m (re-did previous edit, this time without the formatting deletions (didn't realize how deletions would affect rest of the page since I was viewing the section only))
Requisitions obtain new supplies primarily from the Automated Storage and Retrieval System. This system consists of a few Supply Consoles in which supply crates are ordered using Money, and a Supply Elevator that retrieves ordered crates from the sublevel cargo hold and delivers them to the requisitions bay.
however, there are some events that can happen ie a spider nest with Giant spiders
There are five sources of Money:
The department begins the mission with several thousand dollars. This scales with marine population, with a formula of (marine population / 30) * 12,000
Money is gained over time passively, at around 300 dollars per minute.
Any crates sent down on the elevator reward 200 dollars.
Supply manifests from ordered crates, stamped with the RO's stamp and sent down on the elevator in a crate, reward 100 dollars each.
To access the black market crates you'll want to ask an engineer to Use a screwdriver, crowbar, wire cutters, screwdriver, crowbar to get the Supply Console circuit board out, then use a Security Access Tuner on the circuit and set access to "BROAD", put the circuit back, screwdriver it, use cable coil, use glass and use screwdriver again to finalize it. Congratulations, you have access to the black market. However, neither the RO nor CT's have the ability to do so as they do not have high enough engineering skill.
Armaments, Ammunition and Surplus Uniform Vendors
Located next to the attachments vendor there is a surplus armaments and ammunition vendor. The room to the south houses the spare uniforms vendor. These contain all the spare weapons and ammo the USCM may require during an operation. They hold various kinds of weapons and ammunition such armor-piercing rounds or various kinds of grenades for the marines to use, if they request any.
Backpacks:
Description:
Lightweight IMP backpack
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.
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.
USCM Pyrotechnician G4-1 Fuel Tank
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.
USCM technician welderpack
A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refuelling and use.
Has to be held in one hand to access items inside.
Holds 7 normal size items and 260 units of welder fuel.
USCM mortar shell backpack
|A backpack specifically designed to carry ammunition for the M402 mortar.
USCM Technician Welder-Satchel
A specialized satchel worn by USCM technicians and engineers. It carries two small fuel tanks for quick welder refueling and use.
Holds 4 normal sized items.
Contains 100 units of fuel.
Belts:
Description:
G8-A general utility pouch
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. They can hold 3 items.
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 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.
M276 Pattern General Pistol 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, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
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 for the USCM's more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.
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 Cargo Vendors and can also be found in the standard marine prep, and some of the specialized squad role vendors..
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.
It is one of the uncommon rigs inside USCM Cargo Vendors or Some Marine Prep Vendors, and is standard issue for the Requisitions Officer.
Shotgun shell load rig
An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
M276 pattern mortar operator belt
A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.
Holds 4 mortar shells of any kind and reserves a slot for a pistol.
Webbing:
Description:
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Brown Webbing vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Can be ordered via crate in Requisitions, but not carried typically.
Shoulder Holster
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing
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.
Pouches:
Description:
Construction pouch
Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Container designed to hold up to three grenades or other explosives. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
First-Aid Pouch (Injector)
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.
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
Fuel tank strap pouch
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Can be worn by attaching it to a pocket.
Large pistol magazine pouch
Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Magazine pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Medical pouch
Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
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.
Medkit pouch
Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Syringe pouch
Uncommon issue pouch, able to hold an array of syringes. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots.
Tools Pouch
Designed to hold all your different types of tools. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. By default this is Unique-Action, bound to Space. You can change this in the Hotkeys menu, however.
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower calibre alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.
The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.
A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.
A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.
Holds forty eight (48) 10x20mm AP rounds. Has better armour penetration, but lower overall damage.
A 10x20mm caseless cluster submachinegun magazine.
Holds forty eight (48) 10x20mm cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Holds forty eight (48) 10x20mm Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust, and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.
The L42A Battle Rifle, found commonly around the frontiers of the Galaxy. It's commonly used by colonists for self defence, as well as many colonial militias, whomever they serve due to its rugged reliability and ease of use without much training. This rifle was put up for adoption by the USCM and tested for a time, but ultimately lost to the M4RA already in service.
