 67 67 67 67 67 67 67
Impact 90 90 81 74 67 61 55 43 37 31 26
Explosive 150 150 150 150 150 150 150 150 150 150 150

Additionally, the Mateba has THREE distinct barrel options, affecting these stats. They are listed in the Attachments section.

Desert Eagle.png

Vintage Desert Eagle

A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it's hella classy.

It is issued and only used by the Commanding Officer.


Stats:

Recoil Wielded: 3

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 8

Burst Scatter Multiplier: 7

Burst Amount: 2

Effective Range: 4 Tiles

Firerate: 100 RPM

Burst Firerate: 92

Accuracy Wielded: 7.2

Accuracy Unwielded: 3.9

Ammunition:
Desert-Eagle-Magazine.png

Desert Eagle Magazine

Capacity: 7

Damage: 98

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) .50AE heavy pistol rounds. Will stun targets within two tiles, and throw them backwards.


Cannot be obtained from the Commanding Officers vendor, however these magazines can be found on the planet.

Desert-Eagle-Impact-Magazine.png

High Impact Desert Eagle Magazine

Capacity: 7

Damage: 84

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Seven rounds of devastatingly powerful 50-caliber destruction. The bullets are tipped with a synthesized osmium and lead alloy to stagger absolutely anything they hit. Point away from anything you value.


Holds seven (7) .50AE high impact pistol rounds. Will stun targets out to four tiles, and throw them backwards. Against humans, it will stun them regardless of range.

DeagleAP.png

High Impact Armor-Piercing Desert Eagle Magazine

Capacity: 7

Damage: 63

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Seven rounds of devastatingly powerful 50-caliber destruction. Packs a devastating punch. The bullets are tipped with an osmium-tungsten carbide alloy to not only stagger but shred through any target's armor. Issued in few numbers due to the massive production cost and worries about hull breaches. Point away from anything you value.


Holds seven (7) .50AE high impact armor-piercing pistol rounds. Will stun targets out to four tiles, and throw them backwards. Against humans, it will stun them regardless of range.

Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 98 98 98 98 98 98 98 98 98 98 98
Heavy 84 84 76 69 63 57 52 39 34 29 24
Armor-Piercing 63 63 63 63 63 63 63 63 63 63 63
44magnumC.png

M44 Custom Combat Revolver

A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 4 points.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 150 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 5.1

Ammunition:
M44SL.png

M44 Speed Loader

Capacity: 7

Damage: 56

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) .44 rounds.
M44-MM-SL.png

M44 Marksman Speed Loader

Capacity: 7

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 36

Punch: 0.5

Accuracy mod: + 6

Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
M44-HR-SL.png

M44 heavy speed Loader

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44-Incen-SL.png

M44 Incendiary speed Loader

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

M44-Cluster-SL.png

M44 Cluster speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 4

Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M44-Wall-Piercing-SL.png

M44 Wall Piercing speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M44-Toxin-SL.png

M44 Toxin speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 50 45 41 32 27 23 19 15 12
Heavy 35 35 35 35 35 31 28 22 18 15 12
Marksman 55 55 55 55 55 55 55 55 50 45 41
Toxin 55 55 55 55 55 55 55 55 50 45 41
Cluster 55 55 55 55 55 55 55 55 55 55 55
Wall Piercing 55 55 55 55 55 55 55 55 55 55 55
Incendiary 40 40 36 33 30 22 18 15 11 8 5
Vp78.png

VP-78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets. It is the standard sidearm for Corporate PMC Officers, Weapons Specialists, Fireteam Leaders and the Executive Officer


Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 45 45 45 45 45 45 45 40 37 33 25
Incendiary 35 35 35 35 35 35 35 31 28 22 18
Toxin 45 45 45 45 45 45 45 40 37 33 25
Cluster 45 45 45 45 45 45 45 40 37 33 25
Wall Piercing 45 45 45 45 45 45 45 45 45 45 45
M4a3Commander.png

M4A3 Custom Pistol

This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 4 points.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds twelve (12) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds twelve (12) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds twelve (12) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds twelve (12) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 40 40 36 33 30 22 18 15 11 8
Armor Piercing 25 25 25 25 25 25 25 25 25 22 20
Hollow Point 55 50 45 41 32 27 23 19 15 12 8
Incendiary 20 18 14 11 8 6 3 1 0 0 0
Cluster 40 40 40 36 33 30 22 18 15 11 8
Toxin 25 25 25 25 25 25 25 25 25 22 20
Wall Piercing 30 30 30 30 30 30 30 30 30 30 30
Smartpistol.png

SU-6 Smart Pistol

The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the Experimental Trooper Kits located in squad requisitions or requisitions itself.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 600 RPM

Burst Firerate: 327 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
SU6 Smart Pistol Magazine.png

Smart Pistol Magazine

Capacity: 15

Damage: 30

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 30 30 30 30 30 27 24 18 15 12 9
Flare Gun.png

M82-F flare gun

A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved? A hit to a xenomorph will ignite them, causing burns for roughly 10 seconds. It additionally has IFF capabilities.


Ammunition:
Flare.gif

Flares

A red USCM issued flare. There are instructions on the side, it reads 'pull cord, make light'. But in this case, load it into the flare gun. This cannot be used in lit or dead flares. It can be used to light up enemies. Last for roughly 10 minutes.
Signal Flare.gif

Signal Flares

A green USCM issued signal flare. The telemetry computer works on chemical reaction that releases smoke and light and thus works only while the flare is burning. Used to signal for CAS.
Attachments:
Muzzle Attachments None
Rail Attachments Mini Scope.pngS4 2x Telescopic Mini-Scope (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
SmartGun.png

M56B Smartgun

The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with full auto capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.


To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine. You must then close the cover to be able to shoot it again.


Very few marines have training in the M56 Smartgun system. Among them are you, the Commanding Officer, and the Corporate Smartgunners.


The Smartgun has several different options for the operator to configure:

Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Minimum": 3

"Scatter Maximum": 8

Firerate: 400 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5


The smartgun has ramping scatter, and will reach its maximum scatter after 80 rounds are fired.

Ammunition:
SGPowerCell.png

DV9 Battery

Capacity: 10000

Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 30 or 20

Max Range: 12

Fall off: 0.8

Penetration: 0 or 40

Punch: 0.5 or 1

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 30 27 24 18 15 12 9 6 3 1 0
Armor Piercing 20 20 20 20 20 20 20 20 20 18 14
Wytacshotgun.png

Mk221 Tactical Shotgun

A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.

Can be found in the Military Police armory and each department's Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge's Lambda Labs, Prison Station's Research Armory, and Corsat's Security Department Armories.


Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 50 RPM

Burst Firerate: N/A

Accuracy Wielded: 6.9

Accuracy Unwielded: 3

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Undernade.pngUnderslung Grenade Launcher (Default - Cannot be removed)
Stock Attachments MK221 Tactical Stock.pngMK221 Tactical Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 65 65 59 53 48 44 34 29 24 20 16
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary 55 55 50 45 41 32 27 23 19 15 12
Incendiary Buckshot 65 65 59 53 48 44 34 29 24 20 16
MOU53.png

MOU53 break action shotgun

A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.

Can be found in MOU53 Kits in Requisitions.

Stats:

Recoil Wielded: 3

Recoil Unwielded: 4

Scatter Wielded: 1

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 3

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. High damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 37

Max Range: 11

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armouries such as the Armory on Solaris Ridge and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armoury. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Gyro.pngGyroscopic Stabilizer

Stock Attachments MOU53 Stock.pngMOU53 Tactical Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary Slugs 55 55 50 45 41 32 27 23 19 15 12
M81 Riot GL.png

M81 Riot Grenade Launcher

A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.

Can be found in the Military Police armory.


Ammunition:
M66 Tear Gas Grenade.png

M66 Tear Gas Grenade

Forms a rough 7x7 area of pepperspray smoke. Effective against humans.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
M79 grenade launcher.png

M79 Grenade Launcher

A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.

Can be found in Requisitions or weapon guncases.

Ammunition:
Star shell packet.png

AMG-S Star Shell

Damage: 30

Max Range: 7

Fall off: 0

Penetration: 0

Punch: 0

Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area. Holds 3 shells.
Hornet packet.png

AGM-H Hornet Shell

Damage: 100

Max Range: 7

Fall off: 0

Penetration: 25

Punch: 0

Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targetting .22lr rounds. The equivalent to buckshot at-range. Holds 3 shells.
Hirr baton packet.png

HIRR Baton Slug

Damage: 45

Max Range: 7

Fall off: 0

Penetration: 0

Punch: 0

Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs. Holds 3 shells.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None (Comes with an unremovable m79 stock)
Flamethrower.png

M240A1 Incinerator Unit

The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the Pyrotechnician to refill your empty fuel tanks. To turn on the pilot light, go to the Weapon Tab and click Toggle Gun Safety or Alt+Click the Flamethrower. There is no default hotkey for activating the incinerator unit, though you can set up one as a Macro.

They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.


Ammunition:
IncineratorTanks.png

Incinerator Tank

Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles, And will deal thirty (30) damage a second.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far and burns slowly, but it reduces the armor of anyone lingering in the flames and speed of any targets hit due to its chemical composition. Handle with exceptional care. Holds ninety (90) units worth of gel fuel. Has a range of seven (7) and will deal fifteen (15) damage but very easy to put out..
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher

XM-VESG-1 Flamer Nozzle.pngXM-VESG-1 Flamer Nozzle

Stock Attachments None
M41ae2.png

M41AE2 Heavy Pulse Rifle

A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and M4RA, the M41AE2 is chambered in 10x24mm. This can use M41A/M4RA ammo, however the bullets must be transferred manually from the M41A/M4RA mags into the M41AE2 Mags or by refilling it with an ammo box.


It can be ordered from requisitions.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0

Scatter Wielded: 6

Scatter Unwielded: N/A

Burst Scatter Multiplier: 6

Burst Amount: 5

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 272 RPM

Accuracy Wielded: 16

Accuracy Unwielded: N/A

Ammunition:
M41AE2 Magazine.png

M41AE2 Ammo Box

Capacity: 300

Damage: 40

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.

Uses the same calibre bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.

M41AE2 holo magazine.png

M41AE2 Holo-Targeting Ammo Box

Capacity: 200

Damage: 30

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds.

Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off. For more magazines you'll need to ask requisitions.

HEAPHPR.png

M41AE2 HEAP Ammo Box

Capacity: 300

Damage: 55

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. This one contains the standard Armor-Piercing explosive tipped round of the USCM.

Not usually obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 40 36 33 30 22 18 15 11 8 5
Holo Rounds 30 30 27 24 18 15 12 9 6 3 1
HEAP 55 55 55 55 55 55 55 55 55 50 45
M41amk1.png

M41A Mk1 Pulse Rifle

An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity magazines. Armour piercing magazines are also available for the MK1 and benefit from the substantially higher capacity magazines. The MK1 cannot use MK2 magazines in spite of them being similar.


Four rifles can be found in the command armory on the Almayer and they're available from requsitions where they're dispensed from their Armament Vendors. It is also one of the possible rifles for the Freelancer Mercenaries.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 3

Scatter Unwielded: 11

Burst Scatter Multiplier: 2

Burst Amount: 4

Effective Range: 7 Tiles

Firerate: 240 RPM

Burst Firerate: 213 RPM

Accuracy Wielded: 18.4

Accuracy Unwielded: 10.4

Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

Capacity: 95

Damage: 44

Max Range: 22

Fall off: 4

Penetration: 5

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.
M41AMK1-AP-mag.png

M41A MK1 AP Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 armour piercing rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions.
M41AMK1-Incendiary-mag.png

M41A MK1 Incendiary Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 5

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41AMK1-Cluster-mag.png

M41A MK1 Cluster Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

Cluster stack: 1

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same cluster calibre as the new versions. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M41AMK1-Wall-Piercing-mag.png

M41A MK1 Wall Piercing Magazine

Capacity: 95

Damage: 38.5

Max Range: 22

Fall off: 4

Penetration: 50

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M41AMK1-Toxin-mag.png

M41A MK1 Toxin Magazine

Capacity: 95

Damage: 33

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.

Applies 10 toxin per hit.

Not currently obtainable.

HEAPMK1.png

M41A MK1 HEAP Magazine

Capacity: 95

Damage: 60

Max Range: 22

Fall off: 4

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.

Fires high explosive armor piercing rounds for maximum damage to targets.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet


Supressor.pngSuppressor

Rail Attachments Magnetic harness.pngMagnetic Harness

Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight
Underbarrel Attachments UndernadeMK1.pngMK 1 Underslung Grenade Launcher (Default) | Holds 5 Grenades.

Undershot.pngU7 Underbarrel Shotgun

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular MK1 44 44 40 36 33 25 21 17 13 10 7
Regular MK1 Armor Piercing 33 33 33 33 33 33 33 33 33 30 27
Incendiary 33 33 30 27 21 17 14 11 8 5 2
Toxin 33 33 33 33 33 33 33 33 33 30 27
Cluster 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5 38.5
Wall Piercing 38 38 38 38 38 38 38 38 38 38 38
HEAP 60 60 60 60 60 60 60 60 60 55 50
M46C.png

M46C Pulse Rifle

A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the Toggle Lethal mode. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2.

Only available inside the Commanding Officer's secure box inside the Command Armory when there is a Commanding Officer around.

Spawns with its underbarrel, muzzle and rail attachments randomized.


Abilities:
Toggle IFF.gif
Toggle IFF
Toggles the ability for the M46C to fire through friendly targets. With IFF enabled, the M46C loses its standard burst capability and fires slightly slower. With IFF disabled, the M46C has a 5 round burst and fires slightly faster than a standard pulse rifle.
Toggle ID Lock.gif
Toggle ID Lock
Toggles the ability for the M46C to be fired by others. The ID lock will find a new owner in the event that the current user is gibbed or their body is otherwise destroyed.
Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 6

Scatter Wielded: 1

Scatter Unwielded: 14

Burst Scatter Multiplier: 3

Burst Amount: 5

Firerate: 200 RPM with IFF off, 150 RPM with IFF on.

Burst Firerate: 320 RPM with IFF off, N/A with IFF on.

Accuracy Wielded: 19.2

Accuracy Unwielded: 9.6

Base Accuracy: 16

Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions.
M41AMK1-Incendiary-mag.png

M41A MK1 Incendiary Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41AMK1-Wall-Piercing-mag.png

M41A MK1 Wall Piercing Magazine

Capacity: 95

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41AMK1-Toxin-mag.png

M41A MK1 Toxin Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.

Applies 10 toxin per hit.

Not currently obtainable.

M41Amag.png

M41A Magazine

Capacity: 40

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments


Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness (Integrated into weapon)

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Skeleton Stock (Default - Cannot be removed)
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 46 46 41 38 34 26 22 18 14 11 8
Armor Piercing 34 34 34 34 34 34 34 34 34 31 28
Incendiary 34 34 31 28 22 18 15 11 8 6 2
Toxin 34 34 34 34 34 34 34 34 34 31 28
Cluster 40 40 40 40 40 40 40 40 40 40 40
Wall Piercing 40 40 40 40 40 40 40 40 40 40 40


XM88.png

XM88 Heavy Rifle

An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.


Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan.


It has a special property - when you obtain multiple direct hits in a row, its armour penetration will increase by 10. At maximum stacks, this will give each XM88 round 50 AP.

Stats:
Recoil Wielded: 3

Recoil Unwielded: 5

Scatter Wielded: 3

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 60 RPM

Burst Firerate: N/A

Accuracy Wielded: 17.2

Accuracy Unwielded: 7

Ammunition:
458box.png

.458 SOCOM Rounds

Capacity: 9

Damage: 80

Max Range: 22

Fall off: 1

Penetration: 0

Punch: 0.5

Holds eight (8) 10x99mm Caseless Anti Materiel rounds.

A box filled with handfuls of .458 SOCOM rounds, designed for use with the XM88 heavy rifle.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

XM88Scope.pngXS-9 Targeting Relay

Underbarrel Attachments Laser sight.pngLaser Sight

Gyro.pngGyroscopic Stabilizer

Stock Attachments XM88Stock.pngXM88 Padded Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Normal 80 72 66 60 54 43 37 32 27 22 18
XM51 breaching scattergun.png

XM51 Breaching Scattergun

An experimental shotgun model going through testing trials in the USCM. Based on the original civilian and CMB version, the XM51 is a mag-fed, pump-action shotgun. It utilizes special 16-gauge breaching rounds which are effective at breaching walls and doors. Users are advised not to employ the weapon against soft or armored targets due to low performance of the shells.

Available at Requisitions Armament Vendors.

Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: 4

Burst Amount: N/A

Effective Range: N/A

Firerate: 37 RPM

Automatic Firerate: N/A RPM

Accuracy Wielded: 10.8

Accuracy Unwielded: 3.6

Capacity: 12

Ammunition:
XM51 magazine (16g).png

XM51 Magazine

Capacity: 12

Damage: 55

Max Range: 5

Fall off: 1

Penetration: 5

Punch: 0.5

A 16 gauge pump-action shotgun magazine. Holds twelve(12) light breaching shells.
Attachments:
Muzzle Attachments

Knife.pngBayonet

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Stock Attachments

XM51 Stock.pngXM51 Stock

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 50 45 41 32 27 23 19 15 12
CeremonialSword.png

Ceremonial Sword

A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.


Weapon: Description:
M56D.png

M56D Mounted Heavy Machine Gun

These mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be acquired from Requisitions. You will need to attach the gun to its tripod and load a magazine before firing. The M56D has a built-in IFF.


Stats:

Firerate: 300 RPM

Base Accuracy: 13

Ammunition:
M56D Drum Magazine.png

M56D Drum Magazine

Capacity: 700

Damage: 35

Max Range: 12

Fall off: 1

Penetration: 50

Punch: 0.5

A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system. Just click the M56D with this to reload it.
Construction and Maintenance:
How To Set It Up:
  • Click on the mount once it's in your hand to deploy it,
  • Screwdriver.png Screwdriver it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Maintenance:

  • Screwdriver.png Screwdriver to pack up the gun for easy carrying.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.

Deconstruct:

  • Crowbar.png Crowbar it to remove the gun
  • Screwdriver.png Screwdriver mount
  • Drag mount on yourself to pick it up
M2C HMG.png

M2C Heavy Machine Gun

A deployable, heavy machine gun. The M2C 'Chimp' HB is a modified M2 HB reconfigured to fire 10x28 Caseless Tungsten rounds for USCM use. It is capable of recoilless fire and fast-rotating. However it has a debilitating overheating issue due to the poor quality of metals used in the parts, forcing it to be used in decisive, crushing engagements as a squad support weapon.

Video Demonstration

Click its sprite while behind it without holding anything to man it. Click-drag on NON-GRAB intent to disassemble the gun. Click drag on GRAB INTENT to remove ammo magazines.


