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Marine Equipment: Difference between revisions

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(Pouch inventory)
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* Greatly increases accuracy
* Greatly increases accuracy
* Slightly decreases recoil
* Slightly decreases recoil
* Reduces bullet spread when burst fired
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* Increased weapon size
* Increased weapon size

Revision as of 23:04, 11 October 2017

"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

Weapon: Description:
M4a3.png
M4A3 Service Pistol
This is one of two handguns that the marines have stocked in their prep vendors. It is a reliable fallback weapon and it uses 9mm handgun ammunition in a 12 round magazine..
All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine.


Ammunition:

M4A3mag.png
M4A3 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3-AP-mag.png
M4A3 Armour Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3mag.png
M4A3 Hollow Point
Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png
M4A3 Incendiary Magazine
Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
44magnum.png
M44 Combat Revolver
This revolver is the standard sidearm for military officers, but is also available as an alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speedloaders, and holds a maximum of 6 bullets.


Ammunition:
M44SL.png
M44 Speed Loader
Holds seven (7) .44 rounds.
M44-MM-SL.png
M44 Marksman Speed Loader
Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.
M44-HR-SL.png
M44 PW-MX speed Loader
Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.
M39.png
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 weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional burst fire mode.


Ammunition:
M39mag.png
M39 Magazine
Holds forty (40) 10x20mm rounds.
M39mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png
M39 Armour Piercing Magazine
Holds forty (40) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-Incen-mag.png
M39 Incendiary Magazine
Holds forty (40) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
M41a.png
M41A Mk2 Pulse Rifle
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 fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 32 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades.


Ammunition:
M41Amag.png
M41A Magazine
Holds thirty two (32) 10x24mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds thirty two(32) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds thirty two (32) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Shotgun.png
M37A2 Pump Shotgun
An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, with a rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armouries and from certain crates orderable from requisitions.
Knife.png
M5 Survival Knife
The standard issue survival knife issued to Colonial Marines. 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.
Throwing-knife.png
M11 Throwing Knife
A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.
Machete.png
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 or armor.
Its only available in Cargo's munition vendors.

Specialist Weapons

Weapon: Description:
M42A Scoped rifle.png
M42A Scoped Rifle
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. 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 either the Scout or Sniper Loadout.


Ammunition:
M42Amag.png
M42A Marksmen Magazine
Holds fifteen (15) 10x28mm Caseless sniper rounds.
M42Amag.png
M42A Flak Magazine
Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target.
M42Amag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
GrenadeLauncher.png
M92 Grenade Launcher
The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of a Xenomorph.
This weapon isonly available for Specialists using the Heavy Grenadier Loadout.


Ammunition:
Grenade.png
M15 Fragmentation Grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
They're only available in by ordering Explosives crates from Cargo.
M40 HEDP.png
M40 HEDP Grenade
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!
Both the Demolition Specialist and Heavy Grenadier Specialist have these grenades in their vendors at round start. More can be ordered in Cargo.
Incingrenade.png
M40 HIDP Incendiary Grenade
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.
Combat Engineers start with 2 of these in their vendors at round start. W-Y Commando Units start with one as well.
Smoke grenade.png
M40 HSDP Smoke Grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Squad Leaders start with 2 smoke grenades in their vendors at round start.
File:SADAR.png
SADAR Rocket Launcher
A reloadable, single shot rocket launcher. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that SADAR 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 SADAR model is reusable, but lacks an auto-tracking feature.
By default, the SADAR comes loaded with an HE rocket. It cannot be fired on the Almayer.
This is only available for Specialists using the Demolitionist Loadout.


Ammunition:
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. Spawns fire around the area hit.

Restricted Weapons

Weapon: Description:
CMateba.png
Commader's Mateba
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.


It is issued and only used by the Commander.

Ammunition:

Mateba Speedloader.png
Mateba Speed loader
Holds eight (8) .454 heavy revolver rounds.
88m4.png
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.


Ammunition:
88M4AP Magazine.png
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
SmartGun.png
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 lift and will automatically retract to the harness suit storage when the user is knocked down or else loses hold of the weapon. 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.


Ammunition:
PowerPack.png
M56 Power Pack
Carries two hundred and fifty (250) smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading.
Wytacshotgun.png
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, which are admin spawn only.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at longer ranges, 4 meter effective range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any targets hit, Rare, only found in the planetside armoury and in certain requisitions crates.
Flamethrower.png
M240 Incinerator Unit
The ultra-deadly M240 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 M240 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 M240 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. A big drawback to the M240 is that due to the nature of the tanks, they cannot be refilled unless they are completely empty.
Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.


