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![[File: | ![[File:M42Amag.png|32px]]<br>M42C Marksman Magazine | ||
|The M42C marksman magazine holds 6 10x99mm rounds. | |The M42C marksman magazine holds 6 10x99mm rounds. | ||
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|A large caliber magazine for the SVD sniper rifle.The SVD magazine holds 10 7.62x54mmR rounds. | |A large caliber magazine for the SVD sniper rifle.The SVD magazine holds 10 7.62x54mmR rounds. | ||
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===Rifle Ammo=== | ===Rifle Ammo=== |
Revision as of 03:49, 2 June 2017
"I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.
Standard Marine Weapons
The marines get the choice of five weapons. They range from a pistol to a heavy M41A. The marines are equipped with guns for any situation they encounter, no matter what the threat will be. When using any weapon it is best to aim for the chest. This is because in case you accidentally hit a marine with a stray bullet they will take less damage. On a side note, aiming for the head only increases damage against ravagers. Unless you are 1v1ing a ravager, always aim at the chest because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor penetration. It is only effective against armored foes. Using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans. All of the standard marine weapons listed here (with the exception of the M44 Revolver) comes either in standard variant or snow variant.
Weapon: | Description: |
---|---|
M4A3 Service Pistol |
This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine.
|
M44 Revolver |
This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3. It uses .44 rounds and holds 7 bullets. The Executive Officer is issued with one.
|
M39 Submachine Gun |
This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm SMG rounds, and holds 48 bullets. This weapon can also load armour piercing, extended, and incendiary ammunition. Has burst-fire capabilities.
|
M41A Mk2 Pulse Rifle |
This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue weapon. The M41A must be held in two hands to fire. It uses 10mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 95 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments.
There are also extended magazines available. Has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.
|
M37A2 Pump Shotgun |
Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.
|
M11 Combat Bayonet |
A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment. |
M2132 Machete |
Latest issue of the USCM Machete. Unlike the Combat Bayonet, this cannot slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back. It's only available in Cargo's munition vendors. |
Standard Marine Ammo
Pistol Ammo
The ammo for both the M4A3 Pistol and the M44 Revolver.
Submachine Gun Ammo
The ammo for both the M39 SMG and the M39B/2 SMG.
Rifle Ammo
The ammo for the M41A Mk2 Pulse Rifle, M4RA Battle Rifle and M41A/2 Battle Rifle.
Shotgun Ammo
The ammo for all shotgun weapons.
Specialist Marine Weapons
These marine weapons are weapons, or weapon systems, that only the Specialist has access to.
Weapon: | Description: |
---|---|
M42A Scoped Rifle |
Scout or Sniper Loadout only. A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine. A very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
|
M92 Grenade Launcher |
Heavy Grenadier Loadout only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
|
File:SADAR.png SADAR Rocket Launcher |
Demolitionist Loadout only. A reloadable, single shot rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer.
|
Specialist Marine Ammo
Scoped Rifle Ammo
The 10x28mm ammo variants for the M42A Scoped Rifle.
Grenades and Grenade Launcher Ammo
The grenades that the Grenade Launcher can use. But it can also be used as regular grenades.
Rocket Launcher Ammo
The 84mm rocket variants for the SADAR Rocket Launcher.
Ammunition: | Description: |
---|---|
File:SADAR HE.png High Explosive (HE) Rocket |
Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets. |
File:SADAR AP.png Anti-Armor (AA or AP) Rocket |
Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armoured targets. |
File:SADAR PHS.png Phosphorous (PHS) Rocket |
Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armoured targets. |
Restricted Marine Weapons
These marine weapons are uncommon and usually are only used by specialists, high ranking marine officers or select personal.