Stats:

Health: 230

Firerate:500 RPM

Base Accuracy: 75

Ammunition:
M2C Ammunition Box.png

M2C Ammunition Box

Capacity: 125

Damage: 50

Max Range: 15

Effective Range: 7 Tiles

Fall off: 3

Penetration: 30

Punch: 0.5

A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there's no ammo box loaded to reload the M2C.
Deployment and Maintenance:
How To Deploy It:
  • Deploy the Gun by activating it in your active hand.
  • Clicking on a tile 180 degrees or more will rotate it to that direction.

Maintenance:

  • Welder.gif Welder for repairing it if partially damaged or if destroyed.
M20 mine box.png

M20 Mine Box

A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.
Deployment and Deactivation:
How To Deploy A Mine:
  • Take an M20 mine out of the box with an empty hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand.

Keep in mind that any living mob that enters the mine's tile, or the tile it's facing, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.


How To Deactivate Mines:

  • Multitool.png Use a security access tuner (multitool) on the deployed mine.
Tactics:
  • Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
  • The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
  • Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
  • Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
SentryGun.png

UA 571-C Sentry

The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.


Stats:

Firerate: 150 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Capacity: 500

Damage: 30

Max Range: 22

Fall off: 0

Penetration: 36

Punch: 0

Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Flamer-Sentry-Gun.png
UA 42-F Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.
Stats:

Firerate: 20 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Tesla-Coil.png
21S Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Defence-Flag.png
JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Sentry upgrade kit.png
Sentry Upgrade Kit
Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:
Handheld Defense Upgrades:
Sentry mini.png

UA 512-M Mini-Sentry

The Mini-Sentry Gun is the smaller brother of the normal one. It automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire.

The mini-sentry has a 135 degree firing arc, 5 tile range and a rapid fire rate. Has 500 bullets.


Stats:

Firerate: 400 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Capacity: 500

Damage: 12

Max Range: 22

Fall off: 0

Penetration: 36

Punch: 0

Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry shotgun.png

UA 12 Shotgun Sentry

The Shotgun Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its short range however leads to it being a very close range sentry gun.

The shotgun sentry has a 135 degree firing arc, 2 tile range and a low fire rate. Has 50 buckshot shells.


Stats:

Firerate: 24 RPM

Base Accuracy: 27

Range: 2 Tiles

Ammunition:
M30 Ammo Drum.png

12G Buckshot Drum

Capacity: 50

Damage: 60 x 4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0

Contains fifty (50) buckshot shells.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry dmr.png

UA 725-D Sniper Sentry

The Sniper Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its longer range allows it to cover long flanks without the need for marine presence to back it up.

The sniper sentry has a 135 degree firing arc, 10 tile range and a low fire rate. Has 500 bullets.

Stats:

Firerate: 48 RPM

Base Accuracy: 21.6

Range: 10 Tiles

Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Capacity: 500

Damage: 60

Max Range: 22

Fall off: 0

Penetration: 36

Punch: 0

Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Flamer-Sentry-Gun.png
UA 55-FA Assault Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel but burns up faster.

Stats:

Firerate: 20 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.

This one burns up faster.

Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry flamer mini.png
UA 45-FM mini sentry
The Mini Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slightly faster fire rate. Has 100 units of fuel.

Stats:

Firerate: 60 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of Ultra Thick Napthal Fuel, used in the UA 45-FM. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Sentry plasma.png
UA 60-FP Plasma Sentry
The Plasma Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the phosphorus that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 10 tile range and a very slow fire rate. Has 100 units of fuel.

Stats:

Firerate: 8.5 RPM

Base Accuracy: 21.6

Range: 10 Tiles

Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of compressed Ultra Thick Napthal Fuel, used in the UA 60-FP. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Tesla stun.png
21S Overclocked Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.

This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.

Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Tesla mini.png
25S Mini Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.

This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.

Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Banner extended.png
Extended JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 11x11 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Defence flag warbanner.png
Warbanner JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Move, Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
M402 Mortar.png

M402 Mortar

Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Can only be obtained via Requisitions.
Ammunition:
CustomMortar.png

80mm Custom Shell

A custom made mortar shell. Developed by the Ordnance Technicians. Payload depends on what they put in there. Let's hope there's fuel in it...
80mm Flare Shell.png

80mm Flare Shell

Deploys a flare to the target area which can't be melted or destroyed however it doesn't last as long as traditional flares.

Currently Unavailable

80mm Flash Powder Shell.png

80mm Flash Powder Shell

Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.

Currently Unavailable

80mm Smoke Shell.png

80mm Smoke Shell

Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.

Currently Unavailable

FlareCamera Shell.png

80mm Flare/Camera Shell

Deploys a flare to the target area which can't be melted or destroyed however it doesn't last as long as traditional flares.

Comes with a Camera to let the Mortar Operator see where the shell landed.

80mm High Explosive Shell.png

80mm High Explosive Shell

Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.
80mm Napalm Shell.png

80mm Napalm Shell

Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
80mm Fragmentation Shell.png

80mm Fragmentation Shell

Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
Usage:
  • Anyone with a Trained level of engineering (Level 1 in engineering) can deploy and use the Mortar.
  • Recruit a squad member to be your spotter and make sure they have tactical binoculars.
  • Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then Ctrl Click an enemy position and wait, once the binoculars beep you'll be given coordinates in chat.
  • Upon receiving the longitude and latitude coordinates, enter them into the Target section.

Note: After entering in a target the mortar will fire upon being loaded.

  • Load a flare shell by clicking the mortar with a shell in hand and after it has fired notify your spotter to inform you of any corrections that need to be given.
  • Once the spotter has relayed any corrections to you, enter them into the Dial section.

Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.

  • Keep firing on that position until new coordinates are given or until the spotter tells you to stop.

Example: The flare lands and the spotter notices that it missed the targeted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.


Dialling Graph:


Mortar Graph.jpg

Weapon: Description:

To use a grenade, simply prime it by clicking it (or pressing Z if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do NOT toggle throw mode after priming as priming a grenade automatically activates throw mode. Do NOT throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can't and will bounce back to you.

There are two kinds of explosive grenades:

  • Blast: Standard explosive grenades that deal damage once they detonate.
  • Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.

WARNING: Many explosives are amplified in small and condensed rooms.

C4.png

C4 Explosive Charge

C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Combat Technicians and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with Trained level of engineering can plant C4.
Breaching Charge.png

Breaching Charge

Breaching charges are primarily used for tactical entry into a room or building. The breaching charge explodes inwards towards the room it has been planted against. This means that when the charge has exploded it launches shrapnel inside the room, and can be swiftly followed up by a room entry. Unlike C4 you can stand next to the breaching charge when it explodes to take full advantage of the shrapnel launched out and push straight away.


Available to Squad Engineers and Squad Leaders Additionally can be vended from the armaments vendor in requisitions and ordered via ASRS. Anyone with Trained level of engineering can plant a Breaching Charge

Cannot:

  • Break reinforced walls.
  • Break burrower tunnels.
  • Be planted on mobs.


Timer:

  • Minimum Timer: 10 seconds.
  • Maximum Timer: 60 seconds.
Type5.png

Type 5 Shrapnel Grenade

A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.

It is used by UPP Personnel.

Type8.png

Type 8 White Phosphorus Grenade

A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.
Mk15.png

Webley Mk15 Stick Grenade

A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.

It is used by the Freelancer Mercenaries and the Colonial Liberation Front.

Improvised Firebomb.png

Improvised Fire Bomb

A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.

It is used by the Colonial Liberation Front and Survivors.

M12 Blast grenade.png

M12 Blast Grenade

A high-explosive grenade produced for private security firms.

It is used by the PMCs

Grenade.png

M15 Fragmentation Grenade

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.

G2 Grenade.png

G2 Electroshock Grenade

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.

M40 HPDP.png

M40 HPDP Grenade

The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.

Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.

M40 HEDP.png

M40 HEDP Grenade

Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.

Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.
M74 Airburst Grenade.png

M74 AGM-F 40mm Grenade

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.
Video Demonstration

Must be loaded into a Grenade Launcher

M74 Incen Airburst Grenade.png

M74 AGM-I 40mm Grenade

Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.

Video Demonstration

Must be loaded into a Grenade Launcher

M74 Smoke Airburst Grenade.png

M74 AGM-S 40mm Grenade

Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.

Must be loaded into a Grenade Launcher

Incingrenade.png

M40 HIDP Incendiary Grenade

Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.

Combat Technicians are able to buy them in their vendors at round start. Corporate Commando Units start with one as well.

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.
Metal Foam Grenade.png

M40 Metal Foam grenade

A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.

KEEP AWAY FROM FIRE

Weapon: Description:
M40 HEDP box.png

M40 HEDP Box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.

M40 HPDP box.png

M40 HPDP Box

Contains 25 Grenades. A secure box holding 25 M40 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. Don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.

M40 HEFA box.png

M40 HEFA Box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.

M74 AGM-F Grenade Box.png

M74 AGM-F Grenade Box

Contains 25 Grenades. A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don't store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.

M07 Training Grenade Box.png

M07 Training Grenade Box

Contains 25 Training Grenades. A secure box holding 25 M07 training grenades. Harmless and reusable.

Not available during normal gameplay.

M4A3 Magazine Box.png

Magazine Box (M4A3 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

SpeedLoader Box.png

Magazine Box (M44 x 16)

Contains 16 speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Marksman SpeedLoader Box.png

Magazine Box (Marksman M44 x 16)

Contains 16 marksman speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Heavy SpeedLoader Box.png

Magazine Box (Heavy M44 x 16)

Contains 16 heavy speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
88Mod4 AP Magazine Box.png

Magazine Box (88 Mod 4 AP x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

SU-6 Magazine Box.png

Magazine Box (SU-6 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

VP78 Magazine Box.png

Magazine Box (VP78 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Magazine Box.png

M41A Magazine Box

Contains 10 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

Note:

  • Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
  • After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.
  • To pick the mag box backup from the ground after it's been opened you'll need to click drag the mag box onto your character.
M4RA Magazine Box.png

M4RA Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.

M39 Magazine Box.png

M39 Magazine Box

Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M41A Extended Magazine Box.png

M41A Extended Magazine Box

Contains 8 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

M39 Extended Magazine Box.png

M39 Extended Magazine Box

Contains 10 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M4A3 Armor Piercing Magazine Box.png

M4A3 Armor Piercing Magazine Box

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Armor Piercing Magazine Box.png

M41A Armor Piercing Magazine Box

Contains 10 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

M4RA AP Magazine Box.png

M4RA AP Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.

M39 Armor Piercing Magazine Box.png

M39 Armor Piercing Magazine Box

Contains 12 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M4A3 Hollow Point Magazine Box.png

M4A3 Hollow Point Magazine Box

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Incendiary Magazine Box.png

M41A Incendiary Magazine Box

Contains 10 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

M4RA Inc Magazine Box.png

M4RA Incendiary Magazine Box

Contains 16 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.

M39 Light Explosive Magazine Box.png

M39 Light Explosive Magazine Box

Contains 12 light explosive magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available. Not available during normal gameplay.

Slug Shell Box.png

Slug Shell Box

Contains 100 slug shells, 20 handfuls.


Note:

  • Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
  • After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.
  • To pick the shell box backup from the ground after it's been opened you'll need to click drag the shell box onto your character.
Buckshot Shell Box.png

Buckshot Shell Box

Contains 100 buckshot shells, 20 handfuls.

Flechette Shell Box.png

Flechette Shell Box

Contains 100 flechette shells, 20 handfuls.

Beanbag Shell Box.png

BeanbagShell Box

Contains 100 Beanbag shells, 20 handfuls.

Not available during normal gameplay.

Incendiary Shell Box.png

Incendiary Shell Box

Contains 100 Incendiary shells, 20 handfuls.

Big Ammo Box 458.png

.458 SOCOM Bullets Box

Contains 300 rounds of .458 SOCOM rounds.

Big Ammo Box 10mm.png

Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and M4RA magazines.

Note:

  • To reload an M41A mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
  • To transfer bullets from a magazine into the ammo box, switch to HARM intent and click the ammo box.
  • Keep in mind you can't fill Armor piercing mags with this ammo box.
  • Can be worn on the backpack slot for convenience of carrying.
Big Ammo Box AP M41A.png

AP Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and M4RA armor piercing magazines.
Big Ammo Box LE M41A.png

LE Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and M4RA light explosive magazines.

Not available during normal gameplay.

Big Ammo Box INCEN M41A.png

Incendiary Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and M4RA incendiary magazines.

Not available during normal gameplay.

Big Ammo Box 9mm.png

SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
Big Ammo Box 9mm AP.png

AP SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.
Big Ammo Box SMG LE.png

LE SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.

Not available during normal gameplay.

Big Ammo Box SMG Incen.png

Incendiary SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.

Not available during normal gameplay.

Mercenary or Black Ops Equipment

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 and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. The IFF features for this weapon only work for the PMC team.

This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized. It is the standard sniper rifle for Corporate PMC snipers.

Abilities:
Aimed Shot.png
Aimed Shot
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.

To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.

The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.

SniperLaser.gif
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.

Once activated, it will automatically trigger when you use Aimed Shot on a target.

Stats:

Recoil Wielded: 5

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 23 RPM

Burst Firerate: N/A

Accuracy Wielded: 99.2

Accuracy Unwielded: N/A

Ammunition:
M42Amag.png

M42C Marksman Magazine

Capacity: 6

Damage: 150

Max Range: 32

Fall off: 0

Penetration: 50

Punch: 0.5

Holds six (6) 10x99mm supersonic rifle rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngS8 Telescopic sight (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 150 150 150 150 150 150 150 150 150 150 150
SmartGun.png

M56B Dirty Smartgun

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.

Only Corporate PMC Heavy Gunners and Death Squad Terminators can use this weapon, it's only available to them via the Emergency Response Teams.


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Minimum: 3

Scatter Maximum: 8

Firerate: 600 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Accuracy Wielded: 33


The smartgun has ramping scatter, and will reach its maximum scatter after 80 rounds are fired.

Ammunition:
PowerPack.png

M56 Power Pack

Comes with a high capacity power cell (10000) Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 40 or 30

Accuracy: 33.6 or 23.1

Max Range: 13

Fall off: 0.8

Penetration: 0 or 35

Punch: 0.5 or 3

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
Smartgun Drum Dirty.png

Smartgun Drum Dirty

Capacity: 500

Damage: 40 or 30

Accuracy: 33.6 or 23.1

Max Range: 13

Fall off: 0.8

Penetration: 0 or 35

Punch: 0.5 or 3

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping. This is a special variant that is much more lethal than the standard issue Smartgun drums.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 36 33 30 22 18 15 11 8 5 2
Armor Piercing 30 30 30 30 30 30 30 30 27 24 18
SmartGun.png

M56T Terminator Smartgun

A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.


Only Corporate PMC Heavy Gunners and Death Squad Terminators can use this weapon, it's only available to them via the Emergency Response Teams.


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Stats:

Recoil Wielded: 1

Scatter Minimum: 3

Scatter Maximum: 8

Firerate: 400 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 34


The smartgun has ramping scatter, and will reach its maximum scatter after 80 rounds are fired.

Ammunition:
PowerPack.png

M56 Power Pack

Comes with a high capacity power cell (10000) Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 40 or 30

Max Range: 13

Fall off: 0.8

Penetration: 0 or 35

Punch: 0.5 or 3

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
Smartgun Drum Dirty.png

Smartgun Drum Dirty

Capacity: 500

Damage: 40 or 30

Max Range: 13

Fall off: 0.8

Penetration: 0 or 35

Punch: 0.5 or 3

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping. This is a special variant that is much more lethal than the standard issue Smartgun drums.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 36 33 30 22 18 15 11 8 5 2
Armor Piercing 30 30 30 30 30 30 30 30 27 24 18
M41a2.png

M41A/2 Battle Rifle

Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.

It is the standard rifle for Corporate PMC Standards and Black Ops Commando Units.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 2

Scatter Unwielded: 8

Burst Scatter Multiplier: 1

Burst Amount: 2

Effective Range: 7 Tiles

Firerate: 240 RPM

Burst Firerate: 252 RPM

Accuracy Multiplier Wielded: 1.5

Accuracy Multiplier Unwielded: 0.81

Base Accuracy: 16

Damage Mod: 1.1

Ammunition:
M41Amag.png

M41A Magazine

Capacity: 40

Damage: 50

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 50

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 37.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 37.5

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41A-Cluster-mag.png

M41A Cluster Magazine

Capacity: 40

Damage: 43.75

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds forty (40) 10x24mm cluster rifle rounds. Will set ablaze any and all targets hit with this round.

Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 43.75

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 37.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

M41A Mk2 Light Explosive Mag.png

M41A Mk2 Light Explosive Magazine

Capacity: 40

Damage: 25

Max Range: 22

Fall off: 4

Penetration: 20

Punch: 0.5

Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.

Not currently obtainable.

M41A Mk2 Explosive Mag.png

M41A Mk2 Explosive Magazine

Capacity: 40

Damage: 31.25

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Explosive rounds, will cause an explosion on the tile that the enemy is on.

Not currently obtainable.

HEAPm41a.png

M41A Mk2 HEAP Magazine

Capacity: 40

Damage: 68.75

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm HEAP rounds. Has superior armor penetrating capabilities and damage.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher (Default) | Holds 3 Grenades.

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Solid Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 50 50 45 41 37 29 24 20 16 13 9
Armor Piercing 37 37 37 37 37 37 37 37 37 34 30
Incendiary 37 37 34 30 24 20 17 13 10 7 4
Cluster 43 43 43 43 43 43 43 43 43 43 43
Wall Piercing 43 43 43 43 43 43 43 43 43 43 43
Toxin 37 37 37 37 37 37 37 37 37 34 30
Light Explosive 25 25 25 25 25 22 20 15 12 9 6
Explosive 31 31 28 25 19 16 13 10 7 4 2
HEAP 68 68 68 68 68 68 68 68 56
NSG23.png

NSG 23 Assault Rifle

A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.

Can only be fired in bursts.

It is one of the standard rifles for Corporate PMC Standards.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 3

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 7

Firerate: N/A

Burst Firerate: 150 RPM

Accuracy Wielded: 23.2

Accuracy Unwielded: 10.4

Ammunition:
NSG23 Magazine.png

NSG 23 Magazine

Capacity: 30

Damage: 56

Max Range: 22

Fall off: 0

Penetration: 5

Punch: 0.5

Holds thirty (30) 10x24mm rifle rounds. Uses the same ammunition as the M41A pulse rifles.
NSG23 Extended Magazine.png

NSG 23 Extended Magazine

Capacity: 45

Damage: 56

Max Range: 22

Fall off: 0

Penetration: 5

Punch: 0.5

Holds forty five (45) 10x24mm rifle rounds. A larger magazine holding more ammunition. Uses the same ammunition as the M41A pulse rifles.
NSG23 AP Magazine.png

NSG 23 AP Magazine

Capacity: 30

Damage: 42

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds thirty (30) 10x24mm armor piercing rifle rounds. Uses the same armor piercing ammunition as the M41A pulse rifles.
NSG23HEAP.png

NSG 23 HEAP Magazine

Capacity: 30

Damage: 77

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds thirty (30) 10x24mm HEAP rifle rounds. Uses the same armor-piercing explosive tipped rounds as M41A pulse rifles.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Mini Scope.pngS4 2x Telescopic Mini-Scope (Default)

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Undernade.pngUnderslung Grenade Launcher | Holds 3 Grenades.