Ammunition:
IncineratorTanks.png
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
M41ae2.png
M41AE2 Heavy Pulse Rifle
Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This can use M41A ammo, however the bullets must be transferred manually from the M41A mags into the M41AE2 Mags. The M41AE2 was originally conceived as a squad support weapon, but was mostly supplanted by the M56 Smartgun.
It can be ordered from Cargo via the WY Weapons Crate.


Ammunition:

M41AE2 Magazine.png
M41AE2 Ammo Box

Holds one hundred (100) 10x24mm rounds.
Uses the same caliber bullets as standard M4A1 magazines, so can be refilled using bullets from standard M4A1 magazines.
M4RA.png
M4RA Battle Rifle
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 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.


Ammunition:
M41Amag.png
A19 High Velocity Magazine
Holds fifteen (15) rounds. Lower magazine size, but better damage.
M41Amag.png
M41A Magazine
Holds thirty two (32) 10x24mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds thirty two (32) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds thirty two (32) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M41amk1.png
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 and had less variety of attachments.
Three rifles can be found in the command armoury on the Almayer. It is also one of the standard rifles for Dutch's Dozen Mercenaries and Freelancer Mercenaries.


Ammunition:
M41Amag.png
M41A MK1 Magazine
Holds ninety five (95) 10x24mm rounds.
Uses the same calibre bullets as standard M41 magazines, so can be refilled using bullets from standard M41 magazines.

Restricted Defensive Marine Equipment

Weapon: Description:
M20 mine box.png
M20 Mine Box
A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.


How to deploy mines: Take a M20 mine out of the box, once its in your hand stand on top of the tile you want to place the mine onto, from there, face the tile you want the mine to detect enemies on. Once done, click on the mine in your active hand; after a few seconds you'll have the mine placed and armed on your tile. Any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate if it doesn't have an appropriate ID (usually Xenos). When the mine detonates, it damages and knocks prone mobs in a cross pattern.


How to retrieve mines: Use a multitool on the deployed mine.


Suggested Usage: Place mines at key choke points that you suspect the enemy will pass through, and cover them with obstructing items (good ones include large objects like table parts, grilles, crates, wood planks, vendors and so on). A mine detonation won't kill anything by itself so make sure there is a sentry and/or marines supporting the mine to finish off anything that trips it.


SentryGun.png
UA 571-C Sentry
These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate damage to the target hit. The sentry's tracking and targeting system differentiates between hostile and friendly entities via their equipped IDs; anyone without an authorized ID will be fired at. Sentries have both a single shot and three shot burst fire setting, targeting either a directional lock 180 degree spread in front of the turret's facing out to 7 tiles, or 360 degrees around the turret out to 3 tiles. While on 360 mode, if a detected hostile is not within 180 degrees of the sentry's facing angle, the sentry will require time to turn in order to face and shoot it. Sentries can also be manually aimed and fired as necessary.


How to construct it: Open the crate, Take the plasteel out, activate it in hand and select the turret frame. Wrench turret frame in place, add cable, add turret, add sensor, add metal, weld together, add battery (try to put in a High-Capacity one or better rather than the standard one that comes in the box), Click on turret to turn on.


Additional instructions: You can move a built sentry by turning it off, using a screwdriver to unbolt it, then pushing/dragging it to a new position. Once the sentry is in position, use a screwdriver on it again to secure it, whereupon it can resume operation. You can use a wrench to change the sentry's facing direction while it's turned off and screwed down. Lastly, you can lock or unlock a sentry gun's settings by using an ID card on it that has an appropriate access level (usually a Squad Engineer's ID); helpful for stopping people from messing with them.


Maintenance: If your sentry is knocked over, click on it with an empty hand to right it. You can use a blow torch to make repairs to it if it is damaged.


Suggested Usage: Place sentries at key areas that require either substantial fire support or protection, typically the forward operating base (FOB), or offensive outposts used for pushing against hostiles. Directional lock should only be used if you can secure the sentry's uncovered flanks; switch to 360 mode to deal with flanking enemies. You can use manual fire to clear obstacles in front of the gun like resin walls/doors, to engage in suppressive fire, or attack hostiles that the sentry won't automatically engage (remember to turn off safeties if this is the case; mind FF). Synergizes well with M20 mines by finishing off hostiles stunned by them. Remember to monitor the Sentry's integrity and repair with a blow torch as needed.


Ammunition:
RotatingAmmoDrum .png
M30 Box Magazine (10x28mm Caseless)
Ammunition for the UA 571-C Sentry.


M56D.png
M56D Mounted Smartgun
These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. Note that this does not have IFF tracking built into it, so you will hit friendlies with it.


How to toggle burst fire: Ctrl click the M56D before manning it, when you next hop on it'll use burst fire.


How to construct it: Click on the mount once it's in your hand -> Wrench it -> Mount the Gun -> Screwdriver it -> Apply Ammo Drum, Rotate with wrench, deconstruct with screwdriver.

