Marine Equipment: Difference between revisions

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"''I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...''"- Private Hudson, Aliens
"''I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...''" - Private Hudson, Aliens


The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.
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==
==Standard Marine Weapons==
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor piercing. It is only effective against armored foes, using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans.
The marines get the choice of five weapons. They range from a pistol to a heavy M41A. The marines are equipped with guns for any situation they encounter, no matter what the threat will be. When using any weapon it is best to aim for the chest. This is because in case you accidentally hit a marine with a stray bullet they will take less damage. On a side note, aiming for the head only increases damage against ravagers. Unless you are 1v1ing a ravager, always aim at the chest because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor penetration. It is only effective against armored foes. Using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans.


====M4A3 Pistol====
====M4A3 Pistol====
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  |img = m4a3.png
  |img = m4a3.png
  |itemtitle = M4A3 Service Pistol
  |itemtitle = M4A3 Service Pistol
  |description= This is one of two pistols that the marines have a choice to take. It is a reliable fall back weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. A very small item, it can fit in almost any slot possible. Armor piercing, Incendiary, and extended magazines are available for use as well.
  |description= This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. Armor piercing, incendiary, and extended magazines are available for use as well.
  }}
  }}


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  |img = 44magnum.png
  |img = 44magnum.png
  |itemtitle = M44 Combat Revolver
  |itemtitle = M44 Combat Revolver
  |description= This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. Unlike the M4A3 the Revolver is heavier and cannot fit inside pockets or small containers, but it deals significantly more damage per round. It uses .44 rounds and holds 7 bullets.
  |description= This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3. It uses .44 rounds and holds 7 bullets.
  }}
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  |img = m39.png
  |img = m39.png
  |itemtitle = M39 Submachine Gun
  |itemtitle = M39 Submachine Gun
  |description= This is the standard sub-machine. A mediocre firearm that serves usefully for support marines, such as medics, engineers or specialists with heavy weapons, as well as being used in conjunction with a riot shield. It uses 10x20mm rounds, and holds 48 bullets. This weapon can also load armor piercing, extended, and incendiary ammunition. Has Burstfire capabilities.
  |description= This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm rounds, and holds 48 bullets. This weapon can also load armor piercing, extended, and incendiary ammunition. Has burst-fire capabilities.


This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.  
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.  
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  |img = m41a.png
  |img = m41a.png
  |itemtitle = M41A Mk2 Pulse Rifle
  |itemtitle = M41A Mk2 Pulse Rifle
  |description= This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and holds 40 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments.
  |description= This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments.
There are also extended magazines available. Has Burstfire capabilities.
There are also extended magazines available. Has burstfire capabilities.
It is pre-equipped with a 2 shot grenade launcher which can't be reloaded once all shots are used.
It comes standard with a 2-shot grenade launcher which can't be reloaded once all shots are used.


This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.  
This weapon will also display your ammo count in your text screen, thanks to the in-built ammo indicator.  
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  |img = Shotgun.png
  |img = Shotgun.png
  |itemtitle = M37A2 Pump Shotgun
  |itemtitle = M37A2 Pump Shotgun
  |description= Shotgun utilised by USMC Marines, a powerful in close quarters combat that is capable of killing even the strongest of hostile targets, this is in addition to its good chance to outright stun enemies if you fire at them at very close range. However it is difficult to use as the shotgun has to be cocked after ever time its fired, as well as ammo management being difficult.  
  |description= Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.  
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<br><br>
It uses shotgun slugs or buckshot shells and holds 8 rounds. You can take out a handful (5) shell into your hand and use these to rapidly reload your shotgun. Its highly recommended you set up a macro to use your space key to pump your shotgun.
It uses shotgun slugs or buckshot shells and can hold 8 rounds plus a 9th in the chamber. You can take out a handful (5) shell into your hand and use these to rapidly reload your shotgun. Its highly recommended you set up a macro to pump your shotgun.
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=====Buckshot Rounds=====
=====Buckshot Rounds=====
[[File:buckbox.png|32px]] Buckshot Rounds -- Multiple Projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range, fires in a 15 degree radius.
[[File:buckbox.png|32px]] Buckshot Rounds -- Multiple Projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.


=====Incendiary Slug Rounds=====
=====Incendiary Slug Rounds=====
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  |img = M42A_Scoped_rifle.png
  |img = M42A_Scoped_rifle.png
  |itemtitle = M42A Scoped Rifle
  |itemtitle = M42A Scoped Rifle
  |description= Specialist only. A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
  |description= Specialist only. A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine. A very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
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  |img = SADAR.png
  |img = SADAR.png
  |itemtitle = M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket
  |itemtitle = M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket
  |description= Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Start's pre-loaded with a HE rocket. It cannot be fired on the Almayer.
  |description= Specialist only. A reloadable, single shot rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer.
  }}
  }}
=====SADAR Ammunition=====
=====SADAR Ammunition=====
[[File:SADAR_HE.png|64px]] High Explosive (HE) -- Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.
[[File:SADAR_HE.png|64px]] High Explosive (HE) -- Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.


