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User:Sargeantmuffinman: Difference between revisions

5,448 editsJoined 29 May 2015
Line 1,447: Line 1,447:


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=USCM Weapons=
<center>
{| style="width: 76%; border: none"
|style="width: 100%; vertical-align: top;" | <tabs>
<tab name="Standard Weapons">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]
[[#M4A3 Service Pistol|'''M4A3 Service Pistol''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |An M4A3 Service Pistol, the standard issue sidearm of the Colonial Marines. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case if a one doesn't have any more ammo. Fires 9mm pistol rounds.
This is one of the three handguns that the marines have stocked in their combat prep vendors.
All '''[[Cargo Technician|Cargo Technicians]]''' start with one.
{{M4A3 Stats}}
{{M4A3 Ammunition SD}}
{{M4A3 Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]
[[#88 Mod 4|'''88 Mod 4''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armor piercing pistol rounds and is capable of 3-round burst. It rivals the M4A3 service pistol in capacity, armor penetrating ammunition and its burst fire mode, but loses it in raw damage.
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 '''[[Corporate PMCs]]'''.
{{88Mod4 Stats}}
{{88Mod4 Ammunition SD}}
{{88Mod4 Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]
[[#M44 Combat Revolver|'''M44 Combat Revolver''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets.
This is one of the three handguns that the marines have stocked in their combat prep vendors.
{{M44 Stats}}
{{M44 Ammunition SD}}
{{M44 Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]
[[#M39 Submachine Gun|'''M39 Submachine Gun''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, [[Combat Engineer|engineers]] and [[Squad Medic|medics]]. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.
The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.
{{M39 Stats}}
{{M39 Ammunition}}
{{M39 Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]
[[#M41A Pulse Rifle MK2|'''M41A Pulse Rifle MK2''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.
{{M41A MK2 Stats}}
{{M41A MK2 Ammunition}}
{{M41A MK2 Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]
[[#L42A Battle Rifle|'''L42A Battle Rifle''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy and superior stopping power compared to other rifles. Can very quickly change barrel attachments. Due to its superior accuracy, all shots, regardless of range, will have no loss in velocity. Holds 25 rounds in a standard magazine.
{{L42A Stats}}
{{L42A Ammunition}}
{{L42A Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]
[[#M37A2 Pump Shotgun|'''M37A2 Pump Shotgun''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a [[Macros|Macro]].
{{M37 Stats}}
{{Shotgun Ammunition}}
{{M37 Attachments}}
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M5 'Night Raider' bayonet}}[[File:knife.png|64px]]
[[#M5 'Night Raider' bayonet|'''M5 'Night Raider' bayonet''']]
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]
[[#M11 Throwing Knife|'''M11 Throwing Knife''']]
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]
[[#M2132 Machete|'''M2132 Machete''']]
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.
Commonly found in requisitions and the Automated closets of most marines.
|}
</tab>
<tab name="Specialist">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png|96px]]
[[#M42A Scoped Rifle|'''M42A Scoped Rifle''']]
|style="border: 2px solid black; padding: 5px;" |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, 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'''.
{{M42A Stats}}
{{M42A Ammunition}}
{{M42A Attachments}}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]
[[#M92 Grenade Launcher|'''M92 Grenade Launcher''']]
|style="border: 2px solid black; padding: 5px;" | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.
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.'''
{{M92 Grenade Launcher Ammunition}}
{{M92 Grenade Launcher Attachments}}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]
[[#M5 RPG|'''M5 RPG''']]
|style="border: 2px solid black; padding: 5px;" |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer's M5 RPG model is reusable, but lacks an auto-tracking feature.
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'''.
{{M5 RPG Stats}}
{{M5 RPG Ammunition}}
{{M5 RPG Attachments}}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]
[[#M4RA Battle Rifle|'''M4RA Battle Rifle''']]
|style="border: 2px solid black; padding: 5px;" |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.
This is only available for '''Specialists''' utilizing the '''Scout Loadout'''.
{{M4RA Stats}}
{{M4RA Ammunition}}
{{M4RA Attachments}}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]
[[#M240-T Incinerator|'''M240-T Incinerator''']]
|style="border: 2px solid black; padding: 5px;" |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it's compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240's Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.
This is only available for '''Specialists''' using the '''Pyrotechnician Loadout'''.
{{M240-T Ammunition}}
{{M240-T Attachments}}
|}
</tab>
<tab name="Restricted">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]
[[#Mateba Autorevolver Custom|'''Mateba Autorevolver Custom''']]
|style="border: 2px solid black; padding: 5px;" |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This one is stamped '''Major Ike Saker, 7th 'Falling Falcons' Battalion.''' This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.
It is issued and only used by the '''[[Commanding Officer]]'''.
{{Mateba Autorevolver Custom Stats}}
{{Mateba Ammunition}}
{{Mateba Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]
[[#M44 Custom Combat Revolver|'''M44 Custom Combat Revolver''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds. Carried by [[Senior_Enlisted_Advisor|Senior Enlisted Advisors]] and [[Requisitions_Officer|Requisition Officers]].
{{M44 Custom Stats}}
{{M44 Ammunition SD}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|[[File:knife.png|64px]][[#Bayonet|Bayonet]]
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Sscope]]
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|[[File:Magnum_stock.png]][[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]
[[#VP-78 Pistol|'''VP-78 Pistol''']]
|style="border: 2px solid black; padding: 5px;" |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the '''Personal Self Defense''' kits in the '''ColMarTech Automated Closets.'''
It is the standard sidearm for '''Corporate PMC Officers''', '''[[Squad_Specialist|Squad Specialists]]''', [[Intelligence_Officer|'''Intelligence Officers''']] and the '''[[Executive_Officer|Executive Officer]]'''
{{VP78 Stats}}
{{VP78 Ammunition}}
{{VP78 Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]
[[#M4A3 Custom Pistol|'''M4A3 Custom Pistol''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.
Standard issue to '''[[Staff Officer|Staff Officers]]''' and '''[[Pilot_Officer|Pilot Officers]]'''.
{{M4A3 Custom Pistol Stats}}
{{M4A3 Ammunition SD}}
{{M4A3 Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]
[[#SU-6 Smart Pistol|'''SU-6 Smart Pistol''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the '''Experimental Trooper Kits''' located in squad requisitions or requisitions itself.
{{Smart Pistol Stats}}
{{Smart Pistol Ammunition}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|[[File:supressor.png|64px]][[#Suppressor|Suppressor]]