Explosives

Do NOT throw / fire grenades diagonally if there is a marine / wall next to you at the path, while bullets can fly diagonally pass a wall, grenades can't and will bounce back to you.

Weapon: Description:
C4.png
C4 Explosive Charge
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Combat Engineers start with 4 per vendor, Demolition Specialists start with 2 in their crate and Squad Leaders start with 1 per vendor.
Type5.png
Type 5 Shrapnel Grenade
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.
It is used by UPP Personnel.
Type8.png
Type 8 White Phosphorus Grenade
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.
Mk15.png
Webley Mk15 Stick Grenade
A fragmentation grenade prouduced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.
It is used by the Freelancer Mercenaries and the Colonial Liberation Front.
Improvised Firebomb.png
Improvised Fire Bomb
A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.
It is used by the Colonial Liberation Front.
Grenade.png
M15 Fragmentation Grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
They're only available in by ordering Explosives crates from Cargo.
M40 HPDP.png
M40 HPDP Grenade
A powerful phosphorus grenade.
M40 HEDP.png
M40 HEDP Grenade
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
Incingrenade.png
M40 HIDP Incendiary Grenade
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.
Combat Engineers start with 2 of these in their vendors at round start. W-Y Commando Units start with one as well.
Smoke grenade.png
M40 HSDP Smoke Grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Squad Leaders start with 2 smoke grenades in their vendors at round start.

Ammo Boxes

Weapon: Description:
Big Ammo Box 10mm.png
10x24mm Ammo Box (M41A)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M4A1E2, and M4A1 MK1 magazines.

Note:

  • To reload an M41A mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
  • Keep in mind you can't fill Armour piercing mags with this ammo box.
Big Ammo Box 9mm.png
10x20mm Ammo Box (M39)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.

Note:

  • To reload a 10x20mm mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
  • Keep in mind you can't fill Armour piercing mags with this ammo box.


Mercenary or Black Ops Equipment

Weyland Yutani PMC/Commando Equipment

Weapon: Description:
ScoutRifle.png
M42c Anti-Tank Rifle
A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. 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-Yutani personnel from using it. 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 Weyland-Yutani PMC snipers.


Ammunition:
M42Amag.png
M42C Marksman Magazine
Holds six (6) 10x99mm supersonic rifle rounds.
M41a2.png
M41A/2 Battle Rifle
Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. This rifle deals more damage per rifle bullet.
It is the standard rifle for Weyland-Yutani PMC Officers and W-Y Commando Units.


Ammunition:
M41Amag.png
M41A Magazine
Holds thirty two (32) 10x24mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds thirty two (32) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds thirty two (32) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M39white.png
M39B/2 SMG
A more versatile SMG variant and a upgraded M39 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 has an ID tracker to prevent non-Yutani personnel from using it.
It is the standard SMG for Weyland-Yutani PMC Standards, in addition, more can be found in the armory of Big-Red.


Ammunition:
M39mag.png
M39 Magazine
Holds forty (40) 10x20mm rounds.
M39mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png
M39 Armour Piercing Magazine
Holds forty (40) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-Incen-mag.png
M39 Incendiary Magazine
Holds forty (40) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
Vp78.png
VP-78 Pistol
A massive, formidable automatic handgun chambered in 9mm rounds and contains 18 pistol rounds in the magazine. In addition, this sidearm has 3-burst capabilities.
It is a standard sidearm for Weyland-Yutani PMC Officers.


Ammunition:
88M4AP Magazine.png
VP78 Magazine
Holds eighteen (18) 9mm squash-head pistol rounds.
Mateba.png
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 Weyland-Yutani Commando Units as their standard sidearm. And thus, this is only available through admin events.


Ammunition:
Mateba Speedloader.png
Mateba Speed loader
Holds eight (8) .454 heavy revolver rounds.

Union of Progressive People Equipment

Weapon: Description:
Type71.png
Type 71 Pulse Rifle
The Type 71 is a reliable pulse rifle model chambered with 40 7.62x39mm heavy rifle rounds that has become a staple in the arsenal of the UPP (Union of Progressive Peoples). Firing only in two round bursts to conserve ammunition, the Type 71 was originally designed to be an aerodynamic, lightweight, and compact rifle to be used in multiple types of operations. The Type 71 suffers some reliability issues, and is prone to jamming in terrestrial climates, but makes up for this with a high number of variants and ease of production.
This is the standard rifle for UPP soldiers.