Underflame.pngMini Flamethrower (Default)

Stock Attachments NSG23stock.pngNSG 23 Stock (Default - Cannot be removed)
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 56 56 50 46 42 33 28 24 19 16 12
Armor Piercing 42 42 42 42 42 42 42 42 42 38 34
HEAP 77 77 77 77 77 77 77 77 77 63
M39white.png

M39B/2 SMG

A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.

It is the standard SMG for Corporate PMC Standards, in addition, it more can be found in the armory of Big-Red, though they are ID locked.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 4 Tiles

Firerate: 461 RPM

Burst Firerate: 395 RPM

Accuracy Multiplier Wielded: 6.2

Accuracy Multiplier Unwielded: 3.2

Damage Mod: 1.35

Ammunition:
M39mag.png

M39 HV Magazine

Capacity: 48

Damage: 45.9

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.


Holds forty eight (48) 10x20mm high-velocity rounds.

M39-extended-mag.png

M39 HV Extended Magazine

Capacity: 72

Damage: 45.9

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity extended submachinegun magazine.


Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.

M39-AP-mag.png

M39 Armor Piercing Magazine

Capacity: 48

Damage: 35.1

Max Range: 22

Fall off: 6

Penetration: 30

Punch: 0.5

A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.


Holds forty eight (48) 10x20mm AP rounds. Has better armour penetration, but lower overall damage.

M39-Incen-mag.png

M39 Incendiary Magazine

Capacity: 48

Damage: 33.75

Max Range: 22

Fall off: 10

Penetration: 5

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine.

Holds forty eight (48) 10x20mm Incendiary rounds. Obtainable through the Surplus supply crate in Requisitions.

M39-Cluster-mag.png

M39 Cluster Magazine

Capacity: 48

Damage: 40.5

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

Cluster stack: 0.8

A 10x20mm caseless cluster submachinegun magazine.

Holds forty eight (48) 10x20mm cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M39-Wall-Piercing-mag.png

M39 Wall Piercing Magazine

Capacity: 48

Damage: 40.5

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine.

Holds forty eight (48) 10x20mm Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M39-Toxin-mag.png

M39 Toxin Magazine

Capacity: 48

Damage: 47.25

Max Range: 22

Fall off: 10

Penetration: 30

Punch: 0.5

A 10x20mm caseless Toxin submachinegun magazine.

Holds forty eight (48) 10x20mm Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 5 toxin per hit.

Not currently obtainable.

M39-Light Explosive-mag.png

M39 Light Explosive Magazine

Capacity: 48

Damage: 60

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A 10x20mm caseless Light Explosive submachinegun magazine.

Holds forty eight (48) 10x20mm Light explosive rounds. Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.


Not currently obtainable.

HEAPM39.png

M39 HEAP Magazine

Capacity: 40

Damage: 31.25

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm HEAP rounds, dealing high damage and having a high armor-penetrating capability..

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 45 45 41 37 34 26 22 18 14 11 8
Armor Piercing 35 35 35 35 35 35 35 31 29 22 18
Incendiary 33 33 30 27 21 18 14 11 8 5 3
Cluster 40 40 40 40 40 40 40 40 40 40 40
Wall Piercing 40 40 40 40 40 40 40 40 40 40 40
Toxin 35 35 35 35 35 35 35 31 29 22 18
Light Explosive 27 27 27 27 27 24 22 16 13 10 7
HEAP 60 60 60 60 60 60 55 50 41
Vp78.png

VP-78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets. It is the standard sidearm for Corporate PMC Officers, Weapons Specialists, Fireteam Leaders and the Executive Officer


Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 45 45 45 45 45 45 45 40 37 33 25
Incendiary 35 35 35 35 35 35 35 31 28 22 18
Toxin 45 45 45 45 45 45 45 40 37 33 25
Cluster 45 45 45 45 45 45 45 40 37 33 25
Wall Piercing 45 45 45 45 45 45 45 45 45 45 45
Mateba.png

Mateba Autorevolver

Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.

It is available to the Black Ops Commando Units as their standard sidearm. And thus, this is only available through admin events.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: N/A

Firerate: 85 RPM

Burst Firerate: 82 RPM

Accuracy Wielded: 6.9

Accuracy Unwielded: 4.5

Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.

Holds six (6) rounds.

MatebaAP.png

Mateba High Impact Armor-Piercing Speed Loader

Capacity: 6

Damage: 67

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This armor-piercing variant is optimized against armored targets at the cost of lower overall damage. Don't point at anything you don't want to destroy.

Will knock down any target hit.

Holds six (6) rounds.

MatebaHI.png

Mateba High Impact Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Explosive Speedloader.png

Mateba Explosive Speed loader

Capacity: 6

Damage: 150

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution.

Holds six (6) rounds.

Attachments:
Barrel Attachments Mateba standard barrel.pngMateba Standard Barrel (Default)

Mateba short barrel.pngMateba Short Barrel

Mateba marksman barrel.pngMateba Marksman Barrel

Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 90 90 90 90 90 81 74 67 61 55 43
High Impact Armor Piercing 67 67 67 67 67 67 67 67 67 67 67
Impact 90 90 81 74 67 61 55 43 37 31 26
Explosive 150 150 150 150 150 150 150 150 150 150 150

Additionally, the Mateba has THREE distinct barrel options, affecting these stats. They are listed in the Attachments section.

FP9000PMC.png

FN FP9000 Submachine Gun

A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.

It is one of the standard SMGs Corporate PMC Standards.

The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 7

Scatter Unwielded: 12

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 4 tiles

Firerate: 461 RPM

Burst Firerate: 395 RPM

Accuracy Wielded: 5.2

Accuracy Unwielded: 3

Ammunition:
FN Magazine.png

FN Magazine

Capacity: 50

Damage: 31.2

Max Range: 22

Fall off: 6

Penetration: 30

Punch: 0.5

Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.
Attachments:
Muzzle Attachments Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngS8 Telescopic sight

Mini Scope.pngS4 2x Telescopic Mini-Scope (Default - Cannot be removed)

Underbarrel Attachments Laser sight.pngLaser Sight (Default)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 31 31 31 31 31 31 31 28 25 19 16
Weapon: Description:
Type71.png

Type 71 Pulse Rifle

The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.

This is the standard rifle for UPP soldiers, with their improved variant only given to UPP Officers.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 6

Scatter Unwielded: 8

Burst Scatter Multiplier: 1

Burst Amount: 4

Effective Range: 7

Firerate: 150 RPM

Burst Firerate: 145 RPM

Wielded Accurate Range: 19.2

Unwielded Accurate Rage: 10.4

Ammunition:
Type71 Magazine.png

Type 71 Magazine

Capacity: 60

Damage: 55

Max Range: 24

Fall off: 4

Penetration: 15

Punch: 0.5

A 5.45x39mm high-capacity casket magazine for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71 AP Magazine.png

Type 71 AP Magazine

Capacity: 60

Damage: 40

Max Range: 24

Fall off: 4

Penetration: 50

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71HEAP.png

Type 71 HEAP Magazine

Capacity: 60

Damage: 65

Max Range: 24

Fall off: 4

Penetration: 40

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing the standard high explosive armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Underflame.pngMini Flamethrower (Improved Variant - Cannot be removed)

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 55 55 50 45 41 32 27 23 19
Armor Piercing 40 40 40 40 40 40 20 40 40 40 40
HEAP 65 65 65 65 65 65 65 65 65 65 65
Type71Carbine.png

Type 71 Pulse Carbine

A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It's issued for Scouts, Medics and other UPP combat personnel.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 2

Scatter Wielded: 6

Scatter Unwielded: 7

Burst Scatter Multiplier: 1

Burst Amount: 4

Effective Range: 7

Firerate: 240 RPM

Burst Firerate: 168 RPM

Wielded Accurate Range: 19.2

Unwielded Accurate Range: 10.4

Damage Mod: 0.88

Ammunition:
Type71 Magazine.png

Type 71 Magazine

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 4

Penetration: 10

Punch: 0.5

A 5.45x39mm high-capacity casket magazine for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71 AP Magazine.png

Type 71 AP Magazine

Capacity: 60

Damage: 20

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71HEAP.png

Type 71 HEAP Magazine

Capacity: 60

Damage: 50

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing the standard high explosive armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 44 44 40 36 33 25 21 17 13
Armor Piercing 20 20 20 20 20 20 20 20 20 20 20
HEAP 50 50 50 50 50 50 50 50 50 45 41
Type71Flamer.png

Type 71 Flamethrower Pulse Rifle

The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.

This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower. This is the standard rifle for UPP Officers


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 6

Scatter Unwielded: 8

Burst Scatter Multiplier: 1

Burst Amount: 4

Effective Range: 7

Firerate: 150 RPM

Burst Firerate: 145 RPM

Wielded Accurate Range: 19.2

Unwielded Accurate Rage: 10.4

Ammunition:
Type71 Magazine.png

Type 71 Magazine

Capacity: 60

Damage: 55

Max Range: 24

Fall off: 4

Penetration: 15

Punch: 0.5

A 5.45x39mm high-capacity casket magazine for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71 AP Magazine.png

Type 71 AP Magazine

Capacity: 60

Damage: 40

Max Range: 24

Fall off: 4

Penetration: 50

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71HEAP.png

Type 71 HEAP Magazine

Capacity: 60

Damage: 65

Max Range: 24

Fall off: 4

Penetration: 40

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing the standard high explosive armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Underbarrel Attachments Underflame.pngMini Flamethrower (Default - Cannot be removed)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 55 55 50 45 41 32 27 23 19
Armor Piercing 40 40 40 40 40 40 20 40 40 40 40
HEAP 65 65 65 65 65 65 65 65 65 65 65
Type71Commando.png

Type 71 Commando Pulse Carbine

A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.

This is the standard rifle for UPP Commandos.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 7

Burst Scatter Multiplier: 1

Burst Amount: 4

Effective Range: 7

Firerate: 240 RPM

Burst Firerate: 355 RPM

Wielded Accurate Range: 20.8

Unwielded Accurate Rage: 12.8

Ammunition:
Type71 Magazine.png

Type 71 Magazine

Capacity: 60

Damage: 44

Max Range: 24

Fall off: 4

Penetration: 15

Punch: 0.5

A 5.45x39mm high-capacity casket magazine for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71 AP Magazine.png

Type 71 AP Magazine

Capacity: 60

Damage: 32

Max Range: 24

Fall off: 4

Penetration: 50

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Type71HEAP.png

Type 71 HEAP Magazine

Capacity: 60

Damage: 52

Max Range: 24

Fall off: 4

Penetration: 50

Punch: 0.5

A 5.45x39mm high-capacity casket magazine containing the standard high explosive armor piercing rounds for the Type 71 rifle. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor (Default - Cannot be removed)
Rail Attachments Mini Scope.pngS4 2X Telescopic sight (Default - Cannot be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 44 44 40 36 33 25 21 17 13
Armor Piercing 32 32 32 32 32 32 32 32 32 32 32
HEAP 52 52 52 52 52 52 52 52 52 52 52
Type23RiotShotgun.png

Type 23 Riot Shotgun

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 Specialists.


Stats:
Recoil Wielded: 3

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 14

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 24 RPM

Burst Firerate: N/A

Accuracy Wielded: 7

Accuracy Unwielded: 3

Capacity: 4 + 1

Ammunition:
8gaugeSlug.png

8 gauge Slug Shells

Damage: 90

Max Range: 8

Fall off: 1

Penetration: 30

Punch: 2

Single Slug Projectile. Effective in ranged combat, and with heavy damage and armor-piercing capabilities. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Comes in handfuls of 4.
8gaugebuck.png

8 gauge Buckshot Shells

Damage: 75 x 4

Max Range: 3

Fall off: 3

Penetration: 0

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Comes in handfuls of 4.
8gaugedragonBreath.png

8 gauge Dragon's Breath Shells

Damage: 60 x 4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

These shells fire magnesium (rather than the usual lead) pellets that ignite on contact with the air, setting anything it hits on fire. Its custom design also increases maximum range. Comes in handfuls of 4.
8gaugeBeanbag.png

8 gauge Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Comes in handfuls of 4.
8 gauge flechette shells.png

8 gauge Flechette Shells

Damage: 45 x 3

Max Range: 12

Fall off: 1

Penetration: 50

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Comes in handfuls of 4.
Attachments:
Muzzle Attachments Knife.pngBayonet


Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Flash Grip.pngFlashlight Grip

Underflame.pngMini Flamethrower

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Burstfire.pngBurst Fire Adapter

Stock Attachments Type23 stock.pngType 23 Standard Stock (Default)
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Heavy Buckshot 75 68 61 56 51 40 34 29 24 20 16
Heavy Slugs 90 90 90 90 90 90 90 81 74 67 61
Dragons Breath 60 54 49 45 40 31 26 22 17 14 10
Flechette 45 45 45 45 45 45 45 45 45 45 45
Minigun.png

GSh-7.62 rotary machine gun

A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required to control its recoil.

This is one of the standard firearms for UPP Heavies.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: N/A

Scatter Wielded: 2

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 600 RPM

Automatic Firerate: 600 RPM

Accuracy Wielded: 13.2

Accuracy Unwielded: N/A

Ammunition:
LTAA AP Minigun Magazine.png

Rotating Ammo Drum

Capacity: 300

Damage: 35

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

Holds three hundred (300) 7.62x51mm minigun rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 35 35 35 35 35 35 35 31 28 22 18
QYJ-72.png

QYJ-72 General Purpose Machine Gun

The QYJ-72 is the standard GPMG of the Union of Progressive Peoples, chambered in 7.62x54mmR, it fires a hard-hitting cartridge with a high rate of fire. With an extremely large box at 250 rounds, the QJY-72 is designed with suppressing fire and accuracy by volume of fire at its forefront. Could also be used as a very effective blunt object.

Alt-click it to open the feed cover and allow for reloading.

This is one of the standard firearms for UPP Machinegunners.


Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 1

Scatter Unwielded: N/A

Automatic Scatter Multiplier: N/A

Effective Range: 7

Firerate: 200 RPM

Automatic Firerate: 200 RPM

'Burst Firerate: 163 RPM

Accuracy Wielded: 13.8

Accuracy Unwielded: N/A

Ammunition:
QYJ-72-Ammo-Box.png

Rotating Ammo Drum

Capacity: 250

Damage: 35

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

Holds two hundred and fifty(250) Chambered in 7.62x54mmR machinegun rounds.

A 250 round box for the UPP's standard GPMG, the QYJ-72. Chambered in 7.62x54mmR.

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 35 35 35 35 35 35 35 31 28 22 18
HJRA-12.png

HJRA-12 Handheld Anti-Tank Grenade Launcher

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.


Stats:
Recoil Wielded: 3

Recoil Unwielded: N/A

Scatter Wielded: 5

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 50 RPM

Burst Firerate: N/A

Ammunition:
HJRA-12 High-Explosive Rocket.png

HJRA-12 High-Explosive Rocket

A rocket for the UPP standard-issue HJRA-12 Handheld Anti-Tank Grenade Launcher. This one is a standard High-Explosive rocket for anti-personal or light-vehicle use.

Maximum Range: 7 Tiles

HJRA-12 Anti-Tank Rocket.png

HJRA-12 Anti-Tank Rocket

A rocket for the UPP standard-issue HJRA-12 Handheld Anti-Tank Grenade Launcher. This one is a standard Anti-Tank rocket designed to disable or destroy hostile vehicles.

Maximum Range: 6 Tiles

HJRA-12 Extreme-Intensity Incendiary Rocket.png

HJRA-12 Extreme-Intensity Incendiary Rocket

A rocket for the UPP standard-issue HJRA-12 Handheld Anti-Tank Grenade Launcher. This one is an extreme-intensity incendiary rocket, using an experimental chemical designated R-189 by the UPP, it is designed to melt through fortified positions and bunkers but is most commonly used in an anti-personnal role due to over-issuing and the tempatures after use in its intended role leaving the tempature of the air incompatible with human life.

Maximum Range: 10 Tiles

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
Svd.png

Type 88 Designated Marksman Rifle

The standard issue DMR of the UPP, the Type 88 is sought after by competitive shooters and terrorists alike for its high degree of accuracy. Typically loaded with armor-piercing 7.62x54mmR rounds in a 12 round magazine.


Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 3

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 85 RPM

Burst Firerate: N/A

Wielded Accurate Range: 94.4

Accuracy Unwielded: N/A

Minimum Accurate Range: 4

Ammunition:
SVD Magazine.png

Type-88 Magazine

Capacity: 12

Damage: 80

Max Range: 32

Fall off: 0

Penetration: 50

Punch: 0.5

Holds twelve (12) 7.62x54mmR caliber sniper rifle rounds.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Railscope.pngS8 Telescopic sight (Default - Cannot be remove)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Bipod.pngBipod

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 80 80 80 80 80 80 80 80 80 80 80
Type64-SMG.png

Type 64 Submachinegun

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 7

Scatter Unwielded: 12

Burst Scatter Multiplier: 3

Burst Amount: 4

Effective Range: 4

Firerate: 400 RPM

Burst Firerate: 355 RPM

Wielded Accurate Range: 5

Unwielded Accurate Rage: 4.6

Ammunition:
Type64 Magazine.png

Type 64 Helical Magazine

Capacity: 64

Damage: 39.1

Max Range: 24

Fall off: 6

Penetration: 5

Punch: 0.5

A 64 (sixty four) round magazine for the Type 64 submachinegun, the standard SMG of the UPP armed forces. Uses 7.62x19mm rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 39 39 35 32 25 21 18 14 11 8 5
Type-19 Submachinegun.png

Type-19 Submachinegun

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 10

Scatter Unwielded: 12

Burst Scatter Multiplier: 7

Burst Amount: 3

Effective Range: N/A

Firerate: 400 RPM

Burst Firerate: 342 RPM

Wielded Accurate Range: 8.05

Unwielded Accurate Range: 5.25

Ammunition:
Type-19 Stick Magazine.png

Type-19 Stick Magazine

Capacity: 35

Damage: 42

Max Range: 22

Fall off: 5

Penetration: 20

Punch: 0.5

Holds thirty-five (35) 7.62x25mm SMG rounds.
Type-19 Drum Magazine.png

Type-19 Drum Magazine

Capacity: 71

Damage: 42

Max Range: 22

Fall off: 5

Penetration: 20

Punch: 0.5

Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 42 42 42 42 42 38 34 31 23 19 16
NP92-Pistol.png

NP92 Pistol

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.5

Accuracy Unwielded: 7.5

Ammunition:
NP92 magazine.png

NP92 Magazine

Capacity: 12

Damage: 46

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds twelve (12) 9x18mm Makarov rounds.
NP92 Tranq magazine.png

NP92 Tranquilizer (Tranq) Magazine

Capacity: 12

Damage: 17.25

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds twelve (12) 9x18mm Makarov tranquilizer rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 46 46 46 41 38 34 26 22 18 14 11
Tranquilizer 17 17 17 15 11 9 6 4 2 0 0
NPZ92-Pistol.png

NPZ92 Pistol

The NPZ92 is a version of the NP92 that includes an integrated suppressor, issued sparingly to Kommando units.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.5

Accuracy Unwielded: 7.5

Ammunition:
NP92 magazine.png

NP92 Magazine

Capacity: 12

Damage: 46

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds twelve (12) 9x18mm Makarov rounds.
NP92 Tranq magazine.png

NP92 Tranquilizer (Tranq) Magazine

Capacity: 12

Damage: 17.25

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds twelve (12) 9x18mm Makarov tranquilizer rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 46 46 46 41 38 34 26 22 18 14 11
Tranquilizer 17 17 17 15 11 9 6 4 2 0 0
Type73-Pistol.png

Type 73 Pistol

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 240 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.5

Accuracy Unwielded: 7.5

Ammunition:
Type 73 magazine.png

Type 73 Magazine

Capacity: 9

Damage: 71.5

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

Holds nine (9) 7.62x25mm Tokarev rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 71 71 71 71 65 59 53 48 38 32 27
Type74-Pistol.png

Type 74 Pistol

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 3

Scatter Unwielded: 2

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 240 RPM

Burst Firerate: N/A

Accuracy Wielded: 8.1

Accuracy Unwielded: 8.1

Ammunition:
Type 73 magazine.png

Type 73 Magazine

Capacity: 9

Damage: 71.5

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

Holds nine (9) 7.62x25mm Tokarev rounds.
Type 74 Impact magazine.png

Type 74 Impact Magazine

Capacity: 9

Damage: 78

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

Holds nine (9) 7.62x25mm Tokarev Impact rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Laser sight.pngLaser Sight (Default - Cannot be removed)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 71 71 71 71 65 59 53 48 38 32 27
Impact 78 78 78 78 78 78 78 70 64 58 53
ZHNK-72 Revolver.png

ZHNK-72 Revolver

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 7

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 171 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 5.1

Ammunition:
ZHNK-72SL.png

ZHNK-72 Speed Loader

Capacity: 7

Damage: 84

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

Holds seven (7) 7.62x38mmR rounds.
ZHNK-72-Shrapnel-SL.png

ZHNK-72 Shrapnel Speed Loader

Capacity: 7

Damage: 48 x 4

Max Range: 6

Fall off: 4

Penetration: 40

Punch: 0.5

Holds seven (7) 7.62x38mmR Shrapnel rounds. Acts similarly to buckshot.
Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 84 84 84 84 84 76 69 63 57 52 39
Shrapnel 48 48 48 48 48 48 48 48 48 43 39
Weapon: Description:
F903A1.png

F903A1 Rifle

The standard issue rifle of the royal marines. Uniquely the royal marines are the only modern military to not use a pulse weapon.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 24

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 20.8

Accuracy Unwielded: 10.4

Ammunition:
F903 Magazine.png

F903 Magazine

Capacity: 30

Damage: 44

Max Range: 24

Fall off: 4

Penetration: 5

Punch: 0.5

Holds thirty (30) 10.24mm rifle rounds.
F903 HEAP Magazine.png

F903 HEAP Magazine

Capacity: 30

Damage: 60.5

Max Range: 24

Fall off: 4

Penetration: 40

Punch: 0.5

Holds thirty (30) 10.24mm high-explosive armor piercing rifle rounds. Has better armour penetration and damage.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 40 36 33 25 21 17 13 10 7
HEAP 60 60 60 60 60 60 60 60 60 55 50
F903A2.png

F903A2 Rifle

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 24

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 20.8

Accuracy Unwielded: 10.4

Ammunition:
F903 Magazine.png

F903 Magazine

Capacity: 30

Damage: 44

Max Range: 24

Fall off: 4

Penetration: 5

Punch: 0.5

Holds thirty (30) 10.24mm rifle rounds.
F903 HEAP Magazine.png

F903 HEAP Magazine

Capacity: 30

Damage: 60.5

Max Range: 24

Fall off: 4

Penetration: 40

Punch: 0.5

Holds thirty (30) 10.24mm high-explosive armor piercing rifle rounds. Has better armour penetration and damage.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Angled Grip.pngAngled Grip (Default - Cannot be removed)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 40 36 33 25 21 17 13 10 7
HEAP 60 60 60 60 60 60 60 60 60 55 50
F903A1 B.png

F903A1/B 'Breacher' Rifle

A variation of the F903 rifle used by the royal marines commando. Modified to be used in one hand with a shield.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 24

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 20.8

Accuracy Unwielded: 14.4

Ammunition:
F903 Magazine.png

F903 Magazine

Capacity: 30

Damage: 44

Max Range: 24

Fall off: 4

Penetration: 5

Punch: 0.5

Holds thirty (30) 10.24mm rifle rounds.
F903 HEAP Magazine.png

F903 HEAP Magazine

Capacity: 30

Damage: 60.5

Max Range: 24

Fall off: 4

Penetration: 40

Punch: 0.5

Holds thirty (30) 10.24mm high-explosive armor piercing rifle rounds. Has better armour penetration and damage.
Attachments:
Muzzle Attachments None
Rail Attachments Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Undershot.pngU7 Underbarrel Shotgun (Default - Cannot be removed)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 40 36 33 25 21 17 13 10 7
HEAP 60 60 60 60 60 60 60 60 60 55 50
F903A1Marksman.png

F903A1 Marksman Rifle

A variation of the F903 rifle used by the royal marines commando. This weapon only accepts the smaller 20 round magazines.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: N/A

Effective Range: 24

Firerate: 240 RPM

Burst Firerate: N/A

Accuracy Wielded: 20

Accuracy Unwielded: 10.4

Ammunition:
F903 Marksman Magazine.png

F903A1 Marksman Magazine

Capacity: 20

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

Holds twenty (20) 10.24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
F903 HEAP Marksman Magazine.png

F903A1 HEAP Marksman Magazine

Capacity: 20

Damage: 71.5

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

Holds twenty (20) 10.24mm high-explosive armor piercing rifle rounds. Has better armour penetration and damage.
Attachments:
Muzzle Attachments None
Rail Attachments Mini Scope.pngS4 2x Telescopic Mini-Scope (Default - Cannot be removed)
Underbarrel Attachments Angled Grip.pngAngled Grip (Default - Cannot be removed)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Marksman 39 39 39 39 39 39 39 39 39 35 32
HEAP 71 71 71 71 71 71 71 71 71 65 59
L56A2.png

L56A2 Smartgun

The actual firearm in the 2-piece L56A2 Smartgun System. This Variant is used by the Three World Empires Royal Marines Commando units.


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Minimum": 3

"Scatter Maximum": 8

Firerate: 400 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5


The smartgun has ramping scatter, and will reach its maximum scatter after 80 rounds are fired.

Ammunition:
SGPowerCell.png

DV9 Battery

Capacity: 10000

Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 30 or 20

Max Range: 12

Fall off: 0.8

Penetration: 0 or 40

Punch: 0.5 or 1

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
Smartgun Drum.png

Holo-targeting Smartgun Drum

Capacity: 500

Damage: 30 or 20

Max Range: 12

Fall off: 0.8

Penetration: 0 or 40

Punch: 0.5 or 1

Carries five hundred (500) holo-targeting Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.

Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off.

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 30 27 24 18 15 12 9 6 3 1 0
Armor Piercing 20 20 20 20 20 20 20 20 20 18 14
Vp78.png

VP-78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets. It is the standard sidearm for Corporate PMC Officers, Weapons Specialists, Fireteam Leaders and the Executive Officer


Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 45 45 45 45 45 45 45 40 37 33 25
Incendiary 35 35 35 35 35 35 35 31 28 22 18
Toxin 45 45 45 45 45 45 45 40 37 33 25
Cluster 45 45 45 45 45 45 45 40 37 33 25
Wall Piercing 45 45 45 45 45 45 45 45 45 45 45
Ballisticshield.png

FBS-B Ballistic shield

Ballistic shield used by the royal marines commando. This shield is commonly used during boarding actions due to its lightweight but durable design.
L5bayonet.png

L5 Bayonet

The standard-issue bayonet of the RMC, the L5 is balanced to also function as an effective throwing knife.

Template:L5 Bayonet Stats


Weapon: Description:
MAR50.png

MAR-50 Light Machine Gun

A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.


Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 3

Scatter Unwielded: N/A

Burst Scatter Multiplier: 3

Burst Amount: 5

Effective Range: 5

Firerate: 200 RPM

Burst Firerate: 240 RPM

Accuracy Wielded: 18.4

Accuracy Unwielded: N/A

Ammunition:
MAR50 Magazine.png

MAR 50 Drum Magazine

Capacity: 100

Damage: 55

Max Range: 22

Fall off: 4

Penetration: 5

Punch: 0.5

Holds one hundred (100) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Magazine.png

MAR Magazine

Capacity: 40

Damage: 55

Max Range: 22

Fall off: 4

Penetration: 5

Punch: 0.5

Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Extended Magazine.png

MAR Extended Magazine

Capacity: 60

Damage: 55

Max Range: 22

Fall off: 4

Penetration: 5

Punch: 0.5

Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngSlavic Scope

Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 50 45 41 32 27 23 19 15 12
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 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.

It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 4

Scatter Wielded: 6

Scatter Unwielded: 11

Burst Scatter Multiplier: 3

Burst Amount: 4

Effective Range: 5

Firerate: 150 RPM

Burst Firerate: 200 RPM

Accuracy Wielded: 16

Accuracy Unwielded: 10.4

Ammunition:
MAR Magazine.png

MAR Magazine

Capacity: 40

Damage: 55

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Extended Magazine.png

MAR Extended Magazine

Capacity: 60

Damage: 55

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 50 45 41 32 27 23 19 15 12
MAR30.png

MAR-30 Battle Carbine

A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.

It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 6

Scatter Unwielded: 8

Burst Scatter Multiplier: 3

Burst Amount: 4

Effective Range: 5

Firerate: 200 RPM

Burst Firerate: 228RPM

Accuracy Wielded: 16

Accuracy Unwielded: 12.8

Ammunition:
MAR Magazine.png

MAR Magazine

Capacity: 40

Damage: 49.5

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Extended Magazine.png

MAR Extended Magazine

Capacity: 60

Damage: 49.5

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 49 49 45 40 37 28 24 20 16 13 9
R4T-Lever Action.png

R4T-Lever Action

This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.

This gun is levered via Unique-Action, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.


These weapons can be found in the hands of the Colonial Liberation Front.


Stats:
Recoil Wielded: 3

Recoil Unwielded: 5

Scatter Wielded: 3

Scatter Unwielded: 10

Burst Scatter: N/A

Burst Amount: N/A

Firerate: 54 RPM

Burst Firerate: N/A

Accuracy Wielded: 17.5

Accuracy Unwielded: 7

Ammunition:
45-70Box.png

45-70 Bullets

Damage: 80

Max Range: 22

Fall off: 1

Penetration: 0

Punch: 0.5

Heavy hitting 45-70 lever action bullets. The box holds 90 rounds.
45-70BlankBox.png

45-70 Blank Bullets

Damage: 75

Max Range: 22

Fall off: 30

Penetration: 0

Punch: 0.5

45-70 lever action blank bullets. Used for training, not much damage from it unless you point blank shoot your enemies with these. The box holds 90 rounds.
45-70 marksmanbox.png

45-70 Marksman Bullets

Damage: 70

Max Range: 22

Fall off: 0

Penetration: 30

Punch: 0.5

45-70 lever action marksman rounds. Higher armor penetration capabilities and better ranged performance in exchange for lower overall damage.
45-70 trackerbox.png

45-70 Tracker Bullets

Damage: 70

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

45-70 lever action tracker rounds. Currently, they do not function and cannot track targets.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

R4T-Sling.pngR4T Magnetic Sling

Stock Attachments R4T-Stock.pngR4T scouting stock
Damage versus Armour:
Armour Value 0 5 10 15 20 25 30 35 40 45 50
Regular 80 72 66 54 43 37 32 27 22 18
Blank 70 63 57 52 47 37 32 27 22 18 14
Marksman 70 70 70 70 70 70 70 63 57 52 47
Tracker 70 70 70 70 63 57 52 47 37 32 27
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 M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.

It can be found around Prison Station and it is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 2

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 257RPM

Accuracy Wielded: 21.6

Accuracy Unwielded: 10.4

Ammunition:
M16 Magazine.png

M16 Magazine

Capacity: 20

Damage: 52

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds twenty (20) 5.56x45mm rifle rounds.
M16 AP Magazine.png

M16 AP Magazine

Capacity: 20

Damage: 39

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds twenty (20) 5.56x45mm AP rifle rounds. Has better armour penetration, but lower overall damage.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngMasterkey Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 52 52 47 42 39 30 26 21 17 14 10
Armor Piercing 39 39 39 39 39 39 39 39 39 35 32
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. This weapon can fire in bursts.

It is one of the standard SMGs for the Colonial Liberation Front. This can also be found inside the Big-Red's Administration Armory or more can be ordered by the Blackmarket crate.

The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 12.5

Scatter Unwielded: 13

Burst Scatter Multiplier: 3.5

Burst Amount: 2

Firerate: 461 RPM

Burst Firerate: 369 RPM

Accuracy Multiplier Wielded: 5

Accuracy Multiplier Unwielded: 4.5

Ammunition:
MP5 Magazine.png

MP27 Magazine

Capacity: 20, 30 or 40

Damage: 40

Max Range: 22

Fall off: 10

Penetration: 0

Punch: 0.5

Fires large, heavy bullets that have noticeable punch for an SMG but also have equally noticeable scatter and a loss of accuracy. Due to a factory blueprint mixup, 20, 30, and 40-round magazines were all manufactured and sold in the same boxes, leading to a class act lawsuit that bankrupted the company.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 36 33 30 22 18 15 11 8 5 2
BasiraScopedRifle.png

Basira-Armstrong Rifle

The Basira-Strongarm rifle is civilian grade hunting rifle named after it's eccentric creator. It's lightweight and legendary accuracy made it popular in the outer colonies, despite it's mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.

It can be found in the hands of the Colonial Liberation Front.

Needs to have the bolt opened and closed in-between each shot with Unique-Action.


Stats:

Recoil Wielded: 0.1

Scatter Wielded: 2

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Maximum Range: 24

Firerate: 85 RPM

Burst Firerate: N/A

Wielded Accuracy: 43.2

Base Accuracy: 4

Ammunition:
Basira Mag.png

Basira-Armstrong Magazine

Capacity: 10

Damage: 58.8

Max Range: 32

Fall off: 0

Penetration: 30

Punch: 0.5

Holds ten (10) 6.5mm rifle rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Mini Scope.pngS4 2x Telescopic Mini-Scope (Default)
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 58 58 58 58 58 58 58 53 48 44 40
MP5.png

MP5 SMG

A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics.

Can be found on the space station CORSAT.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 8

Scatter Unwielded: 11

Burst Scatter Multiplier: 3

Burst Amount: 3

Effective Range: 4

Firerate: 300 RPM

Burst Firerate: 321 RPM

Accuracy Wielded: 4.8

Accuracy Unwielded: 3.2

Ammunition:
MP5 Magazine.png

MP5 Magazine

Capacity: 30

Damage: 40.8

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

Holds thirty (30) 9mm SMG rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 40 37 33 30 22 19 15 12 9 6
FP9000.png

FN FP9000 Submachine Gun

An archaic design, but one that's stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.

It is one of the standard SMGs for Freelancer Mercenaries and Corporate PMC Standards. This weapon can be ordered via the Blackmarket crate.

The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 9

Scatter Unwielded: 10

Burst Scatter Multiplier: 7

Burst Amount: 3

Effective Range: 4 Tiles

Firerate: 461 RPM

Burst Firerate: 395 RPM

Accuracy Wielded: 5.8

Accuracy Unwielded: 3.2

Base Accuracy: 15

Ammunition:
FN Magazine.png

FN Magazine

Capacity: 50

Damage: 27.3

Max Range: 22

Fall off: 6

Penetration: 30

Punch: 0.5

Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.
Attachments:
Muzzle Attachments Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngS8 Telescopic sight

Mini Scope.pngS4 2x Telescopic Mini-Scope (Default - Cannot be removed)

Underbarrel Attachments Laser sight.pngLaser Sight (Default)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 27 27 27 27 27 27 27 24 22 16 13
MAC15.png

MAC-15 Machine Pistol

A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.

This weapon can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.

The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 11

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 4

Accuracy Unwielded: 4

Ammunition:
MAC15 Magazine.png

MAC15 Magazine

Capacity: 32

Damage: 30.6

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

Holds thirty-two (32) 9mm SMG rounds.
MAC15 Magazine.png

MAC15 Extended Magazine

Capacity: 50

Damage: 30.6

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Reflex.pngS6 Reflex Sight
Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 30 30 27 25 19 15 12 9 6 4 1
CustomBuildShotgun.png

Custom Built Shotgun

A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.

It is one of the standard shotguns for Freelancer Mercenaries, Colonial Liberation Front. More can be ordered by the Blackmarket crate.


Stats:

Capacity: 6

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: 7

Burst Amount: 2

Firerate: 60 RPM

Burst Firerate: 70 RPM

Accuracy Multiplier Wielded: 4.8

Accuracy Multiplier Unwielded: 3

Base Accuracy: 9

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 1

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 65x4

Max Range: 4

Fall off: 1

Penetration: 5

Punch: 0

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Recoil compensator.pngRecoil Compensator
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 65 65 59 53 48 44 34 29 24 20 16
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary 55 55 50 45 41 32 27 23 19 15 12
Incendiary Buckshot 65 65 59 53 48 44 34 29 24 20 16
Hgshot.png

HG 37-12 Pump Shotgun

A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.

Can be found in armories on all maps. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries, Colonial Liberation Front Milita and Colonists.

To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 6

Scatter Wielded: 2

Scatter Unwielded: 13

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 37 RPM

Burst Firerate: N/A

Accuracy Wielded: 5.4

Accuracy Unwielded: 1.4

Base Accuracy: 11

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 1

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Recoil compensator.pngRecoil Compensator
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 65 65 59 53 48 44 34 29 24 20 16
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary 55 55 50 45 41 32 27 23 19 15 12
Incendiary Buckshot 65 65 59 53 48 44 34 29 24 20 16
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 rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.

Can be found in LV-624's old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of Freelancer Mercenaries and the Colonial Liberation Front. More can be ordered via the Blackmarket crate.

Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: 1

Burst Amount: 2

Effective Range: N/A

Firerate: 300 RPM

Burst Firerate: 400 RPM

Accuracy Multiplier Wielded: 4.6

Accuracy Multiplier Unwielded: 2

Base Accuracy: 4

Capacity: 2

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 65 65 59 53 48 44 34 29 24 20 16
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary 55 55 50 45 41 32 27 23 19 15 12
Incendiary Buckshot 65 65 59 53 48 44 34 29 24 20 16
SawnOff.png

Sawn-Off Shotgun

A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.

It is found in the hands of Freelancer Mercenaries and Colonial Liberation Front.


Stats:

Recoil Wielded: 3

Recoil Unwielded: 5

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: 1

Burst Amount: 2

Effective Range: N/A

Firerate: 300 RPM

Burst Firerate: 400 RPM

Accuracy Multiplier Wielded: 3.6

Accuracy Multiplier Unwielded: 2

Base Accuracy: 4

Capacity: 2

Damage Mod: 1.35

Ammunition:
Slugbox.png

Slug Shells

Damage: 94

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 87.75 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 74.25

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 87 x 4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 40.5 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 87 87 79 72 65 59 54 42 36 30 25
Slugs 94 94 94 94 94 85 78 70 64 58 45
Flechette 40 40 40 40 40 40 40 40 36 33 30
Incendiary Slugs 74 74 67 61 55 50 39 34 29 24 20
Incendiary Buckshot 87 87 79 72 65 59 54 42 36 30 25
Pk9.png

Korovin PK-9 Pistol

An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.

It is one of the standard sidearms for Colonial Liberation Front.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 7.2

Ammunition:
Korovin mag.png

PK-9 Magazine

Capacity: 8

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds eight (8) .380 rounds.
Korovin Tranq mag.png

PK-9 Tranquilizer (Tranq) Magazine

Capacity: 8

Damage: 54

Max Range: 22

Fall off: 1.4

Penetration: 10

Punch: 0.5

Holds eight (8) .22 tranq rounds. Despite the name, they are just as lethal as normal rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor (Default - Cannot be removed)
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 54 54 54 49 44 40 31 27 22 18 15
Tranquilizer 54 54 54 49 44 40 31 27 22 18 15
CZ-81.png

CZ-81 Submachinegun

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 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.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 3

Burst Amount: 3

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: 514 RPM

Fully Automatic: Yes

Accuracy Wielded: 6.3

Accuracy Unwielded: 6

Ammunition:
CZ-81 Magazine.png

CZ-81 Magazine

Capacity: 20

Damage: 44

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds twenty (20) .32 ACP SMG rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Reflex.pngS6 Reflex Sight
Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 44 44 44 40 36 33 25 21 17 13 10
M4a3 45.png

M1911 Service Pistol

A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is NOT compatible with the SU-6 smartpistol. It is one of the available sidearms for the Freelancer Mercenaries. They can also be ordered by the Blackmarket crate.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 6

Ammunition:
M4A3 .45 Magazine.png

M1911 Magazine

Capacity: 7

Damage: 68.75

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

Holds seven (7) .45 ACP pistol rounds. Better damage but difficult to come by.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 68 68 68 68 62 56 51 46 36 31 26
Desert Eagle.pngGold Desert Eagle.png

Vintage Desert Eagle

A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, "Peace Through Superior Firepower." Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.

It is one of the available sidearms for the Freelancer Mercenaries. More can be ordered by the Blackmarket crate.

This variant cannot load the Commanding Officers high impact or armor-piercing high impact magazines.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: 4 Tiles

Firerate: 85 RPM

Burst Firerate: 82 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 4.5

Ammunition:
Desert-Eagle-Magazine.png

Desert Eagle Magazine

Capacity: 7

Damage: 47.25

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

Holds seven (7) .50AE heavy pistol rounds. Will stun targets within two tiles, and throw them backwards.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 47 47 47 47 47 47 47 42 39 35 27
Kt42.png

KT-42 Automag

The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can't go wrong with this handcannon.

It is one of the standard sidearms for Colonial Liberation Front. It can also be found in the hands of Survivors.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 6

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 300 RPM

Burst Firerate: N/A

Accuracy Wielded: 5.7

Accuracy Unwielded: 5.4

Ammunition:
KT42 Magazine.png

MK-45 Magazine

Capacity: 16

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

Holds sixteen (16) .44 magnum rounds.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 55 55 55 55 50 45 41 32 27 23 19
SW357.png

Smith & Wesson Revolver

A lean .38 revolver made by Smith & Wesson. A timeless classic, from antiquity to the future. Uses .38 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.

It is one of the standard sidearms for Freelancer Mercenaries. More can be ordered by the Blackmarket crate.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 6

Scatter Unwielded: 7

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 120 RPM

Burst Firerate: N/A

Accuracy Wielded: 3.9

Accuracy Unwielded: 3.9

Boosted Accuracy: 12

Base Accuracy: 5.1

Ammunition:
S&W Speedloader.png

S&W Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

Holds six (6) .38 revolver rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 90 90 90 90 81 74 67 61 55 43 37
Spearhead autorevolver.png

CMB Spearhead AutoRevolver

A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.

Can be found in both LV-624 and on Big-Red. More can be ordered by the Blackmarket crate and it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.

The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 4

Scatter Unwielded: 8

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 120 RPM

Burst Firerate: N/A RPM

Accuracy Wielded: 7.2

Accuracy Unwielded: 4.8

Ammunition:
Spearhead Speedloader.png

Spearhead Speed Loader

Capacity: 6

Damage: 51

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

This speedloader is fitted with standard .357 revolver bullets. A surprising rarity, as most CMB revolvers are issued to Marshals on colonies with wildlife, or weakly-hulled space stations.
CMB HP.png

Spearhead Hollowpoint Speed Loader

Capacity: 6

Damage: 86.25

Max Range: 22

Fall off: 5

Penetration: 0

Punch: 0.5

This speedloader was created for the Colonial Marshals' most commonly issued sidearm, loaded with hollowpoint rounds either for colonies with wildlife problems or orbital stations, which favor the lesser penetration over other ammunition to lessen the risk of hull breaches. In exchange, they're near useless against armored targets, but what's the chance of that being a problem on a space station?
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 51 51 51 51 47 42 38 30 25 21 17
Hollowpoint 86 78 71 64 58 53 41 35 30 25 20
Holdoutpistol.png

Holdout Pistol

Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.

Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the Blackmarket crate or found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 300 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

Tiny Pistol Magazine

Capacity: 5

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds five (5) .22 light pistol rounds.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Supressor.pngSuppressor

Rail Attachments Mountedflash.pngRail Flashlight
Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 40 40 40 36 33 30 22 18 15 11 8
M83A2 SADAR.png

M83A2 SADAR

The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket's launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip. It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the Colonial Liberation Front.


Stats:
Recoil Wielded: 3

Recoil Unwielded: N/A

Scatter Wielded: 5

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 60 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1

Accuracy Multiplier Unwielded: 1

Base Accuracy: N/A

Ammunition:
M5 RPG HE.png

M83A2 Rocket

Deals high damage to soft targets on direct hit. Extremely ineffective against armor, and has a small blast radius, but will destroy any soft target directly impacted by it. The M83A2 cannot be reloaded.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
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 be commonly found in colonies, space stations and in the hands of Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.

The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
Stats:

Recoil Wielded: 2

Recoil Unwielded: 2

Scatter Wielded: 5

Scatter Unwielded: 7

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 100 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 5.1

Ammunition:
Highpower Magazine.png

Highpower Magazine

Capacity: 13

Damage: 70

Max Range: 22

Fall off: 4

Penetration: 25

Punch: 0.5

Holds thirteen (13) .45 ACP pistol rounds. Will push back any target hit within two tiles.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 70 70 70 70 70 70 63 57 52 47 37
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 with .45 ACP.

Normally found in the hands of Survivors and the Colonial Liberation Front


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.5

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

Beretta 92FS Magazine

Capacity: 15

Damage: 36

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Holds fifteen (15) 9mm pistol rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 36 36 36 32 29 23 19 16 12 9 6
Lunge Mine.png

Lunge Mine

A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user's face was not an apparent concern of the designer. A true hero's weapon.

Uncommonly found in the hands of very brave (or stupid) Colonial Liberation Front soldiers.

Combat Sword.png

Combat sword

A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.


Stats:
Damage: 35
Throwing Damage: 10
Katana.png

Katana

A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.


Stats:
Damage: 45
Throwing Damage: 10
Weapon: Description:
Bore-Rifle.png

Two Bore Rifle

An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don't aim for the head.


The recoil is apocalyptic: if you aren't highly experienced with it and braced using a Specialist-Activation-One, you won't get a second shot.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 3

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 30 RPM

Burst Firerate: N/A

Accuracy Wielded: 10

Accuracy Unwielded: 4

Ammunition:
2 Bore Shell box.png

2 Bore Shell Box

Damage: 300

Max Range: 14

Fall off: 30

Penetration: 15

Punch: 0.5

A box filled with enormous slug shells, for hunting only the most dangerous game. 2 Bore.

These slugs are able to knock down and stun even the largest creatures in the galaxy.

Holds 15 shotgun slugs (2 Bore).

Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments Heavywoodenstock.pngHeavy Wooden Stock (Default - Cannot be remove)
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 300 300 300 300 272 247 225 204 186 169 153
Webley MK VI.png

Webley MK VI

A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it'll do for Colonial Marines and xenomorphs as well.


Stats:
Recoil Wielded: 1

Recoil Unwielded:1

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 150 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 5.1

Ammunition:
M44SL.png

Webley speed loader

Capacity: 6

Damage: 66

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

.455 Webley, the last decent pistol calibre. Loaded with Mk III dum-dum bullets, because Marines are not human and the Hague Conventions do not apply to them.


Holds six (6) .445 Webley Bullets.

Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 66 66 66 60 54 49 45 34 29 25 20
ABR40changingstyle.gif

ABR-40 Hunting Rifle

The civilian version of the L42A battle rifle that is often wielded by Marines. Almost identical and even cross-compatible with L42 magazines, just don't take the stock off..


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: N/A

Scatter Wielded: 7

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 16

Accuracy Unwielded: N/A

Ammunition:
ABR40Magazine.png

ABR-40 Magazine

Capacity: 12

Damage: 52

Max Range: 22

Fall off: 0

Penetration: 0

Punch: 0.2

An ABR-40 magazine loaded with full metal jacket ammunition, for use at the firing range or while hunting. Theoretically cross-compatible with an L42A battle rifle.
ABR40HoloMagazine.png

ABR-40 Holotargetting Magazine

Capacity: 12

Damage: 32.5

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

An ABR-40 magazine loaded with holo-targeting ammunition, primarily utilized to highlight hunting targets for easier target capture. Theoretically cross-compatible with an L42A battle rifle.

Causes targets to take 2% more damage per hit, capping at 10% extra damage.

L42mag.png

L42A Magazine

Capacity: 25

Damage: 52

Max Range: 22

Fall off: 0

Penetration: 5

Punch: 0.2

Holds twenty five (25) 10x24mm rifle rounds.
Uses the same calibre bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
L42 extended mag.png

L42A Extended Magazine

Capacity: 35

Damage: 52

Max Range: 22

Fall off: 0

Penetration: 0

Punch: 0.2

Holds thirty five (35) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Uses the same calibre bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.

Not available through normal gameplay

L42 AP mag.png

L42A Armor Piercing Magazine

Capacity: 25

Damage: 39

Max Range: 22

Fall off: 0

Penetration: 31

Punch: 0.5

Holds twenty five (25) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
Uses the same calibre bullets as armour piercing M41A magazines, so it can be refilled using bullets from armour piercing M41A magazines.
L42 Incen mag.png

L42A Incendiary Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 0

Punch: 0.5

Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Uses the same calibre bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines.

Not currently obtainable.

L42 Cluster mag.png

L42A Cluster Magazine

Capacity: 25

Damage: 45.5

Max Range: 24

Fall off: 0

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds twenty five (25) 10x24mm cluster rifle rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

L42-Wall-Piercing-mag.png

L42A Wall Piercing Magazine

Capacity: 25

Damage: 45.5

Max Range: 24

Fall off: 0

Penetration: 50

Punch: 0.5

Holds twenty five (25) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.

Not Currently Available.

L42-Toxin-mag.png

L42A Toxin Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

Holds twenty five (25) 10x24mm Toxin rifle rounds.Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.

Applies 10 toxin per hit.

Not currently obtainable.

HEAPL42A.png

L42A HEAP Magazine

Capacity: 25

Damage: 71

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

Holds twenty five (25) 10x24mm HEAP rifle rounds. Has better armour penetration and damage.
Uses the same calibre bullets as standard M41A HEAP magazines, so it can be refilled using bullets from standard M41A HEAP magazines.

Not currently obtainable.

Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope (Default)

Underbarrel Attachments None
Stock Attachments L42Sstock.pngL42A Synthetic Stock

ABR-40 Wood Stock Attachment.pngABR 40 "Wooden" Stock (Default)

ABR-40 Tactical Stock Attachment.pngABR 40 Tactical Stock

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 52 52 47 42 39 30 26 21 17 14 10
Regular 32 32 29 26 20 17 13 10 7 5 2
Armor Piercing 39 39 39 39 39 39 39 39 39 35 32
Incendiary 39 35 32 25 21 17 14 11 8 5 2
Toxin 39 39 39 39 39 39 39 39 39 35 32
Cluster 45 45 45 45 45 45 45 45 45 45 45
Wall Piercing 45 45 45 45 45 45 45 45 45 45 45
Wall Piercing 71 71 71 71 71 71 71 71 71 65 59
M3717 Shotgun.png

M37-17 Pump Shotgun

A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels out on the rim. You can switch the active internal magazine by toggling burst fire mode.

To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.


Stats:
Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 30 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.13

Accuracy Multiplier Unwielded: 0.89

Base Accuracy: 11

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 80

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 74 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 63

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 74.75 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 34.5 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Recoil compensator.pngRecoil Compensator
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 74 74 67 61 56 51 40 34 29 24 20
Slugs 80 80 80 80 80 73 66 60 54 43 37
Flechette 34 34 34 34 34 34 34 34 31 28 22
Incendiary Slugs 63 63 57 52 47 43 33 28 23 19 15
Incendiary Buckshot 74 74 67 61 56 51 40 34 29 24 20
PPSh-17b.png

PPSh-17b SMG

Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 7

Scatter Unwielded: 7

Burst Scatter Multiplier: 7

Burst Amount: 3

Effective Range: 7

Firerate: 360 RPM

Burst Firerate: 360 RPM

Accuracy Wielded: 15

Accuracy Unwielded: 11.25

Ammunition:
PPShStick.png

PPSh Drum Magazine

Capacity: 35

Damage: 26

Max Range: 7

Fall off: 4

Penetration: 10

Punch: 0.5

Holds thirty-five (35) 7.62x25mm SMG rounds. Has a 0.1% chance to jam per shot fired.
Drum mag.png

PPSh Extended Drum Magazine

Capacity: 71

Damage: 26

Max Range: 7

Fall off: 4

Penetration: 10

Punch: 0.5

Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines. Has a 1% chance to jam per shot fired.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 26 26 26 23 21 15 12 9 7 4 2
M16.png

M16A2 Assault Rifle

The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch's Dozens.

It is one of the standard firearms for Dutch's Mercenary Team.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 2

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 257 RPM

Accuracy Wielded: 21.6

Accuracy Unwielded: 10.4

Ammunition:
M16 Magazine.png

M16 Magazine

Capacity: 20

Damage: 54

Max Range: 24

Fall off: 4

Penetration: 5

Punch: 0.5

Holds twenty (20) 5.56x45mm rifle rounds.
M16 AP Magazine.png

M16 AP Magazine

Capacity: 20

Damage: 40

Max Range: 24

Fall off: 4

Penetration: 40

Punch: 0.5

Holds twenty (20) 5.56x45mm AP rifle rounds. Has better armour penetration, but lower overall damage.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngMasterkey Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 54 54 49 44 40 31 27 22 18 15 11
Armor Piercing 40 40 40 40 40 40 40 40 40 36 33


SemiSawnOff.png

Semi-Sawn-Off Spearhead Rival 78

A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. For some reason it seems that someone tried to saw through the barrel and gave up halfway through. This probably isn't going to be the greatest gun for combat.


Stats:

Recoil Wielded: 3

Recoil Unwielded: 5

Scatter Wielded: 4

Scatter Unwielded: 15

Burst Scatter Multiplier: 1

Burst Amount: 2

Effective Range: N/A

Firerate: 66 RPM

Burst Firerate: 44 RPM

Accuracy Multiplier Wielded: 4

Accuracy Multiplier Unwielded: 2

Base Accuracy: 4

Capacity: 2

Damage Mod: 0.65

Ammunition:
Slugbox.png

Slug Shells

Damage: 94

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 87.75 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 74.25

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 87 x 4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 40.5 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 42 42 38 34 31 23 19 16 12 9 6
Slugs 45 45 45 45 45 41 37 34 26 22 18
Flechette 19 19 19 19 19 19 19 19 17 13 10
Incendiary Slugs 35 35 32 29 23 19 15 12 9 6 3
Incendiary Buckshot 42 42 38 34 31 23 19 16 12 9 6
M60.png

M60 General Purpose Machine Gun

The M60. The Pig. The Action Hero's wet dream. This is chambered in 7.62X51mm NATO.


Stats:

Recoil Wielded: 2

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: 3

Burst Amount: 5

Effective Range: N/A

Firerate: 200 RPM

Burst Firerate: 352 RPM

Accuracy Wielded: 10.8

Accuracy Unwielded: N/A

Ammunition:
M60 Ammo Box.png

M60 Ammo Box (7.62X51mm)

Capacity: 100

Damage: 25

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

Holds one hundred (100) 7.62X51mm NATO M60 rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments Bipod.pngBipod (Default - Cannot be removed)
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 25 25 25 25 25 25 25 22 20 15 2
AR10 Rifle.png

AR10 Rifle

An earlier version of the more widespread M16 rifle. Considered to be the father of the 20th century rifle. How one of these ended up here is a mystery of its own. It is chambered in 7.62x51mm.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 11

Burst Scatter Multiplier: 2

Burst Amount: 3

Effective Range: 7 tiles

Firerate: 150 RPM

Burst Firerate:128

Accuracy Wielded: 22.4

Accuracy Unwielded: 8

Ammunition:
AR10 Magazine.png

AR10 Magazine

Capacity: 20

Damage: 56

Max Range: 24

Fall off: 4

Penetration: 5

Punch: 0.5

Holds twenty (20) 7.62x51mm rounds.
Attachments:
Muzzle Attachments Extended barrel.pngExtended Barrel

Knife.pngBayonet

Recoil compensator.pngRecoil Compensator

Supressor.pngSuppressor

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Bipod.pngBipod


Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 56 56 50 46 42 33 28 24 19 16 12
UZI.png

UZI

Exported to over 90 countries, somehow this relic has managed to end up here. Couldn't be simpler to use.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 10

Scatter Unwielded: 13

Burst Scatter Multiplier: 4

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 300 RPM

Burst Firerate: 360 RPM

Accuracy Wielded: 4.4

Accuracy Unwielded: 3.6

Ammunition:
UZI Mag.png

UZI Magazine

Capacity: 25

Damage: 37.4

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

Holds twenty-five (25) 9x21mm SMG rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Reflex.pngS6 Reflex Sight

Reddot.pngS5 Reddot Sight

Mountedflash.pngRail Flashlight

Mini Scope.pngS4 Telescopic Sight

Underbarrel Attachments Laser sight.pngLaser Sight

Burstfire.pngBurst Fire Adapter

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 37 37 34 30 24 20 16 13 10 7 4
M48A4.png

M48A4 Service Pistol

A timeless classic since the first World War, the M1911A1 has limited use with the USCM, and is often used as a sidearm by non-governmental bodies due to its reliability. This is a modernized version with an ammo counter and a polymer grip, designated M48A4.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 3

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 200 RPM

Burst Firerate: 133 RPM

Accuracy Wielded: 7.2

Accuracy Unwielded: 6

Ammunition:
M4A3 .45 Magazine.png

M1911 Magazine

Capacity: 14

Damage: 68.75

Max Range: 22

Fall off: 1

Penetration: 15

Punch: 0.5

Holds fourteen (14) .45 ACP pistol rounds. Better damage but difficult to come by.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 60 60 60 60 55 50 45 41 31 26 22
Nailgun.png

Nailgun

A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn't anything there, that's just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.