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|None
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]
[[#M82-F flare gun|'''M82-F flare gun''']]
|style="border: 2px solid black; padding: 5px;" |A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Cannot be used with signal flares. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved?
It additionally has IFF capabilities.
{{Flare Gun Ammunition}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|None
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|None
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|None
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]
[[#M56 Smartgun|'''M56 Smartgun''']]
|style="border: 2px solid black; padding: 5px;" |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.
Only '''[[Squad Smartgunner|Smartgunners]]''', '''[[Squad Specialist|Squad Specialists]]''', '''[[Commanding Officer|the Commanding Officer]]''' and '''Corporate PMC Heavy Gunners''' can use this weapon, it's only available inside the Smartgunners Equipment vendor.
The Smartgun has several different options for the operator to configure:
{{Smartgun Abilities}}
{{Smartgun Stats}}
{{Smartgun Ammunition}}
{{Smartgun Attachments}}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]
[[#Mk221 Tactical Shotgun|'''Mk221 Tactical Shotgun''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.
Can be found in the [[Military Police]] armory and each department's Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge's Lambda Labs, Prison Station's Research Armory, and Corsat's Security Department Armories.
{{MK221 Stats}}
{{Shotgun Ammunition}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|[[File:knife.png|64px]][[#Bayonet|Bayonet]]
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default - Cannot be removed)
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|[[File:MK221_Tactical_Stock.png]][[#MK221_Tactical_Stock|MK221 Tactical Stock]]
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]
[[#MOU53 break action shotgun|'''MOU53 break action shotgun''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.
Can be found in '''MOU53 Kits''' in Requisitions.
{{MOU53 Stats}}
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|width=150|[[File:slugbox.png]]
[[#Slug Shells|'''Slug Shells''']]
|width=100|
'''Damage''': 54
'''Max Range''': 15.4
'''Fall off''': 1
'''Penetration''': 12
'''Punch:''' 2
|Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
|-
|[[File:incinbox.png]]
[[#Incendiary Slug Shells|'''Incendiary Slug Shells''']]
|width=100|
'''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 armories such as the Armory on Solaris Ridge and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.
|-
|[[File:Beanbag_box.png]]
[[#Beanbag Slugs|'''Beanbag Slugs''']]
|width=100|
'''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.
|-
|[[File:Box_of_flechette_shells.png]]
[[#Flechette Shells|'''Flechette Shells''']]
|width=100|
'''Damage''': 30 x 3
'''Max Range''': 11
'''Fall off''': 1
'''Penetration''': 36
'''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.
|}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|[[File:knife.png|64px]][[#Bayonet|Bayonet]]
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|[[File:MOU53_Stock.png|64px]][[#MOU53 Tactical Stock|MOU53 Tactical Stock]]
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]
[[#M81 Riot Grenade Launcher|'''M81 Riot Grenade Launcher''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.
Can be found in the [[Military Police]] armory.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|width=150|[[File:M66_Tear_Gas_Grenade.png]]
[[#M66 Tear Gas Grenade|'''M66 Tear Gas Grenade''']]
|Forms a rough 7x7 area of pepperspray smoke. Effective against humans.
|}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|None
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|None
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|None
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|None
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]
[[#M240A1 Incinerator Unit|'''M240A1 Incinerator Unit''']]
|style="border: 2px solid black; padding: 5px;" |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the [[Squad_Specialist#Pyrotechnician Loadout|Pyrotechnician]] to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].
They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.
{{M240A1 Ammunition}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|None
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|None
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]
[[#M41AE2 Heavy Pulse Rifle|'''M41AE2 Heavy Pulse Rifle''']]
|style="border: 2px solid black; padding: 5px;" |A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]].
It can be ordered from Cargo via the '''LMG Crate''' or in '''Forward HPR Shield Kit'''s.
{{M41AE2 Stats}}
{{M41AE2 Ammunition}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|[[File:supressor.png|64px]][[#Suppressor|Suppressor]]
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]
[[File:bipod.png|64px]][[#Bipod|Bipod]]
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|None
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]
[[#M41A Mk1 Pulse Rifle|'''M41A Mk1 Pulse Rifle''']]
|style="border: 2px solid black; padding: 5px;" |An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments.
Four rifles can be found in the command armory on the Almayer as well as the '''Veteran Kits''' available at the Colonial Marines Automated Vendor. It is also one of the standard rifles for the '''[[Freelancer Mercenaries]]'''.
{{M41A MK1 Stats}}
{{M41A MK1 Ammunition}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|[[File:knife.png|64px]][[#Bayonet|Bayonet]]
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|None
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]
[[#M46C Pulse Rifle|'''M46C Pulse Rifle''']]
|style="border: 2px solid black; padding: 5px;" |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the '''[[Commanding Officer]]'''. In addition to 3-round burstfire, this rifle is capable of firing 5-rounds in one burst which can be set after 3-round burstfire mode and is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2.
Only available inside the Commanding Officer's secure box inside the Command Armory when there is a Commanding Officer around.
Spawns with its underbarrel, muzzle and rail attachments randomized.
{{M46C Stats}}
{{M46C Ammunition}}
{| border="1" class="mw-collapsible mw-collapsed" style="width:70%"
|+ style="text-align:left;"|'''Attachments:'''
|width=150|'''[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]'''
|[[File:supressor.png|64px]][[#Suppressor|Suppressor]]
[[File:knife.png|64px]][[#Bayonet|Bayonet]]
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]
|-
|'''[[Marine_Equipment#Rail_Attachments | Rail Attachments]]'''
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]
|-
|'''[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]'''
|[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]
[[File:bipod.png|64px]][[#Bipod|Bipod]]
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]
[[File:Underbarrel_Extinguisher.png|64px]][[#Underbarrel_Extinguisher|Underbarrel Extinguisher]]
|-
|'''[[Marine_Equipment#Stock_Attachments | Stock Attachments]]'''
|[[File:m41astock.png|64px]][[#M41A Skeleton Stock|M41A Skeleton Stock]]  (Default - Cannot be removed)
|}
|}
</tab>
<tab name="Restricted Defensive">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]