Weapon: | Description: |
---|---|
M4A3 Commander Pistol |
Unique variant of the M4A3 issued and only used by the Commander. Has a unique sprite but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds and an AP magazine can be found in the Commander's quarters.
|
88 Mod 4 |
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst.<rr>It is typically used by Specialists employing the usage of the Scout Loadout, or the Corporate Liaison for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers.
|
M56 Smartgun |
The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading. Only Smartgunners can use this weapon, it's also available inside the Commander's secure box inside the Command Armoury.
|
Tactical Shotgun |
A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Can be found in the Military Police armoury and Combat Information Centre's armoury.
|
M240 Incinerator Unit |
Capable of shooting flames by lighting welding fuel or the custom napalm manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Xenos and Marines alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave. In the right hands this is a powerful weapon. The tank can be refuelled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line. Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.
|
M41AE2 Heavy Pulse Rifle |
Currently undergoing field testing, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This means it is also capable of loading their (smaller) magazines in a pinch. It can be ordered from Cargo via the WY Weapons Crate.
|
M4RA Battle Rifle |
An advanced prototype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round. It can also be used in burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines. It can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.
|
M41A Mk1 Pulse Rifle |
An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among mercenary groups and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2. Three rifles can be found in the command armoury on the Almayer.
|
Restricted Marine Ammo
Pistol Ammo
Ammunition: | Description: |
---|---|
88M4 AP magazine |
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage. |
Specialised Ammo
Rifle Ammo
Explosives
Restricted Defensive Marine Equipment
Ammo Boxes
Mercenary or Black Ops Equipment
Any equipment listed here is non-exhaustive. This list details classified or otherwise weapons or equipment employed by mercenary and black op teams.
Weapon: | Description: |
---|---|
M42c Anti-Tank Rifle |
A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non W-Y personnel to use it. This weapon is limited to ten supersonic rifle rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss. It is the standard sniper rifle for Weyland-Yutani PMC snipers.
|
MAR-40 Battle Rifle |
While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment. It gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance. It is one of the standard rifles for Freelancer Mercenaries, Dutch's Dozen Mercenaries and The Iron Bears.
|
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. It is one of the standard rifles for , Dutch's Dozen Mercenaries and Iron Bear soldiers.
|
PPSh-17b SMG |
Very outdated weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds. It is the standard SMG for Iron Bear soldiers.
|
M41A/2 Battle Rifle |
Slightly more powerful variant of the M41A Pulse Rifle. This rifle deals slightly more damage per rifle bullet. It is the standard rifle for Weyland-Yutani PMC Officers and W-Y Commando Units.
|
M39B/2 SMG |
A more versatile SMG variant. This SMG uses specially issued 48 round armour piercing SMG magazines, making the SMG far more viable to use against armoured hostile targets. It can also use standard 48 round M39 magazines. It has an ID tracker to prevent non W-Y personnel to use it. It is the standard SMG for Weyland-Yutani PMC Standards, in addition, more can be found in the armory of Big-Red.
|
VP-78 Pistol |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 18 pistol rounds in the clip. Commonly seen in the hands of wealthy Weyland Yutani members. In addition, this sidearm has 3-burst capabilities. It is a standard sidearm for Weyland-Yutani PMC Officers, it can be found elsewhere.
|
Korovin PK-9 Pistol |
An updated variant of an old Russian design, dating back to from the 19th century. It holds 12 9mm pistol rounds inside the extended magazine. It also features an integrated silencer. It is one of the standard sidearms for Iron Bear soldiers.
|
Mateba Autorevolver |
Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The 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 Iron Bears Sergeant and Weyland-Yutani Commando Units as their standard sidearm.
|
SVD Dragunov-033 Sniper Rifle |
A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn't have the punch of modern sniper rifles, but it's finely crafted in 2133 by someone probably illiterate. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached. It is a standard Sniper Rifle for the Iron Bear soldiers.
|
Mercenary/Black Ops Ammo
Pistol Ammo
Specialised Ammo
Rifle Ammo
Ammunition: | Description: |
---|---|
MAR Magazine |
A 7.62x39mm magazine for the MAR series of firearms.
The MAR magazine holds 40 7.62x39mm rounds. |
File:MARExt Magazine.png MAR Extended Magazine |
A 7.62x39mm MAR magazine, this one carries more rounds than the average magazine.