[[File:SADAR_AP.png|64px]] Anti-Armor (AA or AP) -- Deals massive damage to any target hit directly by rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armored targets.
[[File:SADAR_AP.png|64px]] Anti-Armor (AA or AP) -- 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 armored targets.


[[File:SADAR_PHS.png|64px]] Phosphorous [PHS] -- 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 armored targets.
[[File:SADAR_PHS.png|64px]] Phosphorous [PHS] -- 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 armored targets.
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  |img = SmartGun.png
  |img = SmartGun.png
  |itemtitle = M56 Smartgun
  |itemtitle = M56 Smartgun
  |description = Specialist only, it's also available inside the Commander's secure box inside the Command Armoury. The most complicated weapon available to a marine. Sadly the Smartgun lacks any auto-tracking capabilities. However it has a impressive 250 round ammo pool to draw from, a inbuilt infrared sensor allowing great visibility in low-light conditions, it deals a good amount of damage per bullet with a high rate of fire, 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 allied marines without fear of hitting any of them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading.
  |description = Specialist only, it's also available inside the Commander's secure box inside the Command Armoury. The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading.
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  |img=88m4.png
  |img=88m4.png
  |itemtitle=88 Mod 4
  |itemtitle=88 Mod 4
  |description= 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 armor piercing rounds and is capable of 3-round burst. Typically used by Sniper Specialists employing the usage of the Recon kit, or the Corporate Liaison for self defence.  
  |description= 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 armor piercing rounds and is capable of 3-round burst. Typically used by Sniper Specialists employing the usage of the Recon kit, or the Corporate Liaison for self defence.  
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  |img= wytacshotgun.png
  |img= wytacshotgun.png
  |itemtitle=MK221 Tactical Shotgun
  |itemtitle=MK221 Tactical Shotgun
  |description= A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and have a attached Underslung Grenade Launcher underneath of it.<br>Can be found in the [[Military Police]] armory and Combat Information Center's armory.
  |description= A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher.<br>Can be found in the [[Military Police]] armory and Combat Information Center's armory.
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  |img = Flamethrower.png
  |img = Flamethrower.png
  |itemtitle = M240 Incinerator Unit
  |itemtitle = M240 Incinerator Unit
  |description = Capable of shooting flames by lighting welding fuel or the custom napalm manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Xenos and Marines alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance to set both humans and aliens on fire, forcing them to roll to put themselves out. Be careful using this weapon around friendlies, lest you doom them to a fiery grave.<br>In the right hands, however, this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line.<br>Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo and the only attachments it takes are a mag harness and a rail flashlight.
  |description = Capable of shooting flames by lighting welding fuel or the custom napalm manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Xenos and Marines alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave.<br>In the right hands this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line.<br>Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo and the only attachments it takes are a mag harness and a rail flashlight.
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  |img= m41ae2.png
  |img= m41ae2.png
  |itemtitle=M41AE2 Heavy Pulse Rifle
  |itemtitle=M41AE2 Heavy Pulse Rifle
  |description= Currently undergoing field testing, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albiet at a slower rate of fire, meaning it is also capable of loading their (smaller) magazines in a pinch. <br> It can be ordered from Cargo via the WY Weapons Crate.
  |description= Currently undergoing field testing, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This means it is also capable of loading their (smaller) magazines in a pinch. <br> It can be ordered from Cargo via the WY Weapons Crate.
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  |img= M4RA.png
  |img= M4RA.png
  |itemtitle=M4RA Battle Rifle
  |itemtitle=M4RA Battle Rifle
  |description= An advanced protoype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round, it can also be used in burstfire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines.<br> Can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.
  |description= An advanced prototype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round. It can also be used in burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines.<br> It can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.
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  |img= m41amk1.png
  |img= m41amk1.png
  |itemtitle=M41A Pulse Rifle
  |itemtitle=M41A Pulse Rifle
  |description= A older generation Pulse Rifle that has been phased out by the USCM, still a popular weapon among [[Mercenaries|mercenary groups]] and nostalgic soldiers. Holds 99 rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2. Three rifles can be found in the command armoury on the Almayer.
  |description= An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among [[Mercenaries|mercenary groups]] and nostalgic soldiers. Holds 99 rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2. Three rifles can be found in the command armoury on the Almayer.
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  |img = Grenade.png
  |img = Grenade.png
  |itemtitle = M15 fragmentation grenade
  |itemtitle = M15 fragmentation grenade
  |description = An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being relaced with the slightly safer M40 HEDP.It is set to detonate in 4 seconds. Slightly better radius than M40 HEDP. Available in explosives crates.
  |description = 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. Available in explosives crates.
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  |img = c4.png
  |img = c4.png
  |itemtitle = C4 Charge
  |itemtitle = C4 Charge
  |description = C4 is typically issued to Squad Leaders, Specialists and Engineers. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only method to destroy Alien tunnels. The minumum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Engineers start with 4 per vendor, Specialists start with 2 in their vendor and squad leaders start with 1 per vendor.
  |description = C4 is typically issued to Squad Leaders, Specialists and Engineers. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only 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. Engineers start with 4 per vendor, Specialists start with 2 in their vendor and squad leaders start with 1 per vendor.
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  |img = SentryGun.png
  |img = SentryGun.png
  |itemtitle = UA 571-C Automated Sentry Gun
  |itemtitle = UA 571-C Automated Sentry Gun
  |description= These, engineer only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target upon hit. The tracking system is capable of identifying a non-marine from a marine and fire at it.  Firing options are three round burst fire and single shot. They are capable of firing in a directional cone or 360 degrees around the turret. Directional mode engages targets faster than 360 mode.
  |description= These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target hit. The tracking system is capable of identifying a non-marine from a marine and fire at it.  Firing options are three round burst fire and single shot. They are capable of firing in a directional cone or 360 degrees around the turret. Directional mode engages targets faster than 360 mode.