[[#M56D Mounted Smartgun|'''M56D Mounted Heavy Machine Gun''']]
|style="border: 2px solid black; padding: 5px;" |These engineer-only mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be bought from the '''ColMarTech Automated Closet's''' Mini-Engineer Kits. They come pre-assembled.
{{M56D Construction and Maintenance}}
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]
[[#M20 Mine Box|'''M20 Mine Box''']]
|style="border: 2px solid black; padding: 5px;" |A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.
{{Mine Deployment and Deactivation}}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]
[[#UA 571-C Sentry|'''UA 571-C Sentry''']]
|style="border: 2px solid black; padding: 5px;" |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|width=150|[[File:M30_Ammo_Drum.png]]
'''M30 Ammo Drum (10x28mm Caseless)'''
|Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
|}
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Deployment and Maintenance:'''
|width=150| '''How To Deploy It:'''
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
* Simply click on the sentry gun to turn it on.
'''Maintenance:'''
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.
<!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). -->
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
|}
|-
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Flamer-Sentry-Gun.png|64px]]<br>'''UA 42-F Sentry Flamer'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|width=150|[[File:M30_Ammo_Drum.png]]
'''Sentry Incinerator Fuel Tank'''
|A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
|}
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Deployment and Maintenance:'''
|width=150| '''How To Deploy It:'''
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
* Simply click on the sentry gun to turn it on.
'''Maintenance:'''
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.
<!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). -->
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Tesla-Coil.png|64px]]<br>'''21S Tesla Coil'''
|style="border: 2px solid black; padding: 5px;"| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Deployment and Maintenance:'''
|width=150| '''How To Deploy It:'''
* Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.
* Simply click on the Tesla Coil to turn it on.
'''Maintenance:'''
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Bell-Tower.png|64px]]<br>'''R-1NG bell tower'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Deployment and Maintenance:'''
|width=150| '''How To Deploy It:'''
* Activate the Bell Tower in your hand. The tile in front of your character must be in an open space.
* Simply click on the Bell to turn it on.
'''Maintenance:'''
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Bell Tower, making it moveable.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Bell Tower to disassemble it for pickup.
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Defence-Flag.png|64px]]<br>'''JIMA Planted Flag '''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Deployment and Maintenance:'''
|width=150| '''How To Deploy It:'''
* Activate the Flag in your hand. The tile in front of your character must be in an open space.
* Simply click on the Flag to turn it on.
'''Maintenance:'''
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the Flag, making it moveable.
* [[File:Welder.gif|32px]] Welder for repairing.
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.
|}
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]
[[#M402 Mortar|'''M402 Mortar''']]
|style="border: 2px solid black; padding: 5px;" | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. '''Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].'''
{{Mortar Ammunition}}
{{Mortar Usage}}
|}
</tab>
<tab name="Explosives">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
To use a grenade, simply prime it by clicking it (or pressing '''Z''' if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do '''NOT''' toggle throw mode after priming as priming a grenade automatically activates throw mode.
Do '''NOT''' throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can't and will bounce back to you.
There are two kinds of explosive grenades:
* Blast: Standard explosive grenades that deal damage once they detonate.
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.
'''WARNING: Many explosives are amplified in small and condensed rooms.'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]
[[#C4 Explosive Charge|'''C4 Explosive Charge''']]
|style="border: 2px solid black; padding: 5px;" |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.<br>'''Combat Engineers''' and '''Squad Leaders''' start with 1 in their vendor though they can buy additional blocks for 5 points, '''Demolition Specialists''' and '''Scout Specialists''' start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System '''Trained'''] level of engineering can plant C4.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]
[[#Type 5 Shrapnel Grenade|'''Type 5 Shrapnel Grenade''']]
|style="border: 2px solid black; padding: 5px;" |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.
It is used by '''UPP Personnel'''.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]
[[#Type 8 White Phosphorus Grenade|'''Type 8 White Phosphorus Grenade''']]
|style="border: 2px solid black; padding: 5px;" |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]
[[#Webley Mk15 Stick Grenade|'''Webley Mk15 Stick Grenade''']]
|style="border: 2px solid black; padding: 5px;" |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.
It is used by the '''Freelancer Mercenaries''' and the '''Colonial Liberation Front'''.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]
[[#Improvised Fire Bomb|'''Improvised Fire Bomb''']]
|style="border: 2px solid black; padding: 5px;" |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.
It is used by the '''Colonial Liberation Front''' and '''Survivors'''.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]
[[#M12 Blast Grenade|'''M12 Blast Grenade''']]
|style="border: 2px solid black; padding: 5px;" |A high-explosive grenade produced for private security firms.
It is used by the '''PMCs'''
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]
[[#M15 Fragmentation Grenade|'''M15 Fragmentation Grenade''']]
|style="border: 2px solid black; padding: 5px;" |Explodes in a 5x5 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 than the M40 HEDP.
They're available in the ColMarTech Automated Armament Vendor or by ordering '''Explosives crates''' from Cargo.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]
[[#M40 HPDP Grenade|'''M40 HPDP Grenade''']]
|style="border: 2px solid black; padding: 5px;" |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.
It is light blue, while the smoke nade is dark blue <font color="red">(Currently not implemented in the main branch of the game yet, not yet obtainable)</font>
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]
[[#M40 HEDP Grenade|'''M40 HEDP Grenade''']]
|style="border: 2px solid black; padding: 5px;" |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.
Both the '''Demolition Specialist''' and '''Heavy Grenadier Specialist''' has these grenades in their vendors at round start. More can be ordered in Cargo.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]
[[#M40 HEFA Grenade|'''M40 HEFA Grenade''']]
|style="border: 2px solid black; padding: 5px;" | 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. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]