Ammunition:
Type71 Magazine.png
Type 71 Magazine
Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Type71Carbine.png
Type 71 Pulse Carbine
Placeholder Desc


Ammunition:
Type71 Magazine.png
Type 71 Magazine
Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Type71Commando.png
Type 71 'Commando' Pulse Carbine
As a much rarer variant of the standard Type 71 rifle, this version adds an integrated suppressor, a scope, and a high degree of fine-tuning to the internal mechanisms. Many parts have been replaced, filed down, and/or improved upon. As a result, this variant is rarely seen issued outside of commando units and officer cadres.
This is the standard rifle for UPP Officers.


Ammunition:
Type71 Magazine.png
Type 71 Magazine
Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
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 inside the magazine and appears to be a UPP model.
It is one of the standard sidearms for UPP Leaders. The Russian model of this weapon is one of the sidearms for Iron Bear soldiers. And thus, this is only available through admin events.


Ammunition:
M4A3mag.png
Korovin PK-9 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
PK-9 Tranq Magazine
Holds eight (8) .22 tranq rounds.
M4A3mag.png
PK-9 Hollowpoint Magazine
Holds eight (8) .22 Hollowpoint rounds.

Freelancer Mercenary / Colonial Liberation Front Equipment

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 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR 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 Freelancer Mercenaries, Dutch's Dozen Mercenaries,Colonial Liberation Front and Iron Bear soldiers.


Ammunition:
MAR Magazine.png
MAR Magazine
Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Magazine.png
MAR Extended Magazine
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.
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.
It is one of the standard rifles for Freelancer Mercenaries, Dutch's Dozen Mercenaries, Colonial Liberation Front and Iron Bear soldiers.


Ammunition:
MAR Magazine.png
MAR Magazine
Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Magazine.png
MAR Extended Magazine
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.
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 Dutch's Dozen Mercenaries and Colonial Liberation Front. This can also be found inside the Big-Red's Administration Armoury or more can be ordered by the Blackmarket crate.


Ammunition:
MP5 Magazine.png
MP27 Magazine
Holds twenty (30) 4.6x30mm SMG rounds.
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 Dutch's Dozen Mercenaries. This weapon can be ordered by the Blackmarket crate.


Ammunition:
FN Magazine.png
FN Magazine
Holds fifty (50) 5.7x28mm SMG rounds.
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, Dutch's Dozen Mercenaries, UPP Medics and Colonial Liberation Front


Ammunition:
CZ-81 Magazine.png
CZ-81 Magazine
Holds twenty (20) .32 ACP SMG rounds.
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. 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.


Ammunition:
MAC15 Magazine.png
MAC15 Magazine
Holds thirty-two (32) 9mm SMG rounds.
MAC15 Magazine.png
MAC15 Extended Magazine
Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.
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 burst fire feature, as if this gun needs it.
It is one of the standard shotguns for Freelancer Mercenaries, Colonial Liberation Front and Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
Hgshot.png
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 or it is found in hands of Freelancer Mercenaries and the Colonial Liberation Front.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any target hit. Rare, only found in the planetside armoury or Weyland-Yutani crates from Requisitions.
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.
Can only be found in LV-624's old shack and in the hands of Dutch's Dozen Mercenaries, Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
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.
It is found in the hands of Freelancer Mercenaries, Colonial Liberation Front and Survivors.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
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 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.


Ammunition:
M4A3 .45 Magazine.png
Desert Eagle Magazine
Holds seven (7) .50AE heavy pistol rounds.
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 Dutch's Dozen Mercenaries, Colonial Liberation Front and Iron Bear soldiers. It can also be found in the hands of Survivors.


Ammunition:
KT42 Magazine.png
KT-42 Magazine
Holds seven (7) .44 pistol rounds.
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.


Ammunition:
S&W Speedloader.png
S&W Speed loader
Holds six (6) .357 pistol rounds.
Spearhead autorevolver.png
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 on Big-Red. More can be ordered by the Blackmarket crate and it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
Spearhead Speedloader.png
Spearhead Speed loader
Holds six (6) .357 pistol rounds.
Holdoutpistol.png
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 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.


Ammunition:
M4A3mag.png
Tiny Pistol Magazine
Holds five (5) .22 light pistol rounds.
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 only be found in LV-624's security armoury and in the hands of Dutch's Dozen Mercenaries, Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.


Ammunition:
M4A3mag.png
Highpower Magazine
Holds thirteen (13) 9mm pistol rounds.

Miscellaneous ERT Equipment

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.
It is a standard Sniper Rifle for the Iron Bear soldiers. And thus, this is only available through admin events


Ammunition:
SVD Magazine.png
SVD Magazine
Holds ten (10) 7.62x54mmR large caliber sniper rifle rounds.
PPSh-17b.png
PPSh-17b SMG
Very outdated, but classic USSR 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. And thus, this is only available through admin events


Ammunition:
Drum mag.png
PPSh Drum Magazine
Holds thirty-five (35) 7.62x25mm SMG rounds.
Drum mag.png
PPSh Extended Drum Magazine
Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.
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.
It is one of the standard sidearms for Iron Bear soldiers. And thus, this is only available through admin events


Ammunition:
NY Speedloader.png
N-Y Speed loader
Holds seven (7) 7.62x38mmR revolver rounds.