'''How to construct it:''' Open the crate, Take 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 rather than the bog standard one that comes in the box), Click on turret to turn on.
'''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 rather than the standard one that comes in the box), Click on turret to turn on.
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  |img = M56D.png
  |img = M56D.png
  |itemtitle = M56D Mounted Smartgun
  |itemtitle = M56D Mounted Smartgun
  |description= 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 brute 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.  
  |description= 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 brute 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.  




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'''How to construct it:''' Place the M56D mount on the ground, click and drag from the mount onto your character. Make sure it's on the ground. Then anchor it with a wrench, then load the gun with a magazine. Mount the gun and then screwdriver it. Wrench to rotate and screwdriver to disassemble into mount and gun.
'''How to construct it:''' Place the M56D mount on the ground, click and drag from the mount onto your character. Make sure it's on the ground, then anchor it with a wrench, then load the gun with a magazine. Mount the gun and then screwdriver it. Wrench to rotate and screwdriver to disassemble into mount and gun.
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  |img = ScoutRifle.png
  |img = ScoutRifle.png
  |itemtitle = M42c Anti-Tank Rifle
  |itemtitle = M42c Anti-Tank Rifle
  |description= W-Y only. 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 and a ID tracker to prevent non W-Y personnel to use it. This weapon is limited to ten rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
  |description= W-Y only. A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non W-Y personnel to use it. This weapon is limited to ten rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
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  |img= MAR.png
  |img= MAR.png
  |itemtitle=MAR-40 Pulse Rifle
  |itemtitle=MAR-40 Pulse Rifle
  |description= '''Freelancer [[Mercenaries]], Dutch's dozen and [http://www.colonial-marines.com/wiki/The_Iron_Bears The Iron Bears] Only, Can Be Found Elsewhere.''' <br> While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment, it gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.  
  |description= '''Freelancer [[Mercenaries]], Dutch's Dozen and [[The Iron Bears]] only, can be found elsewhere.''' <br> While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment. It gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.  
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  |img= PPSh-17b.png
  |img= PPSh-17b.png
  |itemtitle=PPSh-17b
  |itemtitle=PPSh-17b
  |description= '''[http://www.colonial-marines.com/wiki/The_Iron_Bears The Iron Bears] Only, Can Be Found Elsewhere.''' <br> Very outdated weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old the weapon is reliable and can hold a large magazine size of 35 or 75 rounds.
  |description= '''[[The Iron Bears]] only, can be found elsewhere.''' <br> Very outdated weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 75 rounds.
  }}
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  |img= m41a2.png
  |img= m41a2.png
  |itemtitle=M41A/2 Battle Rifle
  |itemtitle=M41A/2 Battle Rifle
  |description='''[http://www.colonial-marines.com/wiki/Weyland-Yutani_PMCs Weyland-Yutani PMC] Officer and Weyland-Yutani Commandos Only''' <br> Slightly more powerful variant of the M41A Pulse Rifle. This rifle deals slightly more damage per bullet.
  |description='''[[Weyland-Yutani_PMCs|Weyland-Yutani PMC]] Officer and Weyland-Yutani Commandos only''' <br> Slightly more powerful variant of the M41A Pulse Rifle. This rifle deals slightly more damage per bullet.
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  |img= m39white.png
  |img= m39white.png
  |itemtitle=M39B/2 Submachine Gun
  |itemtitle=M39B/2 Submachine Gun
  |description= '''[http://www.colonial-marines.com/wiki/Weyland-Yutani_PMCs Weyland-Yutani PMC] Standard'''. <br> A more versatile SMG variant. This SMG uses specially issued 48 round armour piercing magazines, making the SMG far more viable to use against armoured hostile targets, it can also use standard 48 round magazines. It also has a ID tracker to prevent non W-Y personnel to use it.
  |description= '''[[Weyland-Yutani_PMCs|Weyland-Yutani PMC]] Standard'''. <br> A more versatile SMG variant. This SMG uses specially issued 48 round armour piercing magazines, making the SMG far more viable to use against armoured hostile targets. It can also use standard 48 round magazines. It has an ID tracker to prevent non W-Y personnel to use it.
  }}
  }}