[[#M40 HIDP Incendiary Grenade|'''M40 HIDP Incendiary Grenade''']]
|style="border: 2px solid black; padding: 5px;" |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
'''Combat Engineers''' are able to buy them in their vendors at round start. '''Corporate Commando Units''' start with one as well.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]
[[#M40 HSDP Smoke Grenade|'''M40 HSDP Smoke Grenade''']]
|style="border: 2px solid black; padding: 5px;" |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
'''[[Squad Leader|Squad Leaders]]''' start with 2 smoke grenades in their vendors at round start.
|}
</tab>
<tab name="Explosives and Ammo Boxes">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Weapon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]
[[#M40 HEDP Box|'''M40 HEDP Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 25 Grenades.''' A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]
[[#M40 HEFA Box|'''M40 HEFA Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 25 Grenades.''' A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]
[[#M07 Training Grenade Box|'''M07 Training Grenade Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 25 Training Grenades.''' A secure box holding 25 M07 training grenades. Harmless and reusable.
'''Not available during normal gameplay.'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]
[[#Magazine Box (M4A3 x 16)|'''Magazine Box (M4A3 x 16)''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]
[[#Magazine Box (88 Mod 4 AP x 16)|'''Magazine Box (88 Mod 4 AP x 16)''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]
[[#Magazine Box (SU-6 x 16)|'''Magazine Box (SU-6 x 16)''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]
[[#Magazine Box (VP-78 x 16)|'''Magazine Box (VP78 x 16)''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]
[[#M41A Magazine Box|'''M41A Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 10 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
'''Note:'''
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.
*To pick the mag box backup from the ground after it's been opened you'll need to click drag the mag box onto your character.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A Magazine Box}}[[File:L42 Magazine Box.png|64px]]
[[#L42A Magazine Box|'''L42A Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]
[[#M39 Magazine Box|'''M39 Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 12 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]
[[#M41A Extended Magazine Box|'''M41A Extended Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 8 extended magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]
[[#L42A Extended Magazine Box|'''L42A Extended Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.
'''Not available during normal gameplay.'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]
[[#M39 Extended Magazine Box|'''M39 Extended Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 10 extended magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]
[[#M4A3 Armor Piercing Magazine Box|'''M4A3 Armor Piercing Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' A box for holding many magazines with a carrying handle, must be opened on the ground.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]
[[#M41A Armor Piercing Magazine Box|'''M41A Armor Piercing Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 10 armor piercing magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A AP Magazine Box}}[[File:L42 MK-1 AP Magazine Box.png|64px]]
[[#L42A AP Magazine Box|'''L42A AP Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]
[[#M39 Armor Piercing Magazine Box|'''M39 Armor Piercing Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 12 armor piercing magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A Incendiary Magazine Box.png |64px]]
[[#M41A Incendiary Magazine Box|'''M41A Incendiary Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 10 incendiary magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|L42A Incendiary Magazine Box}}[[File:L42-MK1 Incendiary Magazine Box.png |64px]]
[[#L42A Incendiary Magazine Box|'''L42A Incendiary Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 16 incendiary magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]
[[#M39 Light Explosive Magazine Box|'''M39 Light Explosive Magazine Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 12 light explosive magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.
'''Not available during normal gameplay.'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]
[[#Slug Shell Box|'''Slug Shell Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 100 slug shells, 20 handfuls.''' 
'''Note:'''
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.
*To pick the shell box backup from the ground after it's been opened you'll need to click drag the shell box onto your character.
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]
[[#Buckshot Shell Box|'''Buckshot Shell Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 100 buckshot shells, 20 handfuls.''' 
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]
[[#Flechette Shell Box|'''Flechette Shell Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 100 flechette shells, 20 handfuls.''' 
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]
[[#BeanbagShell Box|'''BeanbagShell Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 100 Beanbag shells, 20 handfuls.'''
'''Not available during normal gameplay.'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]
[[#Incendiary Shell Box|'''Incendiary Shell Box''']]
|style="border: 2px solid black; padding: 5px;" |
'''Contains 100 Incendiary shells, 20 handfuls.'''
'''Not available during normal gameplay.'''
|-
|style="width:125px; border: 2px solid black; padding: 5px;" |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]
[[#Rifle Ammunition Box (M41A)|'''Rifle Ammunition Box (M41A)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42A magazines.
'''Note:'''
*To reload an M41A mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
*Keep in mind you can't fill Armor piercing mags with this ammo box.
*Can be worn on the backpack slot for convenience of carrying.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]
[[#AP Rifle Ammunition Box (M41A)|'''AP Rifle Ammunition Box (M41A)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]
[[#LE Rifle Ammunition Box (M41A)|'''LE Rifle Ammunition Box (M41A)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.
'''Not available during normal gameplay.'''
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]
[[#Incendiary Rifle Ammunition Box (M41A)|'''Incendiary Rifle Ammunition Box (M41A)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.
'''Not available during normal gameplay.'''
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]
[[#SMG Ammunition Box (M39)|'''SMG Ammunition Box (M39)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]
[[#AP SMG Ammunition Box (M39)|'''AP SMG Ammunition Box (M39)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]
[[#LE SMG Ammunition Box (M39)|'''LE SMG Ammunition Box (M39)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.
'''Not available during normal gameplay.'''
|-
|style="border: 2px solid black; padding: 5px;" |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]
[[#LE SMG Ammunition Box (M39)|'''LE SMG Ammunition Box (M39)''']]
|style="border: 2px solid black; padding: 5px;" |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.
'''Not available during normal gameplay.'''
|}
</tab>
</tabs>
|}
</center>