Miscellaneous Equipment

Weapon: Description:
Auto9.png
Auto-9 Machine Pistol
An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.
Not available during normal gameplay. Only available at admin events.


Ammunition:
88M4AP Magazine.png
Auto 9 Magazine
Holds fifty (50) 9mm pistol rounds.
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.
Not available during normal gameplay. Only available at admin events.


Ammunition:
MP5 Magazine.png
MP5 Magazine
Holds twenty (30) 9mm SMG rounds.
M4a3 45.png
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 standard-issue M4A3, but deals greater damage with a smaller magazine size of 7.
One pistol can be found inside Cargo's armaments vendor. More can be ordered by the Blackmarket crate. It is also one of the standard sidearms for Dutch's Dozen Mercenaries, which is only available during admin events.


Ammunition:
M4A3 .45 Magazine.png
M4A3 Magazine .45
Holds seven (7) .45 pistol rounds. Lower magazine size, but better damage.
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 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 during admin events.


Ammunition:
MAR Magazine.png
M16 Magazine
Holds twenty (20) 5.56x45mm rifle rounds.
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.
It is found in the hands of Survivors.


Ammunition:
M4A3mag.png
Beretta 92FS Magazine
Holds fifteen (15) 9mm pistol rounds.
MatebaCustom.png
Mateba Autorevolver Custom++
This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.
Not available during normal gameplay. Only available at admin events.


Ammunition:
Mateba Speedloader.png
Mateba Speedloader
Holds eight (8) .454 heavy revolver rounds.
Minigun.png
Ol' Painless Minigun
Its a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you've got a chance to survive. Possibly.
Not available during normal gameplay. Only available during admin events.


Ammunition:
RotatingAmmoDrum .png
Rotating Ammo Drum
Holds three hundred (300) 7.62x51mm minigun rounds.
ThunderBolt.png
M57-A4 'Lightning Bolt' Quad Thermobaric Missile Launcher
The M57-A4 'Lightning Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don't point it in the general direction of anything you want to survive.
Not available during normal gameplay. Only available during admin events.


Ammunition:
84mmThermobaric RocketArray.png
84mm Thermobaric Rocket Array
Holds 4 HE 84mm rockets. 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. Activate in hand to receive some metal when it's used up.

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. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.

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

Attachment Benefits Drawbacks Useable With
Supressor.png
Suppressor
  • Slightly increases accuracy
  • Greatly decreases firing sound
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst fired
  • Slightly decreases damage
  • M4A3 Pistol
  • 88M4 Pistol
  • Holdout Pistol
  • M39 SMG
  • MP27 SMG
  • FN FP9000 SMG
  • MAR-40 Battle Rifle
  • M41A Rifle
  • M41AE2 Rifle
  • M4RA Rifle
Bayonet.png
Bayonet
  • Greatly increases weapon melee damage
  • Slightly decreases accuracy
  • M44 Combat Revolver
  • M41A Rifle
  • M41AMK1 Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • Double Barrel Shotgun
  • Mk221 Tactical Shotgun
Extended barrel.png
Extended Barrel
  • Moderately increases accuracy
  • Slightly decreases damage
  • M4A3 Pistol
  • M44 Combat Revolver
  • 88M4 Pistol
  • Desert Eagle
  • CMB Spearhead AutoRevolver
  • M39 SMG
  • M41A Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • Mk221 Tactical Shotgun
Barrel charger.png
Barrel Charger
  • Greatly increases damage
  • Moderately decreases accuracy
  • Slightly decreases firing speed
  • M4A3 Pistol
  • M44 Combat Revolver
  • 88M4 Pistol
  • Desert Eagle
  • CMB Spearhead AutoRevolver
  • Mateba Autorevolver
  • M39 SMG
  • M41A Rifle
  • M41AE2 Rifle
  • Smartgun
  • M37 Shotgun
Recoil compensator.png
Recoil Compensator
  • Moderately decreases recoil
  • Moderately increases accuracy
  • Slightly decreases damage
  • M44 Combat Revolver
  • Desert Eagle
  • CMB Spearhead AutoRevolver
  • Nagant-Yamasaki Revolver
  • Mateba Autorevolver
  • M4RA Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • Custom Built Shotgun
  • Mk221 Tactical Shotgun
  • HG Pump Shotgun