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  |img=Spearhead_autorevolver.png
  |img=Spearhead_autorevolver.png
  |itemtitle= CMB Spearhead AutoRevolver
  |itemtitle= CMB Spearhead AutoRevolver
  |description= .uses .357 rounds. Weaker then the standard .44 magnum, but has a 3 round burstfire. Standard sidearm of the colonial marshals.
  |description= .uses .357 rounds. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals.
  }}
  }}


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  |img=Kt42.png
  |img=Kt42.png
  |itemtitle=KT-42 Revolver
  |itemtitle=KT-42 Revolver
  |description= uses .44 rounds and holds 7 rounds per mag. Standard sidearm of the Iron Bears.
  |description= uses .44 rounds and holds 7 rounds per mag. Standard sidearm of [[The Iron Bears]].
  }}
  }}


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  |img=Vp78.png
  |img=Vp78.png
  |itemtitle=VP-78 Pistol
  |itemtitle=VP-78 Pistol
  |description= A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Weyland Yutani members. It is a standard sidearm for Weyland-Yutani PMC Officers.
  |description= A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Weyland Yutani members. It is a standard sidearm for '[[Weyland-Yutani_PMCs|Weyland-Yutani PMC]] Officers.
  }}
  }}


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  |img = M16.png
  |img = M16.png
  |itemtitle = M16 Assault Rifle
  |itemtitle = M16 Assault Rifle
  |description= The M16 is an American-made assault rifle chambered with 45mm 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.
  |description= The M16 is an American-made assault rifle chambered with 5.56×45mm 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.
  }}
  }}


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  |img = Beretta.png
  |img = Beretta.png
  |itemtitle = Beretta 92FS
  |itemtitle = Beretta 92FS
  |description= A popular police firearm in the 20th century, often employed by hardboiled cops while confronting terrorists. A classic of its time, chambered in 9mm.
  |description= A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9mm.
  }}
  }}


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* Greatly decreases firing sound (and removes firing messages)
* Greatly decreases firing sound (and removes firing messages)
* Slightly decreases recoil
* Slightly decreases recoil
* Slightly decreases bullet scatter when burst-fired
* Slightly decreases bullet scatter when burst fired
||  
||  
* Slightly decreases damage
* Slightly decreases damage
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[[File:helmet.png]] Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.
[[File:helmet.png]] Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.


[[File:armor.png]] Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet.  There are several variants of Armor available. Comes installed with a toggle suit light.
[[File:armor.png]] Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet.  There are several variants of armor available. Comes installed with a toggleable suit light.


[[File:boots.png]] Combat boots - Basic boots that give feet a small amount of protection. A sheath allows a knife to be stored in them.
[[File:boots.png]] Combat boots - Basic boots that give feet a small amount of protection. A sheath allows a knife to be stored in them.


[[File:jumpsuit.png]] Jumpsuit - This can vary depending on the current squad. Gives a small amount of protection
[[File:jumpsuit.png]] Jumpsuit - Marine combat fatigues. Gives a small amount of protection


[[File:gloves.png]] Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection
[[File:gloves.png]] Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection
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[[File:Medicalbelt.png]] - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
[[File:Medicalbelt.png]] - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.


[[File:MedicHud.png]] - The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on It also allows you to see when players are within the time window to be defibbed and revived.
[[File:MedicHud.png]] - The Medical Hud allows the player to see the vitals of fellow players, letting you know who you will need to focus on. It also allows you to see when players are within the time window to be revived by using a defibrillator.


[[File:Combatmedicbelt.png]] - The Combat lifesaver bag is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.  
[[File:Combatmedicbelt.png]] - The Combat lifesaver bag is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.  
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[[File:goggles.png]] Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.
[[File:goggles.png]] Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.


[[File:Insulated Gloves.png]] Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.
[[File:Insulated Gloves.png]] Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks. Wear them at all times.


==Marine Armor==
==Marine Armor==
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  |img = B18.png
  |img = B18.png
  |itemtitle = B18 Experimental Personal Armor
  |itemtitle = B18 Experimental Personal Armor
  |description = One of the equipment options available to specialists. This Armor has the best personal protection of any Armor the Marines can get as it has a very high armor soak value and three tricord auto injectors.
  |description = One of the equipment options available to specialists. This Armor has the best personal protection of any Armor the Marines can get as it has a very high armor soak value and three tricordrazine auto injectors.
  }}
  }}



Revision as of 14:48, 19 May 2017

"I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens

The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.

