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|[[File:M4A3-Incen-mag.png]] | |[[File:M4A3-Incen-mag.png]] | ||
[[#M4A3 Incendiary Magazine|'''M4A3 Incendiary Magazine''']] | [[#M4A3 Incendiary Magazine|'''M4A3 Incendiary Magazine''']] | ||
|Holds nine(9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.Not obtainable except from the Surplus Ammo Crate which can be ordered by [[Requisitions]]. | |Holds nine(9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Not obtainable except from the Surplus Ammo Crate which can be ordered by [[Requisitions]]. | ||
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|[[File:M41A-Incen-mag.png]] | |[[File:M41A-Incen-mag.png]] | ||
[[#M41A Incendiary Magazine|'''M41A Incendiary Magazine''']] | [[#M41A Incendiary Magazine|'''M41A Incendiary Magazine''']] | ||
|Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. | |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Not obtainable from any part of [[Requisitions]]. | ||
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Revision as of 14:33, 26 July 2020
"Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens
"I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimeter, with over-and-under thirty millimeter pump action grenade launcher." ―Corporal Hicks, 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.
Basic Weapon Parameters
The following are parameters most weapons have in some combination:
Accuracy: Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. Melee weapons do not use this parameter and always hit their target if it's in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile's accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.
Armor Punch: Determines the probability of a weapon breaking the target's armor.
Armor Penetration: Determines the probability of a weapon bypassing the target's armor.
Burst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.
Damage: Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both.
Fire/Attack Rate: Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.
Recoil: Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.
Spread: Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.
Weapon Size: Determines what kind of container the weapon can fit into. Most weapons are 'bulky' in size and thus cannot fit into boxes or backpacks normally.
USCM Weapons
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Mercenary or Black Ops Equipment
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Unobtainable Weapons and Equipment
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.
Weapon: | Description: | ||||||||||
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An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.
Not available during normal gameplay. Only available during admin events.
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It's a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you've got a chance to survive. Possibly.
Not available during normal gameplay. Only available during admin events.
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This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.
Not available during normal gameplay. Only available during admin events.
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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.
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A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.
Not available during normal gameplay. Only available during admin events.
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The M60. The Pig. The Action Hero's wet dream. This is chambered in 7.62X51mm NATO.
Not available during normal gameplay. Only available during admin events.
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Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer or their Squad Requisitions located in the center of the Almayer's lower deck or the west side of your designated prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.
Squad Requisition rooms are manned by your squad leader or specialist.
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they're attached to, and don't inherit their effects.
Attachment Tier System
The Tier | Meaning |
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Tier 1: Slightly | The lowest increase/decrease in attachment stats. |
Tier 2: Moderately | A moderate increase/decrease in attachment stats that's higher then slightly. |
Tier 3: Greatly | A great increase/decrease in attachment stats, higher than moderately. |
Tier 4: Majorly | The highest increase/decrease in attachment stats. |
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Marine Kits
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: | ||||||||
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A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items. | |||||||||
A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the ColMarTech automated armaments vendor in Requisitions or in the pockets of mercenaries and CLF. | |||||||||
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the ColMarTech Automated Closet and can be found inside the ColMarTech automated armaments vendor in Requisitions. | |||||||||
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by Squad Leaders and Staff Officers. Not stocked in requisitions by default. | |||||||||
Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 2 slots. | |||||||||
Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists, but is also a part of the Veteran Enlist Kit. Can be ordered by Requisitions.
Contains 3 slots. | |||||||||
Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the ColMarTech automated armaments vendor in Requisitions. | |||||||||
Pouch able to hold 3 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet. Can be ordered by Requisitions. | |||||||||
Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions. | |||||||||
A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions. | |||||||||
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet. | |||||||||
Used to hold 2 sets of radio headsets. Why would you use this? | |||||||||
A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers. | |||||||||
A survival pouch, used for long deployments. Normally found occupying the pockets of Civilians. Contains a 15u tramadol pill, 10 sterile gauze rolls, crowbar and a flashlight; all good tools for a survivor on the move. | |||||||||
A pouch used to hold documents for safe keeping.
Field Intelligence Support Kit pouch variant can hold 7 items. While Intelligence Officer's have one that holds 21 items. | |||||||||
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 4 slots. Can hold the following items below: | |||||||||
Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 6 slots. Can hold the following items below: | |||||||||
Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 3 slots. Can hold the following items below: | |||||||||
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following: | |||||||||
Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 3 slots. | |||||||||
A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Holds 7 Autoinjectors. | |||||||||
Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
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Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the ColMarTech automated armaments vendor in their mini-medical kits.
Holds 4 medical items. | |||||||||
Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases. | |||||||||
A pouch for carrying glass beakers. It's filled with an empty regular and large beaker. Can be found in the medical doctor's lockers in medbay.
Contains 2 slots. | |||||||||
A pouch for carrying glass vials. Can be found in the medical doctor's lockers in medbay.
Contains 6 slots. | |||||||||
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Can be worn by attaching it to a pocket. |
Storage Equipment
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.
Equipment: | Description: |
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Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
It is the standard webbing for most of the USCM support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions. | |
Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by Requisitions. | |
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by Requisitions. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.
It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics. It is one of the belt options of the ColMarTech Automated Closet. | |
An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM's more suicidal operators. Holds up to 6 throwing knives.