Rail Attachments

Attachment Benefits Drawbacks Useable With
Mountedflash.png
Rail Flashlight
  • Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
  • None
  • M4A3 Pistol
  • 88M4 Pistol
  • Holdout Pistol
  • Desert Eagle
  • Korovin PK-9 Pistol
  • CMB Spearhead AutoRevolver
  • Mateba Autorevolver
  • M39 SMG
  • MP27 SMG
  • M41A Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • Mk221 Tactical Shotgun
  • Double Barrel
  • HG Pump Shotgun
  • M240 Incinerator Unit
  • SVD Dragunov-033 Sniper Rifle
Reddot.png
Red Dot Sight
  • Moderately increases accuracy
  • None
  • M4A3 Pistol
  • 88M4 Pistol
  • M44 Combat Revolver
  • Desert Eagle
  • Korovin PK-9 Pistol
  • CMB Spearhead AutoRevolver
  • Mateba Autorevolver
  • M39 SMG
  • MP27 SMG
  • M41A Rifle
  • M41AMK1 Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • Mk221 Tactical Shotgun
  • Double Barrel
  • HG Pump Shotgun
  • SVD Dragunov-033 Sniper Rifle
Quickfire.png
Quickfire Adapter
  • Slightly increases firing speed
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3)
  • Moderately increases scatter when burst-fired
  • M4A3 Pistol
  • 88M4 Pistol
  • Holdout Pistol
  • Desert Eagle
  • Korovin PK-9 Pistol
  • CMB Spearhead AutoRevolver
  • Mateba Autorevolver
  • M39 SMG
  • M41A Rifle
  • M41AE2 Rifle
Magnetic harness.png
Magnetic Harness
  • Dropped weapon goes to suit slot
  • Slightly decreases accuracy
  • M39 SMG
  • MP27 SMG
  • M41A Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • Mk221 Tactical Shotgun
  • Double Barrel
  • HG Pump Shotgun
  • SADAR
  • Grenade Launcher
  • SVD Dragunov-033 Sniper Rifle
  • M240 Incinerator Unit
Railscope.png
Rail Scope
  • Greatly increases accuracy
  • Allows the user to 'zoom' in to see longer distances.
  • Moderately decreases firing speed
  • Decreases burst-fire shots by 1 (from 3)
  • M44 Combat Revolver
  • MP27 SMG
  • FN FP9000 SMG
  • M41A Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle


Underbarrel Attachments

Attachment Benefits Drawbacks Useable With
Forwardgrip.png
Forward Grip
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst-fired
  • Makes one handed weapons two handed
  • Increased weapon size
  • M39 SMG
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • M37 Shotgun
  • SVD Dragunov-033 Sniper Rifle
Gyro.png
Gyroscopic Stabilizer
  • Makes two handed weapons one handed
  • Slightly decreases accuracy
  • Slightly increases recoil
  • Slightly increases bullet scatter when burst-fired
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • Double Barrel
  • HG Pump Shotgun
  • M42A Scoped Rifle
  • SVD Dragunov-033 Sniper Rifle
Bipod.png
Bipod
  • Greatly increases accuracy
  • Slightly decreases recoil
  • Reduces bullet spread when burst fired
  • Increased weapon size
  • Slightly decreases firing speed
  • Requires setup
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle
  • M42A Scoped Rifle
Undernade.png
Underslung Grenade Launcher
  • Adds the ability to fire up to two HEDP grenades
  • Reloadable with additional HEDP grenades
  • Default M41A Rifle attachment
  • Starts unloaded
  • M41A Rifle
  • M41AMK1 Rifle
  • MAR-40 Battle Rifle
  • Mk221 Tactical Shotgun
Underflame.png
Mini Flamethrower
  • Adds the ability to fire several short flame bursts
  • Refillable with standard flamer fuel tanks
  • Fuel does not stick to hostiles unlike M240 Incinerator Unit
  • Has a lower max range of 4 tiles versus the M240 Incinerator Unit's 5 tile range.
  • M41A Rifle
  • M41AMK1 Rifle
  • MAR-40 Battle Rifle
  • M37 Shotgun
  • HG Pump Shotgun
Undershot.png
Masterkey Shotgun
  • Adds the ability to fire three semi-auto buckshot
  • Reloadable with additional buckshot
  • The short barrel reduces the ammo's effectiveness
  • Reduced accuracy when firing compared to an actual shotgun.
  • M41A Rifle
  • M41AMK1 Rifle
  • MAR-40 Battle Rifle
  • Mk221 Tactical Shotgun
Burstfire.png
Burst Fire Assembly
  • Enables burst-fire on a weapon or enhances burst-fire capability
  • Increases burst-fire shots by 2 (from 3)
  • Slightly increases bullet scatter
  • Slightly decreases accuracy
  • M4A3 Service Pistol
  • 88M4 Pistol
  • Korovin PK-9 Pistol
  • Holdout Pistol
  • M39 SMG
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • MAR-40 Battle Rifle
  • Smartgun