Commonly found in the Area of Operations, usually in the engineering department.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 9

Scatter Unwielded:11

Firerate: 300 RPM

Accuracy Multiplier Wielded: 6.25

Accuracy Multiplier Unwielded: 6

Base Accuracy: 5

Ammunition:
Nailgun Magazine.png

Nailgun Magazine

Capacity: 50

Damage: 25

Max Range: 22

Fall off: 5

Penetration: 25

Punch: 0.5

A large magazine of oversized plasteel nails. Unfortunately, the production cost of those nail makes them ill-affordable for most military projects, and only some specific construction projects requires them.
Utility:
Using the nailgun on a wall or reinforced wall sporting a hole will fix it after 6 seconds at the cost of three sheet of wood/metal/plasteel, and 12 nails and a 6s channel. It also restores 5% integrity.


Using the nailgun on a damaged wall or reinforced wall will repair integrity at the cost of 1 sheet of material and 4 nails, 2 second channel. Wood repairs 5%, metal repairs 10% and plasteel repairs 20%.


The above applies to wooden barricade, folding barricade, barricade and plasteel barricade. This can be used to fix barricade below the welder threshold. Wood on wood : 100%, Metal on folding, metal barricade: 20%, plasteel on folding, metal barricade: 25%. Plasteel on plasteel barricade: 20%. This consumes 4 nails and 1 unit of material and takes 2 seconds.

M2019 Blaster.png

M2019 Blaster

Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.

Currently Unavailable

Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter Multiplier: 4

Burst Amount: 2

Effective Range: N/A

Firerate: 300 RPM

Burst Firerate: 300 RPM

Accuracy Wielded: 7.2

Accuracy Unwielded: 5.1

Ammunition:
Plfager Katsuma stripper clip (.44).png

Plfager Katsuma stripper clip (.44)

Capacity: 7

Damage: 60.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Flip up the two side latches (three on PKL) and push after aligning with feed lips on blaster. Clip can be re-used.

Holds seven (7) rounds.

Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight
Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 60 60 55 50 45 41 31 26 22 18 14
PKL 'Double' Blaster.png

PKL 'Double' Blaster

Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.

Currently Unavailable

Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter Multiplier: 4

Burst Amount: 2

Effective Range: N/A

Firerate: 300 RPM

Burst Firerate: 300 RPM

Accuracy Wielded: 7.2

Accuracy Unwielded: 5.1

Ammunition:
Plfager Katsuma stripper clip (.44).png

Plfager Katsuma stripper clip (.44)

Capacity: 7

Damage: 60.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Flip up the two side latches (three on PKL) and push after aligning with feed lips on blaster. Clip can be re-used.

Holds seven (7) rounds.

Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight
Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 60 60 55 50 45 41 31 26 22 18 14
M2049 Blaster.png

M2049 Blaster

In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren't permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.

Currently Unavailable

Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter Multiplier: 4

Burst Amount: 2

Effective Range: N/A

Firerate: 300 RPM

Burst Firerate: 300 RPM

Accuracy Wielded: 7.2

Accuracy Unwielded: 5.1

Ammunition:
Plfager Katsuma stripper clip (.44).png

Plfager Katsuma stripper clip (.44)

Capacity: 7

Damage: 60.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Flip up the two side latches (three on PKL) and push after aligning with feed lips on blaster. Clip can be re-used.

Holds seven (7) rounds.

Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight
Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 60 60 55 50 45 41 31 26 22 18 14
Claymore.png

Claymore

What are you standing around staring at this for? Get to killing!


Stats:
Damage: 35
Throwing Damage: 10
Fireaxe.png

Fireaxe

What are you standing around staring at this for? Get to killing!


Stats:
Wielded Damage: 45
One handed Damage: 25
Baseball Bat.png

Baseball Bat

A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians."


Stats:
Damage: 25
Throwing Damage: 7
Metal Baseball Bat.png

Metal Baseball Bat

A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.


Stats:
Damage: 35
Throwing Damage: 7
Makeshift Spear.png

Makeshift Spear

A haphazardly-constructed yet still deadly weapon of ancient design.


Stats:
Wielded Damage: 45
One Handed Damage: 25
Throwing Damage: 35
Weapon: Description:
M40-SD-Pulse-Rifle.png

XM40-SD Pulse Rifle

One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.

Found in the hands of MARSOC Operators


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 1

Scatter Unwielded: 7

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 360 RPM

Accuracy Wielded: 25.6

Accuracy Unwielded: 12

Ammunition:
M40-SD-Mag.png

M40-SD Magazine

Capacity: 60

Damage: 36

Max Range: 22

Fall off: 5.5

Penetration: 40

Punch: 0.5

A stubby and wide, high capacity double stack magazine used in the M40-SD pulse rifle. Fires 10x24mm Armor Piercing rounds, holding up to 60 + 1 in the chamber.

Holds sixty (60) 10x24mm armour piercing rifle rounds.

M40HEAP.png

M40-SD HEAP Magazine

Capacity: 40

Damage: 66

Max Range: 22

Fall off: 5.5

Penetration: 0

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 48

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 36

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 36

Max Range: 22

Fall off: 5

Penetration: 0

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41A-Cluster-mag.png

M41A Cluster Magazine

Capacity: 40

Damage: 42

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds forty (40) 10x24mm cluster rifle rounds. Will set ablaze any and all targets hit with this round.

Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 42

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 36

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

M41A Mk2 Light Explosive Mag.png

M41A Light Explosive Magazine

Capacity: 40

Damage: 24

Max Range: 22

Fall off: 4

Penetration: 20

Punch: 0.5

Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.

Not currently obtainable.

M41A Mk2 Explosive Mag.png

M41A Explosive Magazine

Capacity: 40

Damage: 30

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Explosive rounds, will cause an explosion on the tile that the enemy is on.

Not currently obtainable.

HEAPm41a.png

M41A HEAP Magazine

Capacity: 40

Damage: 66

Max Range: 22

Fall off: 2

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm high-explosive armor piercing rounds. Has better armour penetration and damage.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor (Default - Can not be removed)
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Can not be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Burstfire.pngBurst Fire Adapter

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 48 48 43 39 36 27 23 19 15 12 9
Armor Piercing 36 36 36 36 36 36 36 36 36 32 29
Incendiary 36 36 32 29 23 19 16 12 9 6 4
Cluster 42 42 42 42 42 42 42 42 42 42 42
Wall Piercing 42 42 42 42 42 42 42 42 42 42 42
Toxin 36 36 36 36 36 36 36 36 36 32 29
Light Explosive 24 24 24 24 24 21 17 14 11 8 6
Explosive 30 30 27 24 18 15 12 9 6 3 1
HEAP 66 66 66 66 66 66 66 66 60 54
MK210-Tactical-Shotgun.png

XM38 Tactical Shotgun

Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn't satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it's fully automatic and made of stamped medal. Truly an engineering marvel.

Found in the hands of MARSOC Operators


Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 50 RPM

Automatic Firerate: N/A RPM

Accuracy Wielded: 4.6

Accuracy Unwielded: 3.6

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 65x4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments MK221 Tactical Stock.pngMK221 Tactical Stock
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Buckshot 65 65 59 53 48 44 34 29 24 20 16
Slugs 70 70 70 70 70 63 57 52 47 37 32
Flechette 30 30 30 30 30 30 30 30 27 24 18
Incendiary 55 55 50 45 41 32 27 23 19 15 12
Incendiary Buckshot 65 65 59 53 48 44 34 29 24 20 16
Weapon: Description:
RXF-M5 eva pistol.png

RXF-M5 eva pistol

A high power focusing laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.

Recharged at recharger stations.



Stats:
Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 100 RPM

Burst Firerate: N/A

Accuracy Wielded: N/A

Accuracy Unwielded: N/A

Ammunition:
Powercell.png

Internal Battery

Capacity: 50

Damage: 45

Max Range: 22

Fall off: 1

Penetration: 0

Punch: 0.5

Fires energy bolts that burn targets on hit. Each shot takes 3.5% of the internal battery.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Laser 45 39 34 30 25 21 17 14 10 7 5
LAZ-TOP.png

LAZ-TOP

The 'LAZ-TOP', aka the Laser Anode something something...

Reloaded at recharger stations.

Currently unavailable.


Stats:
Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 0

Scatter Unwielded: 0

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 100 RPM

Burst Firerate: N/A

Accuracy Wielded: N/A

Accuracy Unwielded: N/A

Ammunition:
Powercell.png

Internal Battery

Capacity: 50

Damage: 8

Max Range: 14

Fall off: 1

Penetration: 0

Punch: 0.5

Fires energy bolts that inflict blunt-force trauma on targets. Each shot takes 3.5% of the internal battery.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None

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:
Auto9.png

Auto-9 Machine Pistol

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.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4 Tiles

Firerate: 150 RPM

Burst Firerate: 225 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
88M4AP Magazine.png

Auto 9 Magazine

Capacity: 50

Damage: 45

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds fifty (50) 9mm squash-head pistol rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 45 45 45 45 45 45 45 40 37 33 25
Minigun.png

Ol'Painless

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: N/A

Scatter Wielded: 2

Scatter Unwielded: N/A

Automatic Scatter Multiplier: N/A

Effective Range: N/A

Firerate: 600 RPM

Automatic Firerate: 600 RPM

Accuracy Wielded: 13.8

Accuracy Unwielded: N/A

Ammunition:
LTAA AP Minigun Magazine.png

Rotating Ammo Drum

Capacity: 300

Damage: 35

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

Holds three hundred (300) 7.62x51mm minigun rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 35 35 35 35 35 35 35 31 28 22 18
MatebaCustom.png

Mateba Autorevolver Custom++

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.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: N/A

Firerate: 85 RPM

Burst Firerate: 82 RPM

Accuracy Wielded: 6.9

Accuracy Unwielded: 4.5

Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.

Holds six (6) rounds.

MatebaAP.png

Mateba High Impact Armor-Piercing Speed Loader

Capacity: 6

Damage: 67

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This armor-piercing variant is optimized against armored targets at the cost of lower overall damage. Don't point at anything you don't want to destroy.

Will knock down any target hit.

Holds six (6) rounds.

MatebaHI.png

Mateba High Impact Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Explosive Speedloader.png

Mateba Explosive Speed loader

Capacity: 6

Damage: 150

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution.

Holds six (6) rounds.

Attachments:
Barrel Attachments Mateba standard barrel.pngMateba Standard Barrel (Default)

Mateba short barrel.pngMateba Short Barrel

Mateba marksman barrel.pngMateba Marksman Barrel

Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 90 90 90 90 90 81 74 67 61 55 43
High Impact Armor Piercing 67 67 67 67 67 67 67 67 67 67 67
Impact 90 90 81 74 67 61 55 43 37 31 26
Explosive 150 150 150 150 150 150 150 150 150 150 150

Additionally, the Mateba has THREE distinct barrel options, affecting these stats. They are listed in the Attachments section.

ThunderBolt.png

M57-A4

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.


Ammunition:
84mmThermobaric RocketArray.png

84mm Thermobaric Rocket Array

Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it's used up.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Bananagun.png

CHIMP70 Pistol

A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.

Not available during normal gameplay. Only available during admin events.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: 4 tiles

Firerate: 200 RPM

Burst Firerate: 184 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
CHIMP70-Magazine.png

CHIMP70 Magazine

Capacity: 300

Damage: 15

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds three hundred (300) live monkey rounds. Will set ablaze any and all targets hit with this round as well as knocking them down. Also spawns a live monkey to any targets hit.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Katana.png

Absurdly Sharp Katana

Ingame Description: That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.


Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.

Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.

Not available during normal gameplay. Only available during admin events.

Stats:
Damage: 4444
Throwing Damage: 45
Sledgehammer.png

Breacher B5

An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.


Not available during normal gameplay. Only available during admin events.

Stats:
Wielded Damage: 45
One handed Damage: 25

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.

Attachment: Benefits: Drawbacks:
Suppressor

Supressor.png

Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
Both:
  • Increases falloff by 10%
Bayonet

Knife.png

Both:
  • Increases melee damage by 20
  • When removed from weapons acts like a regular knife
One handed:
  • Decreases accuracy by 5%
Extended Barrel

Extended barrel.png

Wielded:
  • Increases accuracy by 20%
  • Increases bullet velocity by 10 tiles per second
Both:
  • Increases wield delay by 0.4 seconds
Recoil Compensator

Recoil compensator.png

Wielded:
  • Reduces recoil by 3
One Handed:
  • Reduces recoil by 2
Both:
  • Increases accuracy by 20%


Both:
  • Decreases damage by 10%
  • Increases falloff by 10%
Attachment: Benefits: Drawbacks:
Rail Flashlight

Mountedflash.png

Both:
  • Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
  • Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Red Dot Sight

Reddot.png

Wielded:
  • Increases accuracy by 20%
One Handed:
  • Increases accuracy by 5%
One Handed:
  • Increases the accuracy penalty when moving by 1
S6 Reflex Sight

Reflex.png

Wielded:
  • Increases accuracy by 15%
One Handed:
  • Increases accuracy by 5%
Both:
  • Decreases scatter by 1
  • Decreases burst scatter by 1
One Handed:
  • Increases the accuracy penalty when moving by 1
Magnetic Harness

Magnetic harness.png

Both:
  • Dropped weapon goes to suit slot
Both:
  • Decreases accuracy by 5%
S8 Telescopic sight

Railscope.png

Wielded:
  • When scoped increases accuracy by 40% (35% net gain)
  • When scoped decreases falloff by 40%
  • Allows the user to 'zoom' in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
Wielded:
  • When scoped decreases firing speed by a further 2
One Handed:
  • Increases the accuracy penalty when moving by 2
Both:
  • Decreases accuracy by 5%
  • Majorly increased wield delay
  • Decreases firing speed by 1
S4 Telescopic Sight

Mini Scope.png

Wielded:
  • When scoped increases accuracy by 40% (35% net gain)
  • When scoped decreases falloff by 20%
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Wielded:
  • When scoped decreases firing speed by 1.3
One Handed:
  • Increases the accuracy penalty when moving by 2
Both:
  • Decreases accuracy by 5%
  • Majorly increased wield delay
B8 Smart-Scope

Ifts Scope.png

Both:
  • Gives the gun IFF capabilities.
Wielded:
  • When scoped increases accuracy by 5% (0% net gain)
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Both:
  • Decreases damage by 20%
  • Decreases firing speed by 1
  • Decreases accuracy by 5%
  • Majorly increased wield delay
XS-9 Targeting Relay

XM88Scope.png

Wielded:
  • When scoped increases accuracy by 40% (35% net gain)
  • When scoped decreases falloff by 20%
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Wielded:
  • When scoped decreases firing speed by 1
One Handed:
  • Increases the accuracy penalty when moving by 2
Both:
  • Decreases accuracy by 5%
  • Majorly increased wield delay
Attachment: Benefits: Drawbacks:
Vertical Grip

Forwardgrip.png

Wielded:
  • Increases accuracy by 15%
  • Decreases recoil by 1
  • Decreases scatter by 1
Both:
  • Decreases burst scatter by 2
One Handed:
  • Decreases accuracy by 15%
  • Increases scatter by 1
  • Increases the accuracy penalty when moving by 1
Both:
  • Increased weapon size
Angled Grip

Angled Grip.png

Both:
  • Decreases wield delay by 0.4 seconds
Both:
  • Increased weapon size
Flashlight Grip

Flash Grip.png

Wielded:
  • Increases accuracy by 5%
  • Decreases recoil by 1
  • Decreases scatter by 1
Both:
  • Generates a light source akin to the rail light.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Gyroscopic Stabilizer

Gyro.png

Wielded:
  • Decreases scatter by 1
One Handed:
  • Decreases scatter by 5
  • Increases accuracy by 15% (55% for shotguns)
  • Decreases the accuracy penalty when moving by 3
Both:
  • Decreases burst spread by 2
Both:
  • Decreases firing speed by 2.5
Bipod

Bipod.png

Both:

When deployed:

  • Increases accuracy by 25%
  • Decreases burst scatter by 3
  • Increases firing speed by 1 (4 for M42A Sniper)
Wielded:

When deployed:

  • Decreases scatter by 1
  • Decreases recoil by 2
Wielded:

When undeployed:

  • Increases scatter by 2
  • Increases recoil by 1
  • Decreases accuracy by 25%
Both:
  • Increases weapon size by 2
  • Increases wield delay by 0.4 seconds
  • Decreases melee damage by 10
  • Requires 2 seconds of setup time if there's no surface to put the bipod on or on flipped tables and barricades by Activating Weapon AttachmentActivate-Weapon-Attachment.png while facing the object before you get the benefits
  • When undeploying the bipod, the user is slowed down for a bit

When undeployed:

  • Decreases firing speed by 2
Underslung Grenade Launcher

Undernade.png

Both:
  • Adds the ability to fire three M40 or AGM grenade of any kind.
  • Reloadable with any M40 or AGM grenades
  • Default M41A Pulse Rifle Mk2 attachment
  • Fires over objects
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Starts unloaded
  • Grenades required to be cocked between each grenade
  • Firing delay is 21 ticks (about 2 seconds)
MK1 Underslung Grenade Launcher

UndernadeMK1.png

Both:
  • Adds the ability to fire five M40 or AGM grenades of any kind.
  • Reloadable with any M40 or AGM grenades
  • Default M41A Pulse Rifle MK1 attachment
  • Fires over objects
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Starts unloaded
  • Grenades required to be cocked between each grenade
  • Firing delay is 30 ticks (about 3 seconds)
Mini Flamethrower