= Merc Weapons =
= Merc Weapons =

Revision as of 11:32, 10 September 2020

Under Construction.png

Who am I?

Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add various things to areas of the wiki. I mainly work on the marine side of things and will do general grammar changes to here and there. If other things are needed then I'll usually be the person for it.

This will also be a place for where I test wiki code.

Note worthy things

If you're uploading a new image from the map and want to add text. The font we use is city light.

To-Do List

  • Add that one last image/gif of the research document
  • Create a set of video tutorials on each and every occupation that is non-whitelisted.
  • Make more tea.
  • Look through the alien page and update it.
  • Update any sprites we have.
  • Add Delta level code to SOP.
  • Make the guide to food.
  • Add the CO's mateba customization kit.
  • Add the missing items, (med scanners, autopsy scanners, tech manuals) to the IO page.

Proving grounds

The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.

Section 1

(New!) Totally not suspicious link to a joke.

Nurse

[x[The page where it is#The Subtitle of where it is|Words]x] Just without the Xs. Flamer Pack

Example link

Section 2

[button]

Section 3

Weapon Attachments

Attachment: Benefits: Drawbacks:
Suppressor

Supressor.png

Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Bayonet

Bayonet.png

Both:
  • Greatly increases weapon melee damage
  • Using wire coil on a M5 Survival Knife will instantly modify it to a Bayonet.
Both:
  • Slightly decreases accuracy
Extended Barrel

Extended barrel.png

Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Barrel Charger

Barrel charger.png

Both:
  • Greatly increases damage
Wielded:
  • Greatly decreases accuracy
One Handed:
  • Majorly decreases accuracy
Both:
  • Greatly decreases firing speed


Recoil Compensator

Recoil compensator.png

Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy


Both:
  • Slightly decreases damage
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:
  • Moderately increases accuracy
One Handed:
  • Slightly increases accuracy
Both:
  • Slight increase of the accuracy penalty when moving
S6 Reflex Sight

Reflex.png

Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Quickfire Adapter

Quickfire.png

Both:
  • Moderately increases firing speed
One Handed:
  • Greatly increases spread.
Wielded:
  • Slightly increases spread.
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
Magnetic Harness

Magnetic harness.png

Both:
  • Dropped weapon goes to suit slot
Both:
  • Slightly decreases accuracy
S8 Telescopic sight

Railscope.png

Wielded:
  • Majorly increases accuracy only when scoped.
  • 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:
  • Slightly decreases accuracy.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly decreases firing speed when in use.
S4 Telescopic Sight

Mini Scope.png

Wielded:
  • Majorly increases accuracy
  • 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:
  • Slightly decreases accuracy when not in use.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
IFTX B8 Smart-Scope

Ifts Scope.png

Wielded:
  • Majorly increases accuracy
  • 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:
  • Allows the user to have IFF capabilities
Wielded:
  • Slightly decreases accuracy when not in use.
  • Slight delay before use.
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly reduces firing speed.
Attachment: Benefits: Drawbacks:
Vertical Grip

Forwardgrip.png

Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving
Angled Grip

Angled Grip.png

Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Flashlight Grip

Flash Grip.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces recoil
Both:
  • Generates a smaller light source than the rail light but greater than the armor light.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Gyroscopic Stabilizer

Gyro.png

Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread
Both:
  • Moderately decreased firing speed
Bipod

Bipod.png

Both:

These benefits will only take place once the bipod is deployed.

  • Greatly increases accuracy
  • Moderately reduces bullet spread
  • Greatly reduces burst spread
  • Slightly increases firing speed.
  • Moderately increases firing speed if used on the M41AE2 Heavy Pulse Rifle
Wielded:
  • Majorly increases wield delay.
Both:
  • Increased weapon size
  • Moderately decreases firing speed when not deployed.
  • Requires setup on flipped tables and barricades by Activating Weapon AttachmentActivate-Weapon-Attachment.png while facing the object before you get the benefits.
Underslung Grenade Launcher

Undernade.png

Both:
  • Adds the ability to fire up to two M40 tube grenades of any kind.
  • Reloadable with any M40 tube grenades
  • Default M41A Pulse Rifle Mk2 attachment
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Starts unloaded
  • Grenades cannot be unloaded once loaded into the launcher.
  • Moderately reduced attachment firing speed
Mini Flamethrower

Underflame.png

Both:
  • Adds the ability to fire several short flame bursts
  • Refillable with standard flamer fuel tanks or USCM Technician Welderpacks
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.
  • Has a lower max range of 4 tiles versus the M240 Incinerator Unit's 5 tile range.
  • Greatly reduced attachment firing speed.
  • Cannot be refilled using B or X Variant fuel tanks.
U7 Underbarrel Shotgun

Undershot.png

Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


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
Burst Fire Adapter

Burstfire.png

Both:
  • Enables burst-fire on a weapon or enhances burst-fire capability
  • Increases burst-fire shots by 2 (from 3 or 4)


Wielded:
  • Slightly decreases accuracy
One Handed:
  • Moderately decreases accuracy
Laser Sight

Laser sight.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces bullet spread
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None.
Attachment: Benefits: Drawbacks:
M41A Skeleton Stock

M41astock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
L42-MK1 Synthetic Stock

L41ACstock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving
Wielded:
  • None
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases melee damage
M44 Magnum Sharpshooter Stock

Magnum stock.png

Wielded:
  • Majorly increases accuracy
Both:
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • When collapsed it can fit into a holster.
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases weapon melee damage
  • Can't fire the weapon when the stock is collapsed.
M37 Wooden Stock

M37 stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
MK221 Tactical Stock

MK221 Tactical Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Submachinegun Stock

Smg Stock.png

Wielded:
  • Greatly increases accuracy
  • Greatly reduces recoil
  • Majorly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
Collapsible Submachinegun Stock

Collapsible Smg Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
  • When collapsed it can fit into a holster.


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Only applies benefits when the stock is extended.
  • Increases weapon size when extended.
  • Moderately increases bullet spread if collapsed.
Submachinegun Arm Brace

Smg Arm Brace.png

Wielded:
  • Slightly increases accuracy
One Handed:
  • Majorly Increases accuracy
  • Greatly reduces recoil
  • Majorly decreases bullet spread
Both:
  • Slightly decreases accuracy penalty when moving
Wielded:
  • Greatly increases recoil
  • Greatly increases wield delay
Both:
  • Increases weapon size
  • Majorly decreases firing speed
M-OU53 Tactical Stock

MOU53 Stock.png

Both:
  • Slightly increases accuracy
  • Slight reduces recoil
  • Slightly decreases accuracy penalty when moving
  • Slightly decreases scatter
Wielded:
  • Slightly increases wield delay
Both:
  • Increases weapon size


Attachment: Benefits: Drawbacks:
Mateba standard barrel

Mateba standard barrel.png

Wielded:
  • Slightly increases accuracy
Both:
  • None
Mateba marksman barrel

Mateba marksman barrel.png

Wielded:
  • Moderately increases accuracy
  • Majorly reduces scatter
Both:
  • Majorly decreases fire rate
Mateba short barrel

Mateba short barrel.png

Both:
  • Majorly increases fire rate
Both:
  • Moderately reduces accuracy
  • Majorly increases scatter
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Paper Work Template

Title:

Description of use.