Holds twenty five (25) 10x24mm rifle rounds. Uses the same calibre bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage. Uses the same calibre bullets as armour piercing M41A magazines, so it can be refilled using bullets from armour piercing M41A magazines.
Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Uses the same calibre bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines.
Holds twenty five (25) 10x24mm cluster rifle rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Holds twenty five (25) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.
Holds twenty five (25) 10x24mm Toxin rifle rounds.Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.
A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that have armor piercing ammo available to it in the vendors.
This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the Corporate Liaison for self defense. It is also a standard sidearm for Weyland Yutani's PMCs.
Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.
Holds eighteen (18) cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.
Holds eighteen (18) Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
Applies 10 toxin per hit.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.
A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets.
This is one of the three handguns that the marines have stocked in their combat prep vendors.
Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
An M4A3 Service Pistol, once the standard issue sidearm of the Colonial Marines but has recently been replaced with the 88 Mod 4 combat pistol. While it is reliable in the arms of a crewmember, it is best used as a fall-back weapon in case one doesn't have any more ammo. Fires 9mm pistol rounds.
This is one of the three handguns that the marines have stocked in their combat prep vendors.
All Cargo Technicians start with one.
Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through 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. Obtainable through the Surplus supply crate in Requisitions.
Holds nine (9) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.
Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
SU-6 Smartpistol
5 SU-6 Smartpisol Magazines
Extended Barrel
Quick Fire Attachment
Laser Sight
Field Intelligence Support Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
Intel Radio Encryption Key
Fulton recovery device.
Heavy Support Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
HPR
1 HPR magazine
MB-6 Folding Barricade
Bipod
Welding goggles
Welder
M240 Pyrotechnician Support kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
USCM Pyrotechnician G4-1 Fuel Tank
M240A1 Incinerator Unit
2 Incinerator Fuel Tank
1 Large incinerator Fuel Tank (Gel)
Pocket Extinguisher
Underbarrel Extinguisher
JTAC Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
2x Signal flares packs
Tactical Binoculars
JTAC encryption key (Use :j to speak on this radio channel)
USCM Small Radio Telephone Pack
M2C Heavy Gunner Kit
Description: This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from Requisitions.
Heavy Machinegunner Pamphlet (Engineering Pamphlet)
M39 Point Man Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
M39 SMG, comes pre-loaded
Sub-Machine gun arm brace
Magnetic Harness
H5 Pattern M2132 Machete Scabbard
1 M39 Extended magazine
M-OU53 Field Test Kit
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
M-OU53 Break Action Shotgun
M-OU53 Tactical Stock
Box of shotgun slugs
Box of flechette slugs
Shotgun shell loading rig
Explosives:
Description:
M15 fragmentation grenade
Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.
M20 Claymore anti-personnel mine
The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for killing or heavily wounding any would be trouble makers who dare attempt to invade your base.
M40 HEDP grenade box
Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.
M40 HIDP incendiary grenade
Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
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.
Miscellaneous:
Description:
Combat flashlight
It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
Entrenching Tool
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack or certain pouches.
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing.
M89-S signal flare pack
A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
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.
H5 Pattern M2132 Machete Scabbard
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
MB-6 Folding Barricade
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.
Motion Detector
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 alien 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.
Motion Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Binoculars
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
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 it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Anyone with Trained level of engineering can plant C4.
Regular Ammunition:
Description:
Buckshot Shells
Fires multiple small projectiles. Deals massive damage, knocks back, and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.
Flechette Shells
Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
L42A Magazine
Holds twenty five (25) 10x24mm rifle rounds.
Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
M39 HV Magazine
Holds forty eight (48) 10x20mm rounds.
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
M44 Speed Loader
Holds seven (7) .44 rounds.
M4A3 Magazine
Holds nine (9) 9mm pistol rounds.
Armor-Piercing Ammunition:
Description:
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.
L42A AP Magazine
Holds twenty five (25) AP rifle rounds. Has better armor penetration, but lower overall damage.
M39 Armor Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M41A Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M4A3 Armor Piercing Magazine
Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
Extended Ammunition:
Description:
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Special Ammunition:
Description:
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit
M56 Power Pack
Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum
Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
M44 Heavy Speed Loader
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44 Marksman Speed Loader
Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.
