More actions
No edit summary |
Steelpoint (talk | contribs) |
||
Line 14: | Line 14: | ||
'''Ammunition:''' | '''Ammunition:''' | ||
<div | <div class="mw-collapsible mw-collapsed"> | ||
{| border="1" | {| border="1" | ||
|[[File:M4A3mag.png]]<br>'''M4A3 Magazine''' | |[[File:M4A3mag.png]]<br>'''M4A3 Magazine''' |
Revision as of 04:20, 19 July 2017
Colonial Marines Mentor and a resident wiki contributor.
Testing Ground:
Standard Marine Weapons
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 sidearm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3, but it holds less bullets. It uses .44 rounds and holds 7 bullets.
|
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 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 10x24mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 95 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments. This weapon has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.
|
M37A2 Pump Shotgun |
An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. 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.
|
M5 Survival Knife |
The standard issue survival knife issued to Colonial Marines soldiers. A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an 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 Knife, this cannot slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back. It's only available in Cargo's munition vendors. |
Specialist Weapons
Weapon: | Description: | ||||||||
---|---|---|---|---|---|---|---|---|---|
M42A Scoped Rifle |
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. 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. This is only available for Specialists using either the Scout or Sniper Loadout.
| ||||||||
M92 Grenade Launcher |
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. This is only available for Specialists using the Heavy Grenadier Loadout.
| ||||||||
File:SADAR.png SADAR Rocket Launcher |
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. This is only available for Specialists using the Demolitionist Loadout.
|
Restricted Weapons
Weapon: | Description: |
---|---|
M4A3 Commander Pistol |
Unique variant of the M4A3 Service Pistol. Has a unique appearance but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds.
Ammunition: |
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. It is typically used by Specialists employing the usage of the Scout Loadout, or the Corporate Liaison, Executive Officer and the Pilot Officer for self defence. It is also a standard sidearm for Weyland-Yutani 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 and Weyland-Yutani PMC Heavy Gunners can use this weapon, it's also available inside the Commander's secure box inside the Command Armoury.
|
Mk221 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. It is also one of the standard shotguns for Dutch's Dozen Mercenaries.
|
M240 Incinerator Unit |
Capable of shooting flames by lighting welding fuel or the custom napthal manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Ailens and Humans alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave. In the right hands this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line. Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.
|