Underflame.png

Standard Mode:
  • Adds the ability to fire several short flame bursts with a 5-tile range
  • May be refilled with flamer fuel tanks or Combat Technician backpacks, and holds 40 units, but will fire welding fuel.
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png.
Intense Mode:
  • When used in this mode, will produce the same Napthal as a standard flamethrower.
  • May be refilled with flamer fuel tanks or Combat Technician backpacks, and holds 40 units, but will fire napthal.
  • Toggled by using Unique Action with the underbarrel flamethrower activated.
Standard Mode:
  • Has a 3.5 second firing delay when activated and inbetween firing.
Intense Mode:
  • Will consume 5 fuel per tile covered with fire.
  • Only has a range of two tiles compared to the standard 5.
  • Has a 3.5 second firing delay as the standard mode does.
U7 Underbarrel Shotgun

Undershot.png

Both:
  • Adds the ability to fire five semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Does 80 damage per Point Blank
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
  • Firing delay is 18 ticks (about 2 seconds)
  • Specialised in destroying pylons and structures (walls, doors etc)
Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
  • Can only be loaded with buckshot
Burst Fire Adapter

Burstfire.png

Both:
  • Enables burst-fire on a weapon or enhances burst-fire capability
  • Increases burst-fire shots by 2
Wielded:
  • Decreases accuracy by 15%
One Handed:
  • Decreases accuracy by 20%
Laser Sight

Laser sight.png

Wielded:
  • Decreases scatter by 1
One Handed:
  • Decreases scatter by 2
  • Decreases the accuracy penalty when moving by 1
Both:
  • Increases accuracy by 5%
Both:
  • None.
Underbarrel Extinguisher

Underbarrel Extinguisher.png

Both:
  • Allows you to fire a 3 tile wide blast of water to quickly extinguish flames.
  • Can be refilled from water tanks.
  • Holds 60 units of water.
  • Decloaks preds and scouts.
Both:
  • None. Unless it's empty.
XM-VESG-1 Flamer Nozzle

XM-VESG-1 Flamer Nozzle.png

Both:
  • Creates a fireball projectile when attachment is active
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
  • Sets a single tile and anything on the tile on fire
  • Uses current fuel type that is loaded
Both:
  • None.
Attachment: Benefits: Drawbacks:
M41A Solid Stock

M41astock.png

Wielded:
  • Increases accuracy by 25%
  • Decreases recoil by 3
  • Decreases scatter by 4
Both:
  • Reduces the accuracy penalty when moving by 2
  • Increases melee damage by 10
Wielded:
  • Increases wield delay by 0.4 seconds.
  • Decreases movement speed.
One Handed:
  • Decreases accuracy by 15%
  • Increases scatter by 3
  • Increases recoil by 2
Both:
  • Increases weapon size
M41A Folding Stock

Folding Stock Retracted.png/Folding Stock Extended.png

Folded:
  • Does not impact the gun at all.
Extended Wielded:
  • Increases accuracy by 10%
  • Decreases recoil by 1
  • Decreases scatter by 2
Extended One Handed:
  • Decreases accuracy by 15%
  • Increases recoil by 2
  • Increases scatter by 3
Extended Both:
  • Increases wield delay by 0.2 seconds
L42A Synthetic Stock

L42Sstock.png

Wielded:
  • Increases accuracy by 30%
  • Decreases recoil by 2
  • Decreases scatter by 3
Both:
  • Decreases the accuracy penalty when moving by 1
  • Increases melee damage by 5
Wielded:
  • Increases wield delay
One Handed:
  • Decreases accuracy by 15%
  • Increases recoil by 2
  • Increases scatter by 3
Both:
  • Increases weapon size
M44 Magnum Sharpshooter Stock

Magnum stock.png

Wielded:
  • Increases accuracy by 35%
  • Decreases recoil by 2
  • Decreases scatter by 3
Both:
  • When collapsed it can fit into a holster.
Wielded:
  • Increases wield delay
  • Decreases movement speed
One Handed:
  • Decreases accuracy by 15%
  • Increases recoil by 2
  • Increases scatter by 3
Both:
  • Increases weapon size when extended
  • Decreases melee damage by 5
  • Can't fire the weapon when the stock is collapsed.
M37 Wooden Stock

M37 stock.png

Wielded:
  • Increases accuracy by 20%
  • Decreases recoil by 2
  • Decreases scatter by 3
Both:
  • Decreases the accuracy penalty when moving by 1
  • Increases melee damage by 5
Wielded:
  • Increases wield delay
  • Decreases movement speed
One Handed:
  • Decreases accuracy by 15%
  • Increases scatter by 3
  • Increases recoil by 2
Both:
  • Increases weapon size
MK221 Tactical Stock

MK221 Tactical Stock.png

Both:
  • Increases accuracy by 5%
  • Decreases scatter by 1
  • Decreases recoil by 1
  • Decreases the accuracy penalty when moving by 1
  • Increases melee damage by 5
Wielded:
  • Increases wield delay
Both:
  • Increases weapon size
Submachinegun Stock

Smg Stock.png

Wielded:
  • Increases accuracy by 35%
  • Decreases recoil by 3
  • Decreases scatter by 5
Both:
  • Decreases the accuracy penalty when moving by 1
  • Increases melee damage by 15
Wielded:
  • Increases wield delay
  • Decreases movement speed
Both:
  • Increases weapon size
Collapsible Submachinegun Stock

Collapsible Smg Stock.png

Wielded:

When extended:

  • Increases accuracy by 15%
  • Decreases recoil by 2
  • Decreases scatter by 3
Both:
  • Increases melee damage by 10
  • When collapsed it can fit into a holster.
  • When extended decreases the accuracy penalty when moving by 1
Wielded:
  • Increases wield delay
  • Decreases movement speed
One Handed:
  • Decreases accuracy by 15%
  • Increases scatter by 1
  • Increases recoil by 2

When collapsed:

  • Decreases accuracy by 5%
  • Increases recoil by 1
  • Increases scatter by 1
Both:
  • Increases weapon size when extended.
  • Moderately increases bullet spread if collapsed.
Submachinegun Arm Brace

Smg Arm Brace.png

One Handed:

When active:

  • Increases accuracy by 20%
  • Decreases recoil by 2
Both:
  • Increases melee damage by 10

When active:

  • Decreases the accuracy penalty when moving by 2.
  • Stays attached to the hand even when rested/disarmed.
  • Able to shoot while rested/knocked down.
  • Able to tactically reload while rested/knocked down.
Wielded:
  • Increases wield delay

When active:

  • Decreases accuracy by 15%
  • Increases scatter by 3
  • Increases recoil by 4
Both:
  • Reduces burst amount by 3
M-OU53 Tactical Stock

MOU53 Stock.png

Both:
  • Increases accuracy by 5%
  • Decreases recoil by 1
  • Decreases scatter by 1
  • Increases melee damage by 5
Wielded:
  • Increases wield delay
Both:
  • Increases weapon size
XM88 Stock

XM88Stock.png

Wielded:
  • Decreases recoil by 1
  • Decreases scatter by 3
  • Increases melee damage by 5
Wielded:
  • Increases wield delay
One Handed:
  • Increases recoil by 1
  • Increases scatter by 7
Both:
  • Increases weapon size
Attachment: Benefits: Drawbacks:
Mateba standard barrel

Mateba standard barrel.png

Wielded:
  • Increases accuracy by 15%
Both:
  • None
Mateba marksman barrel

Mateba marksman barrel.png

Wielded:
  • Increases accuracy by 20%
  • Decreases scatter by 5
Both:
  • Increases firing delay by 4
Mateba short barrel

Mateba short barrel.png

Both:
  • Decreases firing delay by 4
Both:
  • Decreases accuracy by 20%
  • Increases scatter by 5


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:
G18-Utility-Pouch.png

G8-A General Utility Pouch

A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
Gen-pouch.png

Light General Pouch

A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the ColMarTech automated armaments vendor in Requisitions or in the pockets of mercenaries and CLF.
Medium-gen-pouch.png

Medium General Pouch

A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the ColMarTech Automated Closet and can be found inside the ColMarTech automated armaments vendor in Requisitions.
Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by Squad Leaders and Staff Officers. Not stocked in requisitions by default.
Medmag-pouch.png

Magazine Pouch

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.
Largemag-pouch.png

Large Magazine Pouch

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.

Shell-pouch.png

Shotgun Shell Pouch

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.

Largeshell-pouch.png

Large Shotgun Shell Pouch

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.

Explarge-pouch.png

Explosive Pouch

Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the ColMarTech automated armaments vendor in Requisitions.
Pistol-mag-pouch.png

Pistol Magazine Pouch

Pouch able to hold 3 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet. Can be ordered by Requisitions.
Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to hold 6 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet and is found in Requisitions.


Pistol-pouch.png

Sidearm Pouch

A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Flare-pouch.png

Flare Pouch

Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
Radio-pouch.png

Radio Pouch

Used to hold 2 sets of radio headsets. Why would you use this?
Knife-pouch.png

Bayonet Pouch

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.
Survival-pouch.png

Survival Pouch

A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of Civilians.


Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.

Document-pouch.png

Document Pouch

A pouch used to hold documents for safe keeping.

Field Intelligence Support Kit pouch variant can hold 7 items.

While Intelligence Officer's have one that holds 21 items.

Tool Pouch.png

Tools Pouch

Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots. Can hold the following items below:

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

CableCoils.png

Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Electronics-pouch.png

Electronics Pouch

Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 6 slots. Can hold the following items below:

Circuitboard.png

Circuitboards

Powercell.png

Powercells

Const-pouch.png

Construction Pouch

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:

Metal.png

Metal Sheets

Plasteel.png

Plasteel Sheets

Sandbag Empty.png

Empty Sandbags

Planks.png

Wooden Planks

Rods.png

Metal Rods

CableCoils.png

Cable Coil

Barbed Wire.png

Barbed Wire

Entrenching Tool Unfolded.png

Entrenching Tool

Aid-pouch.png

First-Aid Pouch (Splints/Gauze/Ointment)

Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png 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:

Ointment.png

Ointment

Gauze.png

Gauze

Tricord.png

Tricordrazine autoinjector

Splint.png

Splints (x5)

Aid-pouch.png

First-Aid Pouch (Refillable Injectors)

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:

Bicaridine.png

Bicaridine

Kelotane.png

Kelotane

Tramadol.png

Tramadol

Emergency Injector.png

Emergency Autoinjector

Aid-pouch.png

First-Aid Pouch (Pills)

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:

Ointment.png

Ointment

Tramadol Packet.png

Tramadol pill packet

Tricord Packet.png

Tricordazine pill packet

Gauze.png

Gauze

Medic-pouch.png

Medical Pouch

Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 3 slots.

Dexalin.png

Autoinjectors

Ointment.png

Ointment

Gauze.png

Gauze

Advtraumakit.pngAdvburnkit.png

Advanced Kits

Healthanalyzer.png

Health Analyzer

PillBottle.png

Pill Bottles

Hypospray.png

Hyposprays

Autoinjector-pouch.png

Autoinjector Pouch

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.

Medkit-pouch.png

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.
First-aid kit.png

Medkits

First-Responder-Tactical-Pouch.png

First Responder Tactical Pouch

Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the ColMarTech automated armaments vendor in their mini-medical kits.

Holds 4 medical items.

Healthanalyzer.png

Health Analyzer

Splint.png

Splint

Advburnkit.png

Advanced Burn Kit

Advtraumakit.png

Advanced Trauma Kit

Syringe-pouch.png

Syringe Pouch

Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.
Chemist-pouch.png

Chemist Pouch

A pouch for carrying glass beakers. It's filled with an empty regular and large beaker. Can be found in the medical doctor's lockers in medbay.

Contains 2 slots.

Vial-pouch.png

Vial Pouch

A pouch for carrying glass vials. Can be found in the medical doctor's lockers in medbay.

Contains 6 slots.

Pressurized-pouch.png

Pressurized Pouch

A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor's lockers in medbay and in the Hospital Corpsman's ColMarTech automated equipment vendors.

Contains 1 slot for an Auto-injector.

Flame-pouch.png

Fuel tank strap pouch

Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

Tactical-med-pouch.png

Tactical Medical Pouch

A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.

Worn by MARSOC Operators. Can be worn by attaching it to a pocket.

Holds the following:

Healthanalyzer.png

Health Analyzer

Nano-Splint.png

Nano Splints

UpgradedAdvtraumakit.png

Upgraded Advanced Trauma Kit

UpgradedAdvburnkit.png

Upgraded Advanced Burn Kit

Bicaridine.png

Bicaridine Injector

Bicaridine.png

Bicaridine Injector

Kelotane.png

Kelotane Injector

Emergency Auto injector.png

2 x Emergency AutoInjector

Mini Extinguisher.png

Mini Fire Extinguisher

Redemption stim injector.png

Redemption Stimulant

Brain stim injector.png

Brain Stimulant

Speed stim injector.png

Speed Stimulant

Tactical-tool-pouch.png

Tactical Tool Pouch

This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.

Worn by MARSOC Operators. Can be worn by attaching it to a pocket.

Contains 8 slots. Holds the following items below:

Screwdriver.png

Screwdriver

Wirecutters.png

Wirecutters

Crowbar.png

Crowbar

CableCoils.png

Cable Coils

Multitool.png

Security Access Tuner

Wrench.png

Wrench

C4.png

C4 x 2

Sling pouch.png

Sling Pouch

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.
Machete pouch.png

Machete 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:
Webbing.png

Webbing

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.

It is the standard webbing for most of the USCM support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions.

Black webbing vest.png

Black Webbing

Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by Requisitions.
Brown webbing vest.png

Brown Webbing Vest

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by Requisitions.
Drop Pouch.png

Drop Pouch

A convenient pouch to carry loose items around. Able to hold 2 large items.


M272 Knife Rig.png

M272 Pattern Knife Vest

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.
M276 Pattern Ammo Load Rig.png

M276 Pattern Ammo Load Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.

It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics. It is one of the belt options of the ColMarTech Automated Closet.

Shotgun belt.png

Shotgun Shell Load Rig

An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
M276 pattern knife.png

M276 Pattern Knife Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM's more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.

It is one of the belt options of the ColMarTech Automated Closet.

M276 pattern M40 HEDP.png

M276 Pattern M40 Grenade Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades. It is one of the belt options of the ColMarTech Automated Closet.


M276 pattern M40 HEDP.png

M276 Pattern M40 Grenade Rig MK.II

The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.

It is the standard rig for USCM Heavy Grenadier Specialists.

M276 Pattern Toolbelt Rig.png

M276 Pattern Toolbelt Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.

It is the standard rig for Combat Technicians.

M276 Pattern Combat Toolbelt Rig.png

M276 Pattern Combat Toolbelt Rig

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.

M276 pattern medical storage rig.png

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. Note that this rig can also hold folding medical beds and defibrillators.

It is one of the standard rigs for Combat Medics.

M276 pattern lifesaver bag.png

M276 Pattern Lifesaver Bag

The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.

It is one of the standard rigs for Combat Medics.

M804 Heavygunner rig.png

M804 Heavy Gunner Rig

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.

M276 pattern mortar operator belt.png

M276 pattern mortar operator belt

A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.

Holds 4 mortar shells of any kind and reserves a slot for a pistol.

M280 Smartgunner Drum Belt.png

M280 Smartgunner Drum Belt

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?"
M276 pattern 45-70 loading rig.png

M276 pattern 45-70 loading rig

An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.

Holds 28 handfuls of 45-70 bullets.

USCM mortar shell backpack.png

USCM mortar shell backpack

A backpack specifically designed to carry ammunition for the M402 mortar.

Holds 7 mortar shells of any kind.

USCM infantry backpack.png

USCM Lightweight IMP Backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

Welderpack.png

USCM Technician Welderpack

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.

Weldersatchel.png

USCM Technician Welder-Satchel

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.

USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

It is standard gear for most of the USCM. Holds 5 normal size items.

LightWeight Combat Pack.png

Light Weight Combat Pack

A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.

It's a standard pack for non-USCM Combat Personal, like the Colonial Liberation Front and UPP Soldiers.

IO Pack.png

USCM logistics IMP backpack

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
M68 Thermal Cloak.png

M68 Thermal Cloak

The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. A fire extinguisher or acid sprayed at you will make you visible. Required to be worn over the M3-S Light Armor and equipped like a backpack in your inventory. To cloak yourself, go to the Scout tab and click 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
M3snipersmock.png

M3 Sniper's Smock

A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Sniper Specialists
M240-T Fuel Pack.png

Broiler-T flexible refueling system

A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. Worn by USCM Pyrotechnician Specialists

You can assign a Macro for the Broiler in order to switch fuel types.

M22 rocket bag.png

M22 Rocket Bags

Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Demolition Specialists
Grenade Satchel.png

USCM IMP M63A1 Grenade Satchel

A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.

Worn by USCM Heavy Grenadier Specialists

Rtobackpack.png

USCM Radio Telephone Pack

A heavy-duty pack, used for telecommunications between central command.

Issued to Fireteam Leaders

USCM infantry backpack.png

Marine Commanding Officer Backpack

A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander's Locker at round start. Holds more items then a regular backpack.
M103 pattern Tank-Ammo rig.png

M103 pattern Tank-Ammo rig

The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.
G4-1 FuelTank.png

USCM Pyrotechnician G4-1 Fuel Tank

A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.

Holds 350 units of fuel.

UCP3-combat-pack.png

UCP3 combat pack

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:
Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their ColMarTech Automated Closet.

Can be ordered via crate at Requisitions, and Military Police lockers contain one, but not carried normally.

M276 pattern M4A3 holster rig.png

M276 Pattern General Pistol Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.

It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.

M276 pattern SU-6 Smart pistol holster rig.png

M276 Pattern SU-6 Smart Pistol Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the SU-6 Smartgun kit.
M276 pattern M44 holster rig.png

M276 Pattern M44 Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.

It is one of the uncommon rigs inside USCM Cargo Vendors, in the Marine Prep Vendors, or standard issue for the Requisitions Officer.

M802 Pattern Smartgunner rig.png

M802 Pattern Smartgunner Rig

The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.

It is issued to USCM Smartgunners and can be found in their vendors.

M276 pattern M82F flare gun holster rig.png

M276 Pattern M82F flare gun holster rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
Type 41 pistol holster rig.png

Type 41 Pistol Holster Rig

A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.

It is the standard rig for UPP Officers.

M276 pattern M39 holster rig.png

M276 Pattern M39 Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.

It is one of the uncommon rigs inside USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors..

L44 M37A2 scabbard.png

L44 M37A2 Scabbard

A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.

It is one of the scabbards inside USCM Cargo Vendors, or in the Marine Prep Vendors.

H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).

It is one of the scabbards inside USCM Cargo Vendors, or in the Marine Prep Vendors. They all start with machetes inside.

Support Equipment

This is a list of equipment to aid Marines during the operation.

Equipment: Description:
Tactical Binoculars.png

Laser Designators

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.

Laser Designators Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.