How To: Outcome:

All the written stuff goes here.


image here

Squad Marine Sub Roles

Marine kits allow you to acquire a set of equipment from your Colmartech Automated Closets at the cost of 45 points. These sub roles give you access to an array of weapons, support equipment and utilities. Some are specifically made for certain purposes. Like the First Response Medical Support kit, it gives you access to medical equipment and the ability to use more medical items efficiently though not as well as your designated squad counterparts.

Combat Technician

The Combat Technician kit offers you the knowledge and abilities to construct metal barricades, barbed wire and tools to help fortify locations. You are given knowledge on how to repair and construct metal barricades and use C4. This allows you to be more versatile in the battlefield when the need to breach or fortifying is needed.

First Response Medical Support

The first response medical support kit gives you access to knowledge on the effective use of auto-injectors, pill bottle access and a limited amount of medical supplies. You'll be more effective in the use these medical items allowing you to heal other wounded marines in the absence of qualified medical personnel.

Frontline M40 Grenadier

The frontline M40 Grenadier kit provides you access with a belt of explosives, containing the 3 common grenades in the marine arsenal. These explosives are used in tandem with the underslung grenade launcher or they can be hand thrown if you wanted to.

L42 MK1 Sniper Loadout

The L42 MK1 Sniper kit offers you attachments to modify the L42 Pulse Carbine MK1 into an effective designated marksman rifle. This allows you to engage enemies farther away from your usual field of view.

The M240 Pyrotechnician

The M240 Pyrotechnician kit gives you access to the uncommon M240 flamethrower with a spare fuel tank and USCM technician welding pack to refill your flamethrower. The flamethrower will allow you to effectively clear enemy encampments and also providing a weapon for area of deniel. Additional, the kit comes with fire extinguishers to extinguish fires on the ground as well as any friendlies.

JTAC Radio

The JTAC radio kit gives you access to the JTAC radio channel along side a pair of tactical binoculars, signal flares and a flare gun with a holster for it. Being a JTAC operator means you'll be coordinating with dropship pilots and other fire support assets to launch strikes against enemy positions. You'll be mainly coordinating with the close air support dropship to launch devastating airstrikes against entrenched hostiles.

In The Field

When you've deployed to the combat zone you're going to need evaluate the battlefield for key points to call for an airstrike, mortar strike or orbital bombardment. When finding targets, you must take into account which support is available to you, when they'll be ready and the delay between you call for the strike and the time of impact.

Your primary tool you'll be using to co-ordinate these strikes will be the tactical binoculars and the JTAC encryption key :j.

Tactical Binoculars.png

Tactical Binoculars

When lasing a tile you must use the tactical binoculars on the red laser mode. Firstly you must activate it in your hand to zoom out to have a wider field of view. The direction you face will determine where your field of view expands, e.g facing north will expand your field of view north. To finally lase the tile you want, simply ctrl+click the tile.

Tactical Binocular Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. 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.

When you're calling for an airstrike it is best to first contact the dropship assigned to provide close air support on the JTAC channel that you're requesting air support. It's best to confirm that your response has been received and that wait until the dropship is in the air. Once they confirm they're in the sky, you may begin to laze the tile.

You will need to assess the place you're lazing with the follow questions:

  • Where is the enemy?
  • What offsets and directions do I need to relay to the CAS pilot?
  • Is there a way for the enemy to escape?
  • Will the airstrike reach the target in time?
  • Has the enemy moved from where you want to strike?
  • Are there any friendlies in the area and will they be caught in the blast radius?
  • Is the place I want to airstrike in the viewable by the pilot or is it obscured?
  • (Optional) What are the weapons dropship is equipped with.

Etc.

There are more variables in the equation but these are the most common of which you'll need to learn.

Field Intelligence

The field Intelligence kit revolves around collecting documents, retrieving items and scouring the area of operations to find data disks to lower the DEFCON threat level. You're equipped with a document pouch for storing said documents and data disks. In addition to this, you'll be given access to the special Intel channel as well as a pack of Fulton recovery devices to retrieve the fallen as well as alien corpses for study.


Wondering if the below sub classes are really needed

Forward HPR Shield

The forward HPR shield kit provides you with the powerful heavy pulse rifle along side a deployable barricade. This kit revolves around the rapid deployment of the barricade to quickly provide rapid fire support with the HPR. If modified with a quickfire adapter and bipod, it'll give a substantial boost to its fire rate when deployed.

M39 Pointman

The M39 Pointman kit provides the limited submachine gun arm brace for the M39. This allows the effective use of using the SMG with one hand. The kit also comes with a machete for the off hand. This combination allows the user to clear the way for other marines with the machete while also being able to defend themselves effectively.

M-OU53 Sapper

The M-OU53 sapper support kit provides the limited break action shotgun along side the old M15 frag grenade and some grenades. The break action is primarily used as an alternative to the standard M37 for a better fire rate as well as accuracy. Though it can't use buckshot shells, it is quite lethal in using the slugs and flechette shells.

Section 4

Using the Tank

This is where I would write the guide for using the tank, IF I HAD TIME.

Choosing your loadout

The tank has 3 primaries and secondary armaments, a choice between 4 support modules to equip the tank and 5 different kinds of armor. You can only choose one of each category. There a multiple combinations of to choose from but the most common are the most successful in the field of battle.

Loadout 1

STUFF:
Equipment: Description:
TankModule Auto-Cannon.png
AC3-E Autocannon
The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak. Holding 40 flak rounds in its magazine, you won't be frequently reloading, but do keep an eye on your ammunition count.
TankModule Secondary-Flamer-Unit.png
Secondary Flamer Unit
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire. The secondary flamethrower unit excels at warding unwanted guests near your tank. Best used to deter any hostile from getting close to the tank.
TankModule ArtilleryModule.png
Artillery Module
Enables the gunner to see further. Similar to binoculars in function. Though the Artillery module doesn't see as far as standard issue binoculars.