Stock Attachments

Attachment Benefits Drawbacks Usable With
M41astock.png
M41A Skeleton Stock
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst-fired
  • Slightly increases weapon melee damage
  • Slightly increases weapon size
  • Greatly decreases firing speed
  • M41A Rifle
Magnum stock.png
M44 Magnum Sharpshooter Stock
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst-fired
  • Slightly increases weapon size
  • Slightly decreases weapon melee damage
  • Greatly decreases firing speed
  • 44 Combat Revolver
M37 stock.png
M37 Wooden Stock
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly increases weapon melee damage
  • Slightly increases weapon size
  • Greatly decreases firing speed
  • M37 Shotgun

Pouches

Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu, or take the first item inside the pouch. The first option is the default one for all single-slot pouches.

Equipment: Description:
G18-Utility-Pouch.png
G8 General Utility Pouch
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. Unfortunately, this pouch uses the same securing system as most Armat platform weaponry, and thus only one can be clipped to the M3 Pattern Armour.
Gen-pouch.png
Light General Pouch
A general purpose pouch used to carry small items and also magazines. Contains 1 slot.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Large-gen-pouch.png
Large General Pouch
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
Medmag-pouch.png
Medium Magazine Pouch
Uncommon issue pouch that can hold two magazines. Issued to Medics and Engineers. Contains 2 slots.
Largemag-pouch.png
Large Magazine Pouch
Special issue pouch that can hold up to three magazines. Issued to Squad Leaders. Contains 3 slots.
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Explosive Pouch
Container designed to hold up to three grenades or other explosives. Issued to Engineers.
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Pistol Magazine Pouch
Pouch able to hold pistol magazines.
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Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
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Flare Pouch
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
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Radio Pouch
Used to hold sets of radio headsets.
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Bayonet Pouch
Can carry a combat knife.
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Survival Pouch
Survival pouch, used for long deployments.
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Document Pouch
A pouch used to hold documents for safe keeping.
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Electronics Pouch
Designed to hold all your electronic needs as an engineer.


What it can Hold:
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Circuitboards
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Powercells
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Construction Pouch
Designed to holster construction materials. Issued to Engineers.


What it can Hold:
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Metal Sheets
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Plasteel Sheets
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Empty Sandbags
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Wooden Planks
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First-Aid Pouch
Standard issue field aid for all soldiers. Come pre-loaded with basic medical supplies.


What it can Hold:
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Autoinjectors
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Ointment
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Gauze
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Medical Pouch
Large pouch able to hold a wide array of medical supplies. Issued to Medics.


What it can Hold:
Dexalin.png
Autoinjectors
Ointment.png
Ointment
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Gauze
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Advanced Kits
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Medkit Pouch
Special issue pouch, able to hold a medkit.


What it can Hold:
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Medkits
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Syringe Pouch
Uncommon issue pouch, able to hold an array of syringes. Issued to Medics.

Storage Equipment

Storage Equipment is important for carrying various supplies during an active mission, make sure to take one.

Equipment: Description:
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Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
It is the standard webbing for most of the USCM combat personnel, excluding Standard Marines.
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Black Webbing
Robust black synthcotton vest with lots of pocket. Has five slots.
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Brown Webbing Vest
Worn brownish synthcotton vest with lots of pockets to unburden your hands.
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M276 Pattern Ammo Load Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines.
It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics.
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Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells.
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M276 Pattern Knife Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. This holds 4 throwing knives.
It is one of the uncommon rigs inside USCM Vendors.
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M276 Pattern M40 HEDP Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 HEDP Grenades.
It is the standard rig for Heavy Grenadier Specialists.
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M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality, and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
It is the standard rig for Combat Engineers.
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M276 Pattern Medical Storage Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunitions.Note that this rig can also hold a roller bed.
It is one of the standard rigs for Combat Medics.
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M276 Pattern Lifesaver Bag
The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.
It is one of the standard rigs for Combat Medics.
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USCM Lightweight IMP Backpack
The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Have to be held in one hand to access items inside. Holds 7 normal size items.

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USCM Satchel
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
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Light Weight Combat Pack
A small lightweight pack for expeditions and short-range operations.

Its a standard pack for Colonial Liberation Front and UPP Soldiers.

Holsters and Scabbards

This is a list of Holsters and Scabbard, some holsters can carry magazines with their respective firearm as well.

Equipment: Description:
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M276 Pattern M4A3 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the WY MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for both Commanders and Staff Officers.
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M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
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Type 41 Pistol Holster Rig
A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.
It is the standard rig for UPP Officers.
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M276 Pattern M39 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG, and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight, and is only specially issued.
It is one of the uncommon rigs inside USCM Vendors.
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L44 M37A2 Scabbard
A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
It is one of the scabbards inside USCM Vendors.
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H5 Pattern M2132 Machete Scabbard
A large leather scabbard used to carry a M2132 machete. It can be strapped to the back or the armor.
It is one of the scabbards inside USCM Vendors. They all start with machetes inside.