It is one of the belt options of the ColMarTech Automated Closet. Notably smaller than most rigs, able to fit in standard bags and satchels. | |
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 Frontline Grenadier Kits. | |
The M276 Mk. II is is an upgraded version of the M276 HEDP rig, with more storage capacity. It consists of a modular belt with various clips.
It is the standard rig for USCM Heavy Grenadier Specialists. | |
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. | |
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 ammunition.Note that this rig can additionally hold a roller bed and defibrillator.
It is one of the standard rigs for Combat Medics. | |
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. | |
The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
Has to be held in one hand to access items inside. Holds 7 normal size items. | |
A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use.
Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel. | |
A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items. | |
A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.
It's a standard pack for non-USCM Combat Personal, like the Colonial Liberation Front and UPP Soldiers. | |
A heavy-duty IMP based backpack that can be slung around the front or to the side, and can quickly be accessed with only one hand. Usually issued to USCM intelligence officers.
This is the standard issue backpack for Intelligence Officers. | |
The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. Required to be worn over the M3-S Light Armor and equipped like a backpack in your inventory. To cloak yourself, go to the Scout tab and click Activate-Cloak , you may also assign a Macro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. Worn by USCM Scout Specialists
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A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Sniper Specialists | |
A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. Worn by USCM Pyrotechnician Specialists
You can assign a Macro for the Broiler in order to switch fuel types. | |
Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Demolition Specialists | |
A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander's Locker at round start. Holds more items then a regular backpack. | |
The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items. | |
A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.
Holds 350 units of fuel. |
Holsters and Scabbards
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.
Equipment: | Description: |
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A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their ColMarTech Automated Closet.
Can be ordered via crate at Requisitions, and Military Police lockers contain one, but not carried normally. | |
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, MK88, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the Experimental Trooper Kit | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
It is one of the uncommon rigs inside USCM Cargo Vendors, in the Marine Prep Vendors, or standard issue for the Requisitions Officer. | |
The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.
It is issued to USCM Squad Smartgunners and can be found in their vendors. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun. | |
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. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
It is one of the uncommon rigs inside USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.. | |
A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
It is one of the scabbards inside USCM Cargo Vendors, or in the Marine Prep Vendors. | |
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).
It is one of the scabbards inside USCM Cargo Vendors, or in the Marine Prep Vendors. They all start with machetes inside. |
Support Equipment
This is a list of equipment to aid Marines during the operation.
Equipment: | Description: | |
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A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
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A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu | ||
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp. | ||
A packet of eight M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area. | ||
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
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The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
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A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. | ||
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack. | ||
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded. Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter. | ||
Gas masks are available in ColMarTech Automated Closets for all marines. It is currently purely cosmetic. | ||
A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go. |
USCM Military Clothing
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.
Clothing: | Description: |
---|---|
A simple outfit worn by USCM personnel during hypersleep. Makes you feel drowsy and slower while wearing.
Find an actual uniform and change out. | |
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel. | |
A nicely-fitting military suit for any Requisitions Officer on their supply job. | |
Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&D team five days to develop. It is more expensive than the entire Almayer...probably. | |
A uniform worn by commissioned officers of the USCM. Do the corps proud. | |
A uniform for veteran military engineer. Often found covered in oil or engine grease. | |
A uniform typically worn by a first-lieutenant Executive Officer in the USCM. | |
The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled. | |
A uniform worn by commissioned officers of the USCM. Do the corps proud. |
Miscellaneous Clothing
Other pieces of clothing that may or may not be found elsewhere.
Clothing: | Description: |
---|---|
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs. Spawns at the Automated Closet as Standard Equipment if the map is Ice Colony, Sorokyne Strata, or Corsat. Otherwise available at the Surplus Uniform Vendor. | |
Standard issue combat boots used by the USCM for combat situations.
Worn by USCM Marines | |
A close-fitting tactical mask that can be connected to an air supply.
Can be ordered by Cargo | |
An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.
Worn by Corporate PMCs | |
An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.
Worn by Corporate PMCs | |
An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.
Worn by UPP Commandos |
Military Helmets
A list of helmets which are paired with Military Armor.
Helmet: | Description: |
---|---|
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.
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A custom helmet from the M3 series designed to be lightweight and used for recon missions.
This helmet is worn by the Scout Specialist. | |
A custom helmet from the M3 series designed to be highly flame retardant.
This helmet is worn by the Pyrotechnician Specialist. | |
A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.
Not available during normal gameplay. Only available during admin events. | |
Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.
This helmet is worn by the Heavy Grenadier Specialist. | |
A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.
This helmet is worn by the Sniper Specialist. | |
The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for Squad Leaders. | |
The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for Vehicle Crewmen. | |
An experimental brain-bucket that works better as a brain-plate. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work. Issued for Intelligence Officers. | |
It's a helmet specifically designed to protect against close range attacks. It covers your ears.
It's worn by the Military Police during riot situations. | |
A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM's M10 Pattern Marine Helmet. | |
A skirted helmet designed for use with the UM/UH system. Worn by the UPP's elite Specialist soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man's B18 helmet. | |
A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production. | |
This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the "front". Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the Colonial Liberation Front. | |
A fully enclosed, armored helmet made to complete the M5X exoskeleton armor. Worn by the Corporate Commandos. | |
For some reason, seeing this helmet causes you to feel extremely distressed.
Wait a minute, there's a button on the helmet... Worn by the HEFA Knights. |
Military Armor
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.
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