The MAR extended magazine holds 60 7.62x39mm rounds. |
Submachine Gun Ammo
Miscellaneous Equipment
A list of miscellaneous weapons and equipment that can be found in one of many unique scenarios. These items are either non-standard weapons of the USCM or are random non-specific weapons found throughout known Human space.
Weapon: | Description: |
---|---|
Auto-9 |
An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit. Not available during normal gameplay. Only available at admin events.
|
CMB Spearhead AutoRevolver |
Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals. Can be found in both LV-624 and in Big-Red. More can be ordered by the Blackmarket crate.
|
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 Dutch's Dozen Mercenaries and Iron Bear soldiers.
|
Skorpion SMG |
A robust, 20th century firearm that's a combination of pistol and submachinegun. This fires .32ACP calibre rounds from a 20 round magazine. It is one of the standard SMGs for Dutch's Dozen Mercenaries.
|
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. Not available during normal gameplay. Only available at admin events.
|
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 Dutch's Dozen Mercenaries. This can also be found inside the Big-Red's Administration Armoury.
|
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 Dutch's Dozen Mercenaries. This weapon can be ordered by the Blackmarket crate.
|
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. Fires 9mm and carries 32 machine pistol bullets inside the magazine. This weapon can be ordered by the Blackmarket crate.
|
Vintage Desert Eagle |
A bulky .50 calibre pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, "Peace Through Superior Firepower." This does have a mag that holds 7 rounds, uses .50 heavy pistol bullets. Comes in standard and gold plated. It is the main sidearm of the Freelancer Mercenaries Captain and one of the standard sidearms for Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.
|
HG Pump Shotgun |
Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces. Can be found on the both planets LV-624 and Big-Red. More can be ordered by the Blackmarket crate.
|
Double Barrel Shotgun |
A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to burst-fire to fire both rounds at once. Can only be found in LV-624's old house and in the hands of Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.
|
N-Y Revolver |
Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 pistol rounds in the chamber. It is one of the standard sidearms for Iron Bear soldiers.
|
Holdout Pistol |
Easily concealable pistol, a tiny weapon that can fit in small containers or even pockets. Fires weak .22 rounds in a five light pistol round magazine. Can only be found on planet LV-624. More can be ordered by the Blackmarket crate.
|
Highpower Automag |
A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine. Can only be found in LV-624's security armoury and in the hands of Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.
|
M4A3 Service Pistol .45 |
One of the standard USCM service pistols chambered in .45 caliber. But only issued in small numbers and reserved for high military personnel. It functions similar to the marine-issued M4A3, it deals greater damage but it's magazine size is much smaller than the 9mm version, only carrying 7 rounds. And it has less ammo variants than the 9mm. One pistol can be found inside Cargo's armaments vendor. It is also one of the standard sidearms for Dutch's Dozen Mercenaries. More ammo can be ordered from cargo.
|
Custom Built Shotgun |
A small shotgun made out of cobbled-together pile of scrap and ailen wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a burst fire feature, as if this gun needs it. It is one of the standard shotguns for Freelancer Mercenaries and Dutch's Dozen Mercenaries.
|
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.
|
M16 Assault Rifle |
The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military's standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need. Not available during normal gameplay. Only available at admin events.
|
Beretta 92FS Pistol |
A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9mm. Not available during normal gameplay. Only available at admin events.
|
Mateba Autorevolver Custom++ |
This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized for a high-ranking Admiral. It is otherwise similar to the original Meteba in general. Not available during normal gameplay. Only available at admin events.
|
Ol' Painless Minigun |
It's a minigun, an enormous multi-barreled rotating gatling gun. It only fires in bursts. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you might be fine. Possibly. Not available during normal gameplay. Only available at admin events.
|
M57-A4 'Lighting Bolt' Quad Thermobaric Missile Launcher |
The M57-A4 'Lighting Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles. Enough said. Be careful when you point at friendlies. Not available during normal gameplay. Only available at admin events.
|
Miscellaneous Ammo
Pistol Ammo
Ammunition: | Description: |
---|---|
Auto 9 Magazine |
The Auto-9 magazine holds 50 9mm rounds. |
Spearhead Speed loader |
The Spearhead speed loader holds 6 .357 rounds. |
KT-42 Magazine |
The KT-42 magazine holds 7 .44 rounds. |
Skorpion Magazine |
The Skorpion magazine holds 20 .32ACP rounds. |
Desert Eagle Magazine |
The Desert Eagle magazine holds 7 .50 rounds. |
N-Y Speed loader |
The N-Y speed loader holds 7 7.62x38mmR rounds. |
Tiny Pistol Magazine |
A surprisingly small magazine, holding .22 bullets. No Kolibri, but it's getting there.