Standard Marine Weapons

The marines get the choice of five weapons. They range from a pistol to a heavy M41A. The marines are equipped with guns for any situation they encounter, no matter what the threat will be. When using any weapon it is best to aim for the chest. This is because in case you accidentally hit a marine with a stray bullet they will take less damage. On a side note, aiming for the head only increases damage against ravagers. Unless you are 1v1ing a ravager, always aim at the chest because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor penetration. It is only effective against armored foes. Using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans.

M4A3 Pistol

M4a3.png
M4A3 Service Pistol
Description: This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. Armor piercing, incendiary, and extended magazines are available for use as well.
M4A3 Magazine

M4A3mag.png M4A3 Magazine. Holds twelve (12) 9mm pistol rounds.

M4A3 Extended Magazine

M4A3mag.png M4A3 Ext Magazine. Holds twelve (12) 9mm pistol rounds. Holds more ammunition then the standard magazines.

M4A3 Armour Piercing

M4A3-AP-mag.png M4A3 AP Magazine. Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.

M4A3 Incendiary Magazine

M4A3-Incen-mag.png M4A3 Inc Magazine -- Incendiary Mag. Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.

M44 Revolver

44magnum.png
M44 Combat Revolver
Description: This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3. It uses .44 rounds and holds 7 bullets.
M44 Speed Loader

M44SL.png M44 Speed loader. Holds seven (7) .44 rounds.

M44 Marksman Speed Loader

M44-MM-SL.png M44 Marksmen Speedloader. Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.

M44 PW-MX speed Loader

M44-HR-SL.png M44 PW-MX Speed loader -- Heavy revolver rounds. Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.


M39 SMG

M39.png
M39 Submachine Gun
Description: This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm rounds, and holds 48 bullets. This weapon can also load armor piercing, extended, and incendiary ammunition. Has burst-fire capabilities.

This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.

M39 Magazine

M39mag.png M39 Magazine -- Standard Mag. Holds forty eight (48) 10x20mm rounds.

M39 Extended Magazine

M39mag.png M39 Ext Magazine -- Extended Mag. Holds forty eight (48) 10x20mm rounds.

M39 Armour Piercing Magazine

M39-AP-mag.png M39 AP Mag -- Armour Piercing Mag. Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.

M39 Incendiary Magazine

M39-Incen-mag.png M39 Inc Magazine -- Incendiary Mag. Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.

M41A Pulse Rifle

M41a.png
M41A Mk2 Pulse Rifle
Description: This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments.

There are also extended magazines available. Has burstfire capabilities. It comes standard with a 2-shot grenade launcher which can't be reloaded once all shots are used.

This weapon will also display your ammo count in your text screen, thanks to the in-built ammo indicator.

M41A Magazine

M41Amag.png M41A Magazine -- Standard Mag. Holds forty (40) 10mm rounds.

M41A Extended Magazine

M41Amag.png M41A Ext Magazine -- Extended Mag. Holds forty (40) 10mm rounds.

M41A Armour Piercing Magazine

M41A-AP-mag.png M41A AP Mag -- Armour Piercing Mag. Holds forty (40) 10mm AP rounds. Has better armor penetration, but lower overall damage.

M41A Incendiary Magazine

M41A-Incen-mag.png M41A Inc Magazine -- Incendiary Mag. Holds forty (40) 10mm Incendiary rounds. Will set ablaze any and all targets hit with this round.

M37 Shotgun

Shotgun.png
M37A2 Pump Shotgun
Description: Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.



It uses shotgun slugs or buckshot shells and can hold 8 rounds plus a 9th in the chamber. You can take out a handful (5) shell into your hand and use these to rapidly reload your shotgun. Its highly recommended you set up a macro to pump your shotgun.

Slug Rounds

Slugbox.png Slug Rounds -- Single Slug Projectile. Effective in ranged combat. Armor piercing. Lesser damage.

Buckshot Rounds

Buckbox.png Buckshot Rounds -- Multiple Projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.

Incendiary Slug Rounds

Incinbox.png Incendiary Slug Rounds -- Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armory.

M11 Combat Bayonet

Knife.png
M11 Combat Bayonet
Description: 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.

Specialist Marine Weapons

These marine weapons are weapons, or weapon systems, that only the Specialist has access to.

M42A Scoped Rifle

M42A Scoped rifle.png
M42A Scoped Rifle
Description: Specialist only. A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine. A very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
M42A Marksmen Magazine

M42Amag.png M42A Marksmen Magazine. Holds seven (7) 10x28mm Caseless rounds.

M42A Flak Magazine

M42Amag.png M42A Flak Mag. Holds seven (7) 10x28mm Flak rounds.

M42A Incendiary Magazine

M42Amag.png M42A Inc Magazine -- Incendiary Mag. Holds seven (7) 10x28mm Incendiary rounds. Will set ablaze any and all targets hit with this round.


M92 Grenade Launcher

GrenadeLauncher.png
M92 Grenade Launcher
Description: Specialist only, but it can be used by Standard Marines. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.

SADAR

File:SADAR.png
M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket
Description: Specialist only. A reloadable, single shot rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer.
SADAR Ammunition

File:SADAR HE.png High Explosive (HE) -- Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.