Section 5

Colonists

M41A Pulse Rifle MK2



Merc Weapons

Weapon: Description:
ScoutRifle.png

M42C Anti-Tank Rifle

A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non 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.


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: 51.2

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
SmartGun.png

M56 Dirty Smartgun

A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.

The PMC variant has the nickname of Dirty because of the irradiated bullets they fire.

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


Smartgun 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 Wielded: 5

Scatter Unwielded: N/A

Burst Scatter Multiplier: 3

Burst Amount: 3

Firerate: 600 RPM

Burst Firerate: 327 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 33

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
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

Recoil Unwielded: N/A

Scatter Wielded: 3

Scatter Unwielded: N/A

Burst Scatter Multiplier: 1

Burst Amount: 3

Firerate: 600 RPM

Burst Firerate: 499 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 34

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
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: 300 RPM

Burst Firerate: 300 RPM

Accuracy Multiplier Wielded: 1.5

Accuracy Multiplier Unwielded: 0.81

Base Accuracy: 16

Damage Mod: 1.1

Template:M41A MK2 Ammunition

Template:M41A MK2 Attachments

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: 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 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: 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.

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: 30

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: 30

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: 35

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: 20

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.

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

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, Squad Specialists, Intelligence Officers 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
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: 63

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.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Impact Speedloader.png

Mateba High Impact Speed loader

Capacity: 6

Damage: 63

Max Range: 22

Fall off: 1

Penetration: 10

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: 104

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
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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 2

Scatter Unwielded: 6

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 4 tiles

Firerate: 200 RPM

Burst Firerate: 300 RPM

Accuracy Wielded: 5.4

Accuracy Unwielded: 4.6

Ammunition:
FN Magazine.png

FN Magazine

Capacity: 50

Damage: 27

Max Range: 22

Fall off: 10

Penetration: 26

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
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.


Template:Type 71 Pulse Rifle Stats

Template:Type 71 Pulse Rifle Ammunition

Template:Type 71 Pulse Rifle Attachments

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.


Template:Type 71 Pulse Carbine Stats

Template:Type 71 Pulse Rifle Ammunition

Template:Type 71 Pulse Carbine Attachments

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


Template:Type 71 Pulse Rifle Stats

Template:Type 71 Pulse Rifle Ammunition

Template:Type 71 Flamethrower Pulse Rifle Attachments

Type71Commando.png

Type 71 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.


Template:Type 71 Commando Pulse Rifle Stats

Template:Type 71 Commando Pulse Rifle Ammunition

Template:Type 71 Commando Pulse Rifle Attachments

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 control its recoil.

This is the standard firearm for UPP Heavies.


Template:UPP Minigun Stats

Ammunition:
LTAA AP Minigun Magazine.png

Rotating Ammo Drum

Capacity: 300

Damage: 35

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds three hundred (300) 7.62x51mm minigun rounds.

Template:UPP Minigun Attachments

UPP 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 or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.

It is one of the standard sidearms for UPP Officers and UPP Commandos.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 8.1

Accuracy Unwielded: 6

Ammunition:
Korovin mag.png

PK-9 Magazine

Capacity: 8

Damage: 43.75

Max Range: 22

Fall off: 1.4

Penetration: 0

Punch: 0.5

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

PK-9 Tranquilizer (Tranq) Magazine

Capacity: 8

Damage: 43.75

Max Range: 22

Fall off: 1.4

Penetration: 0

Punch: 0.5

Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.
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
Weapon: Description:
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
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: 218 RPM

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
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: 49.61

Max Range: 22

Fall off: 5

Penetration: 0

Punch: 0.5

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

M16 AP Magazine

Capacity: 20

Damage: 30.25

Max Range: 22

Fall off: 5

Penetration: 31

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
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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 6

Scatter Unwielded: 8

Burst Scatter Multiplier: 2

Burst Amount: 4

Firerate: 300 RPM

Burst Firerate: 400 RPM

Accuracy Multiplier Wielded: 4.2

Accuracy Multiplier Unwielded: 3.2

Ammunition:
MP5 Magazine.png

MP27 Magazine

Capacity: 30

Damage: 30.8

Max Range: 22

Fall off: 10

Penetration: 30

Punch: 0.5

Holds twenty (30) 4.6x30mm Amour-Piercing SMG rounds.
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
Basira Strongarm.png

Basira-Strongarm 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 outercolonies, 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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 0.1

Scatter Unwielded: 14

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 120 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.64

Accuracy Multiplier Unwielded: 0.68

Base Accuracy: 16

Ammunition:
Basira Mag.png

Basira-Strongarm Magazine

Capacity: 10

Damage: 52.48

Max Range: 22

Fall off: 0

Penetration: 0

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
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: 9

Scatter Unwielded: 11

Burst Scatter Multiplier: 3

Burst Amount: 4

Effective Range: 4

Firerate: 300 RPM

Burst Firerate: 400 RPM

Accuracy Wielded: 4.2

Accuracy Unwielded: 3.2

Ammunition:
MP5 Magazine.png

MP5 Magazine

Capacity: 30

Damage: 48

Max Range: 22

Fall off: 10

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
FP9000.png

FN FP9000 Submachine Gun

An archaic design, but one that's stood the test of time. Fires fast armor piercing rounds and can fire in bursts.

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


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 2

Scatter Unwielded: 6

Burst Scatter Multiplier: 1

Burst Amount: 3

Effective Range: 4 Tiles

Firerate: 200 RPM

Burst Firerate: 300 RPM

Accuracy Wielded: 6.2

Accuracy Unwielded: 4.6

Base Accuracy: 9

Ammunition:
FN Magazine.png

FN Magazine

Capacity: 50

Damage: 27

Max Range: 22

Fall off: 10

Penetration: 26

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
CZ-81.png

CZ-81 Submachinegun

A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine.