The tiny pistol magazine holds 5 .22 rounds. |
Highpower Magazine |
The Highpower magazine holds 13 9mm rounds. |
M4A3 Magazine .45 |
The M4A3 magazine holds 7 .45 rounds. |
S&W Speed loader |
The S&W speed loader holds 6 .357 rounds. |
File:Beretta Magazine.png Beretta 92FS Magazine |
The Beretta 92FS magazine holds 15 9mm rounds. |
Mateba Speed loader |
The Mateba speed loader holds 6 .454 rounds. |
Specialised Ammo
Rifle Ammo
Ammunition: | Description: |
---|---|
M16 Magazine |
A 5.56x45mm magazine for the M16 assault rifle.
The M16 magazine holds 20 5.56x45mm rounds. |
Submachine Gun Ammo
Ammunition: | Description: |
---|---|
MP5 Magazine |
The MP5 magazine holds 30 9mm rounds. |
File:MP27 Magazine.png MP27 Magazine |
The MP27 magazine holds 30 4.6x30mm rounds. |
FN Magazine |
P90 magazine holds 50 5.7x28mm rounds. |
MAC15 Magazine |
The MAC-15 magazine holds 32 9mm rounds. |
MAC15 Extended Magazine |
The MAC-15 extended magazine holds 50 9mm rounds. |
Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located in the center of the Almayer's lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.
Most guns have three attachment locations: the rail, under barrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.
Muzzle Attachments
Rail Attachments
Underbarrel Attachments
Stock Attachments
Standard Marine Clothing
Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.
Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet. There are several variants of armor available. Comes installed with a toggleable suit light.
Combat boots - Basic boots that give feet a small amount of protection on your feet. A sheath allows a knife to be stored in them.
Jumpsuit - Marine combat fatigues. Gives a small amount of protection. It allows you to wear your Marine Armor and gives more slots to store items in.
Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection to your hands.
File:Belt.png Marine Belt - It holds 6 slots worth of ammo.
Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flare boxes and keep them in your pocket.
Medic Extra Clothing
- This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
- The Medical Hud allows the player to see the vitals of fellow players, letting you know who you will need to focus on. It also allows you to see when players are within the time window to be revived by using a defibrillator.
- The Combat lifesaver bag is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
Engineer Extra Clothing
Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :
When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).
File:Mesons.png Meson Goggles - Meson Goggles are very useful when setting up the supermatter, as they protect you from its otherworldly glow.
Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.
Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks. Wear them at all times.
Marine Armor
There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.
Armour: | Description: |
---|---|
File:M3.png M3 Pattern Personal Armour |
Standard Issue Armour used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet has one internal slot for storing pocket sized items.
|
B12 Pattern Personal Armour |
Unique Armour worn by squad leaders. The main difference with the squad leaders Armour is that the Armour has an attached, and stronger , personal flashlight that can be activated at will. In addition the M11 Helmet has a inbuilt camera allowing for command overwatch to observe the squad's actions from the Almayer. |
M2 Pattern Personal Armour |
Older generation Armour worn by Military Police. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks. |
B18 Experimental Personal Armour |
Heavy Grenadier loadout only. This Armour has the best personal protection of any Armour the Marines can get as it has a very high armour soak value and three tricordrazine auto injectors. |
M4 Pattern PMC Armour |
A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. |
X-13 Apesuit |
A prototype combat armour worn by the Weyland-Yutani Commando unit. It is the most powerful personal armour available, it has an extremely high armour value that makes it very resistant to melee and projectile attacks, in addition the armour is utterly acid proof. |