File:SADAR AP.png Anti-Armor (AA or AP) -- 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 armored targets.

File:SADAR PHS.png Phosphorous [PHS] -- 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 armored targets.

M56 Smartgun

SmartGun.png
M56 Smartgun
Description: Specialist only, it's also available inside the Commander's secure box inside the Command Armoury. The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading.

Restricted Marine Weapons

These marine weapons are uncommon and usually are only used by specialists, high ranking marine officers or select personal.

M4A3 Commander Pistol

M4a3.png
M4A3 Commander Pistol
Description: Unique varient of the M4A3 issued and only used by the Commander. Has a unique sprite but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds and an AP magazine can be found in the Commander's quarters.

88 Mod 4

88m4.png
88 Mod 4
Description: 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 armor piercing rounds and is capable of 3-round burst. Typically used by Sniper Specialists employing the usage of the Recon kit, or the Corporate Liaison for self defence.

Tactical Shotgun

Wytacshotgun.png
MK221 Tactical Shotgun
Description: 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 armory and Combat Information Center's armory.

M240 Incinerator Unit

Flamethrower.png
M240 Incinerator Unit
Description: Capable of shooting flames by lighting welding fuel or the custom napalm manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Xenos and Marines alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave.
In the right hands this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line.
Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo and the only attachments it takes are a mag harness and a rail flashlight.

M41AE2 Heavy Pulse Rifle

M41ae2.png
M41AE2 Heavy Pulse Rifle
Description: Currently undergoing field testing, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This means it is also capable of loading their (smaller) magazines in a pinch.
It can be ordered from Cargo via the WY Weapons Crate.

M4RA Battle Rifle

M4RA.png
M4RA Battle Rifle
Description: An advanced prototype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round. It can also be used in burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines.
It can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.

M41A Mk1 Pulse Rifle

M41amk1.png
M41A Pulse Rifle
Description: An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among mercenary groups and nostalgic soldiers. Holds 99 rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2. Three rifles can be found in the command armoury on the Almayer.

Grenades

M40 HEDP grenade
M40 HEDP.png
M40 HEDP grenade
Description: Exploding in a 3x3 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! The specialist has these grenades in their vendors at round start.
M15 fragmentation grenade
Grenade.png
M15 fragmentation grenade
Description: 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. Available in explosives crates.
M40 HIDP incendiary grenade
Incingrenade.png
M40 HIDP incendiary grenade
Description: Exploding in a 3x3 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. Engineers and Specialists start with 2 of these in their vendors at round start

C4

C4.png
C4 Charge
Description: C4 is typically issued to Squad Leaders, Specialists and Engineers. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only 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. Engineers start with 4 per vendor, Specialists start with 2 in their vendor and squad leaders start with 1 per vendor.

Restricted Marine Equipment

Sentry Gun

SentryGun.png
UA 571-C Automated Sentry Gun
Description: These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target hit. The tracking system is capable of identifying a non-marine from a marine and fire at it. Firing options are three round burst fire and single shot. They are capable of firing in a directional cone or 360 degrees around the turret. Directional mode engages targets faster than 360 mode.


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 rather than the standard one that comes in the box), Click on turret to turn on.

M56D Mounted Smartgun

M56D.png
M56D Mounted Smartgun
Description: 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 brute 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.


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: Place the M56D mount on the ground, click and drag from the mount onto your character. Make sure it's on the ground, then anchor it with a wrench, then load the gun with a magazine. Mount the gun and then screwdriver it. Wrench to rotate and screwdriver to disassemble into mount and gun.

Ammo Boxes

Big Ammo Box - 10mm

Big Ammo Box 10mm.png
Big Ammo Box - 10mm
Description: 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 1000 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M41A magazines.

Note:

  • To reload a 10mm 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 - 10x20mm.

Big Ammo Box 9mm.png
Big Ammo Box - 10x20mm
Description: 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 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

Any equipment listed here is non-exhaustive. This list details classified or otherwise weapons or equipment employed by mercenary and black op teams.

M42c Anti-Tank Rifle

ScoutRifle.png
M42c Anti-Tank Rifle
Description: W-Y only. A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non W-Y personnel to use it. This weapon is limited to ten rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.

MAR-40

MAR.png
MAR-40 Pulse Rifle
Description: Freelancer Mercenaries, Dutch's Dozen and The Iron Bears only, can be found elsewhere.
While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment. It gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.

PPSh-41

PPSh-17b.png
PPSh-17b
Description: The Iron Bears only, can be found elsewhere.
Very outdated weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 75 rounds.

M41A/2 Battle Rifle

M41a2.png
M41A/2 Battle Rifle
Description: Weyland-Yutani PMC Officer and Weyland-Yutani Commandos only
Slightly more powerful variant of the M41A Pulse Rifle. This rifle deals slightly more damage per bullet.