Can be ordered via Cargo 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: 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: 40

Max Range: 22

Fall off: 7

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
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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 11

Scatter Unwielded: 12

Burst Scatter Multiplier: 3

Burst Amount: 4

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: 480

Accuracy Wielded: 4

Accuracy Unwielded: 3

Ammunition:
MAC15 Magazine.png

MAC15 Magazine

Capacity: 32

Damage: 32.56

Max Range: 22

Fall off: 10

Penetration: 0

Punch: 0.5

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

MAC15 Extended Magazine

Capacity: 50

Damage: 32.56

Max Range: 22

Fall off: 10

Penetration: 0

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
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: 85 RPM

Accuracy Multiplier Wielded: 0.81

Accuracy Multiplier Unwielded: 0.57

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: 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 Recoil compensator.pngRecoil Compensator
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Hgshot.png

HG 37-12 Pump Shotgun

A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.

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


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: 37 RPM

Burst Firerate: N/A

Accuracy Wielded: 1.13

Accuracy Unwielded: 0.89

Base Accuracy: 11

Capacity: 4 per tube, 8 in total.

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 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
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 Ice Colony 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: 1.13

Accuracy Multiplier Unwielded: 0.89

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
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, Colonial Liberation Front and Survivors.


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: 600 RPM

Accuracy Multiplier Wielded: 0.89

Accuracy Multiplier Unwielded: 0.89

Base Accuracy: 4

Capacity: 2

Damage Mod: 1.35

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
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: 4

Scatter Unwielded: 4

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 8.1

Accuracy Unwielded: 6

Ammunition:
Korovin mag.png

PK-9 Magazine

Capacity: 8

Damage: 43.75

Max Range: 22

Fall off: 1.4

Penetration: 0

Punch: 0.5

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

PK-9 Tranquilizer (Tranq) Magazine

Capacity: 8

Damage: 43.75

Max Range: 22

Fall off: 1.4

Penetration: 0

Punch: 0.5

Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.
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
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: 100 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
M4A3 .45 Magazine.png

M1911 Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds nine (9) .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
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.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: NA

Effective Range: 4 Tiles

Firerate: 85 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 4.5

Ammunition:
Desert-Eagle-Magazine.png

Desert Eagle Magazine

Capacity: 7

Damage: 60

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds seven (7) .50AE heavy pistol rounds.
Desert-Eagle-Impact-Magazine.png

High Impact Desert Eagle Magazine

Capacity: 7

Damage: 75

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-personnel. Don't fire it at anyone you'd like to stay alive.


Holds seven (7) .50AE high impact pistol rounds.

Desert-Eagle-Heavy-Magazine.png

Heavy Desert Eagle Magazine

Capacity: 7

Damage: 75

Max Range: 22

Fall off: 7

Penetration: 20

Punch: 0.5

A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-armour.


Holds seven (7) .50AE heavy pistol rounds.

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
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: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 60 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
KT42 Magazine.png

KT-42 Magazine

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds seven (7) .44 pistol 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
SW357.png

Smith & Wesson Revolver

A lean .357 revolver made by Smith & Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber.

It is one of the standard sidearms for Freelancer Mercenaries. More can 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: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 1

Accuracy Unwielded: 6

Base Accuracy: 5.1

Ammunition:
S&W Speedloader.png

S&W Speed loader

Capacity: 6

Damage: 30

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds six (6) .357 pistol rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
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.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 4

Burst Amount: 3

Effective Range: N/A

Firerate: 50 RPM

Burst Firerate: 64 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 4.8

Ammunition:
Spearhead Speedloader.png

Spearhead Speed loader

Capacity: 6

Damage: 31.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds six (6) .357 pistol rounds.
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
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: 35

Max Range: 22

Fall off: 7

Penetration: 0

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
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.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 100 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

Highpower Magazine

Capacity: 13

Damage: 27.5

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

Holds thirteen (13) 9mm Amour-Piercing pistol rounds.
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
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 9mm.

Normally found in the hands of Survivors and the 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: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

Beretta 92FS Magazine

Capacity: 15

Damage: 35

Max Range: 22

Fall off: 7

Penetration: 0

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
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.

Weapon: Description:
Svd.png

SVD Dragunov-033 Sniper Rifle

A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn't have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: 4

Burst Amount: 2

Effective Range: N/A

Firerate: 35 RPM

Burst Firerate: 57 RPM

Accuracy Wielded: 97.6

Accuracy Unwielded: N/A

Minimum Accuracy: 4

Ammunition:
SVD Magazine.png

SVD Magazine

Capacity: 10

Damage: 70

Max Range: 32

Fall off: 0

Penetration: 50

Punch: 0.5

Holds ten (10) 7.62x54mmR caliber sniper rifle rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngS8 Telescopic sight (Default - Cannot be remove)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Stock Attachments Woodenstock.pngWooden Stock(Default - Cannot be remove)
PPSh-17b.png

PPSh-17b SMG

Was a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 1

Scatter Wielded: 11

Scatter Unwielded: 13

Burst Scatter Multiplier: 3

Burst Amount: 3

Effective Range: 4

Firerate: 300 RPM

Burst Firerate: 360 RPM

Accuracy Wielded: 3.8

Accuracy Unwielded: 2.8

Ammunition:
Drum mag.png

PPSh Drum Magazine

Capacity: 35

Damage: 40

Max Range: 22

Fall off: 10

Penetration: 0

Punch: 0.5

Holds thirty-five (35) 7.62x25mm SMG rounds.
Drum mag.png

PPSh Extended Drum Magazine

Capacity: 71

Damage: 40

Max Range: 22

Fall off: 10

Penetration: 0

Punch: 0.5

Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.
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
Nyrevolver.png

Nagant-Yamasaki Revolver

Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 7

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: 5.1

Ammunition:
NY Speedloader.png

N-Y Speed loader

Capacity: 7

Damage: 26.25 x 4

Max Range: 6

Fall off: 4

Penetration: 30

Punch: 0.5

Holds seven (7) 7.62x38mmR shrapnel shot revolver rounds.
Attachments:
Muzzle Attachments 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

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
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: 257RPM

Accuracy Wielded: 21.6

Accuracy Unwielded: 10.4

Ammunition:
M16 Magazine.png

M16 Magazine

Capacity: 20

Damage: 49.61

Max Range: 22

Fall off: 5

Penetration: 0

Punch: 0.5

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

M16 AP Magazine

Capacity: 20

Damage: 30.25

Max Range: 22

Fall off: 5

Penetration: 31

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