Range Finders.png

Range Finders

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

Night Vision Goggles.png

M2 Night Vision Goggles

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.

M94FlarePack.png

M94 Marking Flare Pack

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.

M89 Signal FlarePack.png

M89-S Signal Flare Pack

A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.

Motion Detector.gif

Motion Detector

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.


Motion Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Data Detector.png

Data Detector

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.

Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
  • Long Range: The Data Detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
Whistle.png

Whistle

A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.

Fulton Device.png

Fulton Device

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.

MB-6 Folding Barricade.png

MB-6 Folding Barricade

A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot 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.

Gasmask.png

Gas Mask

Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.

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Command Tablet

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:

Jumpsuit.png

USCM Marine Uniform

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)

MARSOC Uniform.png

MARSOC Tactical Operator Uniform

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)

Intel officer uniform.png

Marine Intelligence Officer Uniform

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

Staff officer uniform.png

Staff Officer Uniform

A uniform worn by commissioned officers of the USCM. Do the corps proud.

Compatible with-

M2 Pattern Officer Armor

Chief engineer uniform.png

Chief Engineer Uniform

A uniform for veteran military engineer. Often found covered in oil or engine grease.

Compatible with-

M2 Pattern Officer Armor

Executive officer uniform.png

Executive Officer Uniform

A uniform typically worn by a first-lieutenant Executive Officer in the USCM.

Compatible with-

M2 Pattern Officer Armor

Commander uniform.png

Commander Uniform

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

Tank crewman uniform.png

Vehicle Crewman Officer Uniform

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:
Heat absorbent coif.png

Heat absorbent coif

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.

Boots.png

Combat Boots

Standard issue combat boots used by the USCM for combat situations.

Worn by USCM Marines

Swat mask.png

SWAT Mask

A close-fitting tactical mask that can be connected to an air supply.

Can be ordered by Cargo

PMC mask.png

M8 pattern armored balaclava

An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.

Worn by Corporate PMCs

PMC SL Mask.png

M8 pattern armored balaclava

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

UPP Mask.png

UPP armored commando balaclava

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.

Helmets: Description:
M10 pattern marine helmet.png

M10 Pattern Marine Helmet

Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

M10 technician helmet.png

M10 Technician Helmet

A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

M11Helm.png

M11 Pattern Leader Helmet

A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 25

M3-S helmet.png

M3-S Helmet

A custom helmet from the M3 series designed to be lightweight and used for recon missions.

This helmet is worn by the Scout Specialist.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Ghillie-Coif.png

M45 Ghillie Helmet

A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.

This helmet is worn by the Sniper Specialist.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 15

Armor Bio = 10

M35 Helmet.png

M35 Helmet

A custom helmet from the M3 series designed to be highly flame retardant.

This helmet is worn by the Pyrotechnician Specialist.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

B-18 helmet, 2.png

M3-G4 Helmet

Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.

This helmet is worn by the Heavy Grenadier Specialist.

Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 50

Armor Internal Damage = 30

Armor Bio = 25

Press Helmet.png

Press Helmet

A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.

It's worn by the Combat Correspondent

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

M10 Pattern MP Helm.png

M10 Pattern Military Police Helmet

A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you're facing a crime syndicate or a mutiny, this bucket will keep your brains intact.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

MP Helmet.png

Riot Helmet

It's a helmet specifically designed to protect against close range attacks. It covers your ears.

It's worn by the Military Police during riot situations.

Stats:

Armor Melee = 30

Armor Bullet = 10

Armor Bomb = 0

Armor Internal Damage = 25

Armor Bio = 0

M50 Tanker Helmet.png

M50 Tanker Helmet

The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for Vehicle Crewmen. Features a toggle-able welding screen for eye protection.
Stats:

Armor Melee = 15

Armor Bullet = 20

Armor Bomb = 25

Armor Internal Damage = 15

Armor Bio = 20

M30 Tactical Helmet.png

M30 Tactical Helmet

The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to Pilot Officers.
Stats:

Armor Melee = 15

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 15

Armor Bio = 20

B-18 helmet, 2.png

B18 Helmet

A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.

Not available during normal gameplay. Only available during admin events.

Stats:

Armor Melee = 30

Armor Bullet = 30

Armor Bomb = 50

Armor Internal Damage = 30

Armor Bio = 30

XM12 Pattern Intel Helmet.png

M12 Pattern Helmet

An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work or for your fantastic leadership.

Issued to Fireteam Leaders and Intelligence Officers.

Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 25

MARSOC Helmet.png

M10 Pattern MARSOC Helmet

A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.

This helmet is worn by the MARSOC Operators.

Stats:

Armor Melee = 25

Armor Bullet = 30

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 25

Helmets: Description:
PMC-Cap.png

PMC Tactical Cap

A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by PMC Standards and PMC Medics
Stats:

Armor Melee =20

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 10

PMC-Sniper-Helmet.png

PMC Sniper Helmet

A helmet worn by PMC Marksmen.
Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 15

Armor Bio = 15

PMC-Beret.png

PMC Beret

The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by PMC Team Leaders.
Stats:

Armor Melee =20

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 10

PMC-Gunner-Helmet.png

PMC_Gunner_Helmet

A helmet designed for PMC Smartgunners. This one is tailored for the PMC Smartgunners.
Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 15

Armor Bio = 15

CommandoHelmet.png

M5X Helmet

A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.
Stats:

Armor Melee = 40

Armor Bullet = 50

Armor Bomb = 50

Armor Internal Damage = 30

Armor Bio = 30

Helmets: Description:
UM4Helm.png

UM4 Helmet

A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM's M10 Pattern Marine Helmet.

This armor is worn by the UPP soldiers.

Stats:

Armor Melee = 20

Armor Bullet = 30

Armor Bomb = 20

Armor Internal Damage = 30

Armor Bio = 15

UPP-Armored-Cap.png

Armored UPP Cap

Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity.

This armor is worn by the UPP Medics and UPP Covert Operatives.

Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

UH7Helm.png

UH7 Helmet

A skirted helmet designed for use with the UM/UH system. Worn by the UPP's elite Specialist soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man's B18 helmet.

This armor is worn by the and UPP Minigunner.

Stats:

Armor Melee = 25

Armor Bullet = 35

Armor Bomb = 30

Armor Internal Damage = 35

Armor Bio = 20

UPP Beret.png

UPP Beret

Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity.

This armor is worn by the UPP Squad Leaders and UPP Covert Operative Squad Leaders.

Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Helmets: Description:
L5A2 Helmet.png

L5A2 Ballistic Helmet

A High-cut ballistic helmet. Designed by Lindenthal-Ehrenfeld Militärindustrie it is intended to be used by Royal Marines Commando as part of the kestrel armour system.

This armor is worn by the RMC Personnel.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 10

L5A3 Helmet.png

L5A3 Ballistic Helmet

Special issue variant of the L5A2 given to RMC breachers. Provides slightly increased protection.

This armor is worn by the RMC Breacher.

Stats:

Armor Melee = 30

Armor Bullet = 35

Armor Bomb = 25

Armor Internal Damage = 10

Armor Bio = 20

Royal Marine Beret.png

Royal Marine Beret

A green beret belonging to the royal marines commando. This beret symbolizes a royal marines ability to fight in any environment, desert, sea, artic or space a royal marine will always be ready.

This armor is worn by the RMC Personnel.

Stats:

Armor Melee = 0

Armor Bullet = 0

Armor Bomb = 0

Armor Internal Damage = 0

Armor Bio = 0

Helmets: Description:
Freelancer-Cap.png

Armored Freelancer Cap

A sturdy freelancer's cap. More protective than it seems.

This armor is worn by the Freelancer Mercenaries, if they can afford it.

Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Freelancer-Beret.png

Freelancer Armored Beret

A sturdy freelancer's beret. More protective than it seems. For the use of making sure your Freelancers know who's in charge of the team. That should be you by the way.

This armor is worn by the Freelancer Mercenary Leaders.

Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Helmets: Description:
ArmoredCowl.png

Armored Militia Cowl

A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.

This armor is worn by the Colonial Liberation Front.

Stats:

Armor Melee = 25

Armor Bullet = 15

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

Bucket Helmet.png

Bucket

This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the "front". Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the Colonial Liberation Front.
Stats:

Armor Melee = 25

Armor Bullet = 15

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20


Helmets: Description:
Dutch-Dozens-Helmet.png

Dutch's Dozen Helmet

A protective helmet worn by some seriously experienced mercs.

This helmet is worn by the Dutches Dozen's Mercenaries. And thus, this is only available through admin events

Stats:

Armor Melee = 30

Armor Bullet = 35

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Dutch-Dozens-Cap.png

Dutch's Dozen Cap

A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.

This cap is worn by the Dutches Dozen's Mercenaries. And thus, this is only available through admin events

Stats:

Armor Melee = 30

Armor Bullet = 35

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

HEFA Helmet.png

HEFA Helmet

For some reason, seeing this helmet causes you to feel extremely distressed.

Wait a minute, there's a button on the helmet... This helmet is worn by the HEFA Knights. One helmet is found in Fiorina - Science Annex.

Stats:

Armor Melee = 0

Armor Bullet = 0

Armor Bomb = 100

Armor Internal Damage = 0

Armor Bio = 0


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.

Armor: Description:
M3 light armor.png

M3-L Pattern Light Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:

Armor Melee = 15

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 25

Armor Slowdown = 0.35

M3 Pattern Personal Armor.png

M3 Pattern Personal Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.


Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

M3 heavy armor.png

M3 EOD Pattern Heavy Armor

A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:

This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.

Stats:

Armor Melee = 25

Armor Bullet = 35

Armor Bomb = 35

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.75

B12 Pattern Personal Armour.png

B12 Pattern Personal Armor

A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 25

Armor Slowdown = 0.55

M3-S light armor.png

M3-S Light Armor

A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.

This armor is worn by the Scout Specialist.

Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

M3-T Light Armour.png

M3-T Light Armor

A custom set of M3 armor designed for users of long ranged explosive weaponry.

This armor is worn by the Demolitionist Specialist

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 30

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

M3-Sniper-Armor.png

M45 Pattern Ghillie Armor

A lightweight ghillie camouflage suit, used by USCM snipers on recon missions. Very lightweight and surprisingly very protective.

Can allow the user to blend in with their surroundings and give more precise and lethal shots.

This armour is worn by the Sniper Specialist and their spotter.

Abilities:
Prepare Position.png
Prepare Position
An activatable ability that allows the user to camouflage themselves. After 4 seconds uninterrupted by anything, enter a cloak-like state. You will be granted IFF protection against friendly bullets as well as allowing anyone to walkthrough you. The user becomes near-invisible when activated. Moving breaks the cloak entirely, and shooting make you more slightly visible for 5 seconds. The shooting visibility debuffs stack and only resets once you stop firing for 5 seconds to slowly fade back into near-invisibility.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.35

M35 Armour.png

M35 Armor

A custom piece of M3 armor designed to be highly flame retardant. Has an activate-able ability called "Fire Walk" which allows the user to walk through flames unharmed for 6 seconds with a 15 second cooldown. In order to activate fire walk yourself, go to the Pyro tab and click Activate-Fire-Shield, you may also assign a Macro to toggle the ability as well.

Allows the user to also walk through fire without being set on fire even when Fire Walk is not activated. Though you'll still take damage from the fire.

This armor is worn by the Pyrotechnician Specialist.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 25

Armor Slowdown = 0.55

M3G4 Grenadier Armour.png

M3-G4 Grenadier Armor

A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by Heavy Grenadier Specialists
Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 40

Armor Internal Damage = 25

Armor Bio = 15

Armor Slowdown = 1

Press Body Armor.png

Press Body Armor

Body armor used by war correspondents in battles and wars across the universe.

This armor is worn by the Combat Correspondent.

Stats:

Armor Melee= 15

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 25

Armor Slowdown = 0.35

M2 Pattern Personal Armour.png

M2 Pattern MP Armor

Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.

This armor is worn by the Military Police.

Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 15

Armor Bio = 15

Armor Slowdown = 0.35

M3 Pattern Warden Armour.png

M3 Pattern Warden Armor

A well-crafted suit of M3 Pattern Armor typically distributed to Wardens.

This armor is worn by the Warden.

Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 15

Armor Bio = 15

Armor Slowdown = 0.35

M3 Pattern Chief MP Armour.png

M3 Pattern Chief MP Armor

A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge.

This armor is worn by the Chief MP.

Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 15

Armor Bio = 15

Armor Slowdown = 0.35

Riot Armour.png

Riot Armor

A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.
  • Does not have a shoulder light.
  • Cannot hold items.

This armor is worn by the Military Police in riot situations. Also found in the Marshall's Office armory of Solaris Ridge and Prison Station.

Stats:

Armor Melee = 30

Armor Bullet = 30

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 0

Armor Slowdown = 0.75

M56 Combat Harness.png

M56 Combat Harness

An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system. Takes up the suit slot and the backpack slot.

This armor is worn by Smartgunners.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

M3 Pattern Officer Armor.png

M2 Pattern Officer Armor

A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The Commanding Officer has a special set in the CIC armory.

This armor is worn by Staff Officers and the Executive Officer.

Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 15

Armor Bio = 15

Armor Slowdown = 0.35

M3 Pattern Tanker Armor.png

M3 Pattern Tanker Armor

A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.

This armour is worn by Vehicle Crewmen.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

B18 Experimental Personal Armour.png

B18 Experimental Personal Armor

This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wrist guards, accessible with the verb "Create-Injector". Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts.

Not available during normal gameplay. Only available during admin events.

Stats:

Armor Melee = 30

Armor Bullet = 30

Armor Bomb = 40

Armor Internal Damage = 25

Armor Bio = 15

Armor Slowdown = 1

XM4 Pattern Intel Armor.png

M4 Pattern Radio Operator Armor

A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by Fireteam Leaders and Intelligence Officers.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

M3-VL Pattern Vest Armor.png

M3-VL Pattern Vest Armor

Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.
Stats:

Armor Melee = 15

Armor Bullet = 30

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 0

Armor Slowdown = 0.35

MARSOC M3 Pattern Armor.png

MARSOC M3 Pattern Armor

A heavily customized suit of M3 armor. Used by MARSOC operators.
Stats:

Armor Melee = 30

Armor Bullet = 30

Armor Bomb = 40

Armor Internal Damage = 25

Armor Bio = 15

Armor Slowdown = 0.35


Armor: Description:
M4 Pattern PMC Armour.png

M4 Pattern PMC Armor

A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.

This armor is worn by most Weyland Yutani PMC personnel.

Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

M4 Pattern PMC Sniper Armour.png

M4 Pattern PMC Sniper Armor

A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the PMC Sniper and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.

This armor is worn by most Weyland Yutani PMC Snipers.

Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

PMC M56 Combat Harness.png

PMC M56 Combat Harness

A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the PMC Smartgunners.
Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

M4 Pattern PMC Leader Armour.png

M4 Pattern PMC Leader Armor

A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer.

This armor is worn by most Weyland Yutani PMC Team Leaders.

Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

X-13 Apesuit.png

M5X Exoskeleton Armor

A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.
Stats:

Armor Melee = 40

Armor Bullet = 50

Armor Bomb = 40

Armor Internal Damage = 25

Armor Bio = 15

Armor Slowdown = 0.55

Armor: Description:
UM5 Personal Armor.png

UM5 Personal Armor

The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives.

This armor is worn by the UPP soldiers.

Stats:

Armor Melee = 20

Armor Bullet = 30

Armor Bomb = 20

Armor Internal Damage = 30

Armor Bio = 15

Armor Slowdown = 0.55

UH7 Heavy Plated Armor.png

UH7 Heavy Plated Armor

An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn't protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.

This armor is worn by the UPP Officers and UPP Minigunner.

Stats:

Armor Melee = 25

Armor Bullet = 35

Armor Bomb = 30

Armor Internal Damage = 35

Armor Bio = 20

Armor Slowdown = 1

Armor: Description:
Kestral armour.png

Kestral Armoured Vest

A customizable personal armor system used by the Three World Empire's Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC's M3 pattern personal armor in their Tokonigara lab to create an armor system to suit the unique needs of the Three World Empire's smaller but better equipped Royal Marines.

Provides slightly stronger protection than standard issue USCM medium armour, but at the benefit of faster movement speed comparable to light armor. Comes with three internal storage slots. This armor is worn by the RMC Riflemen and RMC Marksman.

Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

Kestral Pointman Armour.png

Kestral Pointman Armour

A heavier version of the armor system used by the Three World Empire's Royal Marines Commandos. Provides greater physical protection and seven internal storage slots for equipment, at the cost of a slight movement speed reduction akin to USCM medium armor.

This armor is worn by the RMC Breachers.

Stats:

Armor Melee = 30

Armor Bullet = 35

Armor Bomb = 35

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.55

Kestral Smartgun Armour.png

Kestral Armoured Smartgun Harness

Smartgun harness variant of the kestral armour. Similar in function to regular kestral armour outside of its ability to holster and operate a smartgun.

This armor is worn by the RMC Smartgunners.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

Kestral Carry Armour.png

Kestral Armoured Carry Vest

Special issue varient of the kestral armour issued to officers and squad leaders. Offers seven internal storage slots for equipment, but otherwise offers the same level of protection and movement speed as its more commonly issued armour.

This armor is worn by the RMC Officers and RMC Team Leaders.

Stats:

Armor Melee = 20

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.35

Armor: Description:
Cuirass.png

Freelancer Cuirass

An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer's ranks produce these vests at about one a month.

This armor is worn by the Freelancer Mercenaries.

Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.35

Armor: Description:
Hauberk.png

Colonial Militia Hauberk

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.

This armor is worn by the Colonial Liberation Front.

Stats:

Armor Melee = 20

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 15

Armor Slowdown = 0.2

CLF Partial Haurberk.png

Colonial Militia Partial Hauberk

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.

This armor is worn by the Colonial Liberation Front.

Stats:

Armor Melee = 20

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 15

Armor Slowdown = 0.2

CLF Brace.png

Colonial Militia Brace

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.

This armor is worn by the Colonial Liberation Front.

Stats:

Armor Melee = 20

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 15

Armor Slowdown = 0.2

CLF Vest.png

Colonial Militia Vest

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.

This armor is worn by the Colonial Liberation Front.

Stats:

Armor Melee = 20

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 15

Armor Slowdown = 0.2

Bulletproof vest.png

Bulletproof Vest

Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the Colonial Liberation Front.
Stats:

Armor Melee= 15

Armor Bullet = 30

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 0

Armor Slowdown = 0.35

Armor: Description:
D2 armored vest.png

D2 Armored Vest

A protective vest worn by some seriously experienced mercs.

This armor is worn by the Dutches Dozen's Mercenaries. And thus, this is only available through admin events

Stats:

Armor Melee = 30

Armor Bullet = 35

Armor Bomb = 20

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.2

HEFA Knight Armor.png

HEFA Knight Armor

A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight.

This armor is worn by the HEFA Knights. And thus, this is only available through admin events.

Stats:

Armor Melee = 25

Armor Bullet = 25

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.55