M39B/2 SMG

M39white.png
M39B/2 Submachine Gun
Description: Weyland-Yutani PMC Standard.
A more versatile SMG variant. This SMG uses specially issued 48 round armour piercing magazines, making the SMG far more viable to use against armoured hostile targets. It can also use standard 48 round magazines. It has an ID tracker to prevent non W-Y personnel to use it.

Miscellaneous Equipment

A list of miscellaneous weapons and equipment that can be found in one of many unique scenarios. These items are either non-standard weapons of the USCM or are random non-specific weapons found throughout known Human space.



CMB Spearhead AutoRevolver

Spearhead autorevolver.png
CMB Spearhead AutoRevolver
Description: .uses .357 rounds. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals.

KT-42 Revolver

Kt42.png
KT-42 Revolver
Description: uses .44 rounds and holds 7 rounds per mag. Standard sidearm of The Iron Bears.


Skorpion Machine Pistol

Skorpion.png
Skorpion Machine Pistol
Description: Uses .32 ACP caliber rounds. Holds 20 bullets.

VP-78 Pistol

Vp78.png
VP-78 Pistol
Description: A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Weyland Yutani members. It is a standard sidearm for 'Weyland-Yutani PMC Officers.

Mateba Revolver

Mateba.png
Mateba Revolver
Description: uses .454 caliber rounds.6 rounds a mag. The Mateba revolver is a very powerful revolver capable of knocking down any human it hits. It's only available to the Iron Bears Sergeant.

MP27 SMG

Mp27.png
MP27
Description: Holds 30 rounds, uses 4.6x30mm


FN FP9000

FP9000.png
FN FP9000
Description: A classic Bullpup design assault rifle. Uses 5.7x28mm ammo. holds 50 rounds.

Minigun

Minigun.png
Minigun, Ol'painless
Description: It's a minigun. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you might be fine. Possibly.

Vintage Desert Eagle

Desert Eagle.png
Vintage Desert Eagle
Description: A mag holds 12 rounds, uses .50. Comes in standard and gold plated. Worlds most powerful gun, now with 100% more HappyGunFunTime.

HG Pump Shotgun

Hgshot.png
HG 37-12 Pump Shotgun
Description: 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 planet.

Double Barrel Shotgun

Doubleshotgun.png
Double Barrel Shotgun
Description: A archaic design, this weapon is a simple but reliable close range shotgun. It uses 12 gauge rounds and can only hold two shells at a time. Is able to burst-fire to fire both rounds at once.
Can be found on the planet.

N-Y Revolver

Nyrevolver.png
N-Y 7.62mm Revolver
Description: Reliable revolver often found in the hands of mercenaries or criminals, can hold eight rounds.
Uses 7.62mm revolver ammunition.

Holdout Pistol

Holdoutpistol.png
Holdout Pistol
Description: Easily concealable pistol, a tiny weapon that can fit in small containers. Fires weak .22 rounds in a five round magazine.
Can be found on the planet and behind the Liason's office.

M16 Assault Rifle

M16.png
M16 Assault Rifle
Description: The M16 is an American-made assault rifle chambered with 5.56×45mm 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.

Beretta 92FS

Beretta.png
Beretta 92FS
Description: A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9mm.

Weapon Attachments

Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located in the center of the Almayer's lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.

Most guns have three attachment locations: the rail, under barrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.

The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.


Muzzle Attachments

Attachment Benefits Drawbacks Useable With Image
Suppressor
  • Slightly increases accuracy
  • Greatly decreases firing sound (and removes firing messages)
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst fired
  • Slightly decreases damage
  • M41A
  • M39 SMG
  • M4A3 Pistol
Supressor.png
Bayonet
  • Greatly increases weapon melee damage
  • Slightly decreases accuracy
  • M41A
  • M41AMK1
  • M37 Shotgun
  • .44 Magnum
Bayonet.png
Extended Barrel
  • Moderately increases accuracy
  • Slightly decreases damage
  • M41A
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • .44 Magnum
Extended barrel.png
Barrel Charger
  • Greatly increases damage
  • Moderately decreases accuracy
  • Slightly decreases firing speed
  • M41A
  • Smartgun
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • M44 Combat Revolver
Barrel charger.png
Recoil Compensator
  • Moderately decreases recoil
  • Moderately increases accuracy
  • Slightly decreases damage
  • M37 Shotgun
  • M44 Combat Revolver
Recoil compensator.png

Rail Attachments

Attachment Benefits Drawbacks Useable With Image
Rail Flashlight
  • Generates a Light Source
  • None
  • M41A
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • Flamethrower
Mountedflash.png
Red Dot Sight
  • Moderately increases accuracy
  • None
  • M41A
  • M41AMK1
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • M44 Combat Revolver
Reddot.png
Quickfire Adapter
  • Slightly increases firing speed
  • Moderately decreases accuracy
  • Slightly decreases burst-fire shots by 1
  • Moderately increases scatter when burst-fired
  • M41A
  • M39 SMG
  • M4A3 Pistol
  • .44 Magnum
Quickfire.png
Magnetic Harness
  • Dropped weapon goes to suit slot
  • Slightly decreases accuracy
  • M41A
  • M39 SMG
  • M37 Shotgun
  • SADAR
  • Flamethrower
Magnetic harness.png
Rail Scope
  • Greatly increases accuracy
  • Allows the user to 'zoom' in to see longer distances.
  • Moderately decreases firing speed
  • Slightly decreases burst-fire shots by 1
  • M41A
Railscope.png