M4A3 Hollow Point Magazine
Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.
SU-6 Smart Pistol Magazine
Holds fifteen (15) .45 pistol rounds. Has specially made bullets for IFF capabilities.
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42A magazines.
Rifle Ammunition Box (10x24mm AP)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor-piercing magazines and L42A armor-piercing magazines.
SMG Ammunition Box (10x20mm)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
SMG Ammunition Box (10x20mm AP)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor-piercing M39 magazines.
Magazine boxes:
Description:
Magazine Box (88 Mod 4 AP x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the 88 Mod 4 Combat Pistol.
Magazine Box (AP L42A x 16)
Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
Magazine Box (AP M39 x 12)
Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
Magazine Box (AP M41A x 10)
Contains 10 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Magazine Box (Ext M39 x 10)
Contains 10 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
Magazine Box (Ext M41A x 8)
Contains 8 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Magazine Box (L42A x 16)
Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
Magazine Box (M39 x 12)
Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
Magazine Box (M41A x 10)
Contains 10 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
Magazine Box (M4A3 x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the M4A3 Pistol.
Magazine Box (SU-6 x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the SU-6 Smart Pistol.
Magazine Box (VP78 x 16)
Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the VP78 Pistol.
Buckshot Shell Box X100
Contains 100 buckshot shells, 20 handfuls.
Flechette Shell Box X100
Contains 100 Flechette shells, 20 handfuls.
Slug Shell Box X100
Contains 100 slug shells, 20 handfuls.
Magazine Box (M44 x 16)
Contains 16 speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Magazine Box (Marksman M44 x 16)
Contains 16 marksman speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Magazine Box (Heavy M44 x 16)
Contains 16 heavy speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Miscellaneous:
Description:
Lightweight IMP backpack
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.
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
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 or handfuls of shotgun shells.
M276 Pattern Shotgun Shell Load Rig
This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
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.
USCM uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Armor:
Description:
M3 Pattern Personal Armor
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.
Has multiple variants of the standard armor, mainly for decoration:
Padded
Padless
Ridged
Carrier
Skull
Smooth
M3-L-Pattern Light Armor
A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
M3-H-Pattern Heavy Armor
A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user's guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.
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 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.
Gloves:
Description:
Various Marine Combat Gloves
Various marine combat gloves from the 4 squads and a generic grey one.
Contains:
Marine Combat Gloves.
Alpha Squad Gloves.
Bravo Squad Gloves.
Charlie Squad Gloves.
Delta Squad Gloves.
Radios:
Description:
Marine radio headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. Doesn't come with any encryption keys.
Various Encryption Keys
Various Encryption keys that allow you to have access to other departments or squads when inserted into a headset.
Contains:
Alpha Squad radio encryption key.
Bravo Squad radio encryption key.
Charlie Squad radio encryption key.
Delta Squad radio encryption key.
Supply radio encryption key.
Engineering radio encryption key.
Masks:
Description:
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing.
Heat absorbent coif
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.
Automatic Supply Retrieval System
The ship comes with an Automatic Supply Retrieval System that occasionally puts random supply crates on the elevator. This can range from sandbags and ammunition to spare Mortar Ammo and Heavy Machine Guns. The crates are spawned periodically, with a maximum of 20 crates. For the first 5 times you call the elevator, there will always be 5 crates of various supplies.
Supply Drops
The requisitions bay are armed with 5 trans-atmospheric launch tubes, one per squad and your own one through which supplies can be quickly and efficiently delivered to the planet. They must be operated with the following steps:
A squad must relay coordinates to their Overwatch Officer with the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
A crate of supplies is loaded onto the same squad's launch pad in the requisitions bay.
An officer fires the crate through the launch tubes using the relevant squad's Overwatch Console. They may optionally adjust an offset for the landing.
After a short amount of time, the crate lands on the planet.
Alternatively you can launch supplies down yourself.
A squad must relay co-ordinates to the requisitions officer via the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
A crate of supplies is loaded onto the Green E supply pad.
You must launch the crate via the supply drop console with the co-ordinates.
After a short amount of time, the crate lands on the planet.
A 5 minute cooldown will then begin.
Supply Crates
Every time you buy the same crate it will increase in price by 8%