Support Equipment

This is a list of equipment to aid Marines during the operation.

Equipment: Description:
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Squad Supply Beacon
A rugged, glorified laser pointer capable of sending a beam into space. Activate and throw this to call for a supply drop.
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Orbital Beacon
A bulky device that fires a beam up to an orbiting vessel to send local coordinates for a fire mission.
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Tactical Binoculars
A pair of binoculars, with a laser targeting function. It is used to send a CAS mission to the targeted location. Double click to target something.
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M94 Marking Flare Pack
A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.
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Motion Detector
A device that detects movement, but ignores marines. It has a mode selection button on the side. Issued for Squad Leaders.

USCM Military Clothing

This is a list of clothing available for USCM personnel.

Clothing: Description:
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USCM Marine Uniform
A standard-issue Marine uniform, only worn by any Combat Marine personnel. There are also variants of this uniform issued to other Marine personnel.
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Requisitions Officer Uniform
A nicely-fitting military suit for any Requisition Officer on their supply job.
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Staff Officer Uniform
A uniform worn by commissioned officers of the USCM. Do the corps proud.
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Chief Engineer Uniform
A uniform for a military engineer. Often found covered in oil or engine grease.
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Executive Officer Uniform
A uniform typically worn by a first-lieutenant Executive Officer in the USCM.
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Commander Uniform
The well-ironed uniform of a USCM commander. Even looking at it the wrong way could result in being court-marshalled.

Miscellaneous Clothing

Other pieces of clothing that may or may not be found elsewhere.

Clothing: Description:
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SWAT Mask
A close-fitting tactical mask that can be connected to an air supply.

Can be ordered by Cargo

Military Helmets

A list of helmets which are paired with Military Armour.

Helmet: Description:
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M10 Pattern Marine Helmet
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also one internal slot for storing pocket sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

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M11 Pattern Squad Leader Helmet
The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for Squad Leaders.
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UM4 Helmet
A skirted helmet designed for use with the UM/UH system.
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UH7 Helmet
A skirted helmet designed for use with the UM/UH system.
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Armored Militia Cowl
A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.
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X-13 Helmet
A fully enclosed, armored helmet made for Weyland Yutani elite commandos.

Military Armour

A list of 12 different military armour sets which range from commonplace in a combat operation to experimental and rare to see.

Armour: Description:
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M3 Pattern Personal Armour
Standard Issue Armour used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for nighttime combat and a HUD to see their Marine roles.


Addendum: "Donator" Armour, while looking unique, is essentially a custom piece of M3 Armour in terms of defence.

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B12 Pattern Personal Armour
An upgraded version of the M3 Pattern Armour. The main difference is that it has a stronger flashlight than the standard M3 pattern, and provides a bit of extra defense.
This armour is worn by Squad Leaders.
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M2 Pattern Personal Armour
Older generation of the M3 Pattern Armour. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks.
This armour is worn by the Military Police.
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M56 Combat Harness
A M56 Combat Harness is especially made for Smartgunners, and is required for use of the M56 Smartgun system.
This armour is worn by Squad Smartgunners and Commanders for emergencies.
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B18 Experimental Personal Armour
This Armour has the best personal protection of any armour the Marines can get, as it has a very high damage soak value and two tricordrazine auto injectors built into the wristguards, accessible with the verb "Create-Injector".
This armour is worn by Heavy Grenadier Specialists.
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M4 Pattern PMC Armour
A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.
This armour is worn by most Weyland-Yutani PMC personnel.
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Freelancer Cuirass
A armoured protective chestplate scrapped together from various armour plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armours in the UPP and the USCM. The many skilled craftsmen in the freelancers ranks produce these vests at about one a month.
This armour is worn by the Freelancer Mercenaries.
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UM5 Personal Armour
The UM5 (Union Medium Mk5) is a medium-sized body armour, roughly on par with the venerable M3 Pattern Body Armour with the USCM. Unlike the M3, however, the plate has a heavier neckplate, but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives.
This armour is worn by the UPP soldiers.
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UH7 Heavy Plated Armour
An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn't protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.
This armour is worn by the UPP Officers.
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Colonial Militia Hauberk
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.
This armour is worn by the Colonial Liberation Front.
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X-13 Apesuit
A heavy prototype combat armour. 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, thus making acid spit useless for most aliens.
This armour is worn by the Weyland-Yutani Commando unit. And thus, this is only available through admin events.

Additional Links

World of Guns