Underbarrel Attachments

Attachment Benefits Drawbacks Useable With Image
Forward Grip
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when rapid-fired
  • Makes one handed weapons two handed
  • Increased weapon size
  • M37 Shotgun
  • M41A
  • M39 SMG
Forwardgrip.png
Gyroscopic Stabilizer
  • Makes two handed weapons one handed
  • Slightly decreases accuracy
  • Slightly increases recoil
  • Slightly increases bullet scatter when rapid-fired
  • M41A
  • M37 Shotgun
  • M42A
Gyro.png
Bipod
  • Greatly increases accuracy
  • Slightly decreases recoil
  • Increased weapon size
  • Slightly decreases firing speed
  • Requires setup
  • M41A
  • M42A
Bipod.png
Underslung Grenade Launcher
  • Ability to fire two grenades only
  • Cannot reload after exhausting ammo
  • M41A
  • M41AMK1
  • Mk221
Undernade.png
Mini Flamethrower
  • Ability to fire several flame bursts
  • Cannot reload after exhausting fuel
  • M41A
  • Mk221
Underflame.png
Masterkey Shotgun
  • Ability to fire five semi-auto shotgun slug rounds
  • Cannot reload after exhausting ammo
  • M41A
  • Mk221
Undershot.png
Burst Fire Assembly
  • Enables burst-fire on a weapon or enhances burst-fire capability; Slightly increases burst-fire shots by 2
  • Slightly increases bullet scatter
  • Slightly decreases accuracy
  • M41A
  • M39
  • Smartgun
  • M4A3 Service Pistol
Burstfire.png

Stock Attachments

Attachment Benefits Drawbacks Usable With Image
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
M41astock.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
Magnum 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
M37 stock.png

Standard Marine Clothing

Helmet.png Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.

Armor.png Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet. There are several variants of armor available. Comes installed with a toggleable suit light.

Boots.png Combat boots - Basic boots that give feet a small amount of protection. A sheath allows a knife to be stored in them.

Jumpsuit.png Jumpsuit - Marine combat fatigues. Gives a small amount of protection

Gloves.png Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection

File:Belt.png Marine Belt - It holds 6 slots worth of ammo.

Flare.gif Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.

Medic Extra Clothing

Medicalbelt.png - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.

MedicHud.png - The Medical Hud allows the player to see the vitals of fellow players, letting you know who you will need to focus on. It also allows you to see when players are within the time window to be revived by using a defibrillator.

Combatmedicbelt.png - The Combat lifesaver bag is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.

Engineer Extra Clothing

Toolbelt.png Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :

Screwdriver.pngWrench.pngWirecutters.pngWelder.gifMultitool.pngCrowbar.png When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).

File:Mesons.png Meson Goggles - Meson Goggles are very useful when setting up the supermatter, as they protect you from its otherworldly glow.

Goggles.png Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.

Insulated Gloves.png Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks. Wear them at all times.

Marine Armor

There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.

M3 Armor

File:M3.png
M3 Pattern Personal Armor
Description: Standard Issue Armor used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet has one internal slot for storing pocket sized items.


Addendum: "Donator" Armor, as well as most ERT Armor, while looking unique, is essentially a resprited piece of M3 Armor in terms of defence.

B12 Armor

B12.png
B12 Pattern Personal Armor
Description: Unique Armor worn by squad leaders. The main difference with the squad leaders Armor is that the Armor has an attached, and stronger , personal flashlight that can be activated at will. In addition the M11 Helmet has a inbuilt camera allowing for command overwatch to observe the squad's actions from the Almayer.

M2 Armor

MilitaryPolice.png
M2 Pattern Personal Armor
Description: Older generation Armor worn by Military Police. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.

B18 Experimental Armor

B18.png
B18 Experimental Personal Armor
Description: One of the equipment options available to specialists. This Armor has the best personal protection of any Armor the Marines can get as it has a very high armor soak value and three tricordrazine auto injectors.

M4 Armor

PMC-Standard.png
M4 Pattern PMC Armor
Description: A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries.

X-13 Apesuit

Commando.png
X-13 Apesuit
Description: A prototype combat armor worn by the Weyland-Yutani Commando unit. It is the most powerful personal armor available, it has an extremely high armor value that makes it very resistant to melee and projectile attacks, in addition the armor is utterly acid proof. The helmet is very resistant against facehugger attacks, and can take a good amount of huggers before it breaks.

Additional Links

World of Guns