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|img = GrenadeLauncher.png | |img = GrenadeLauncher.png | ||
|itemtitle = M92 Grenade Launcher | |itemtitle = M92 Grenade Launcher | ||
|description= '''Heavy Grenadier Loadout''' only | |description= '''Heavy Grenadier Loadout''' only. 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. | ||
}} | }} | ||
Revision as of 22:08, 27 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. All of the standard marine weapons listed here (with the exception of the M44 Revolver) comes either in standard variant or snow variant.
M4A3 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, hollowpoint, incendiary, and extended magazines are available for use as well. All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine. |
M4A3 Magazine
M4A3 Magazine. Holds twelve (12) 9mm pistol rounds.
M4A3 Extended Magazine
M4A3 Ext Magazine. Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3 Armour Piercing
M4A3 AP Magazine. Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3 Hollowpoint
M4A3 HP Magazine. Holds twelve (12) 9mm pistol rounds.
M4A3 Incendiary Magazine
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
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. The Executive Officer is issued with one. |
M44 Speed Loader
M44 Speed loader. Holds seven (7) .44 rounds.
M44 Marksman Speed Loader
M44 Marksmen Speedloader. Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.
M44 PW-MX speed Loader
M44 PW-MX Speed loader -- Heavy revolver rounds. Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.
M39 SMG
M39 Magazine
M39 Magazine -- Standard Mag. Holds forty eight (48) 10x20mm rounds.
M39 Extended Magazine
M39 Ext Magazine -- Extended Mag. Holds forty eight (48) 10x20mm rounds.
M39 Armour Piercing Magazine
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 Inc Magazine -- Incendiary Mag. Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
M41A Mk2 Pulse Rifle
M41A Magazine
M41A Magazine -- Standard Mag. Holds forty (40) 10mm rifle rounds.
M41A Extended Magazine
M41A Ext Magazine -- Extended Mag. Holds sixty (60) 10mm rifle rounds.
M41A Armour Piercing Magazine
M41A AP Mag -- Armour Piercing Mag. Holds forty (40) 10mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A Incendiary Magazine
M41A Inc Magazine -- Incendiary Mag. Holds forty (40) 10mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M37 Shotgun
Slug Rounds
Slug Rounds -- Single Slug Projectile. Effective in ranged combat. Armor piercing. Lesser damage.
Buckshot Rounds
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 -- Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armory.
M11 Combat Bayonet
M2132 Machete
Description: Latest issue of the USCM Machete. Unlike the Combat Bayonet, this cannot slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back. It's only available in Cargo's munition vendors. |
Specialist Marine Weapons
These marine weapons are weapons, or weapon systems, that only the Specialist has access to.
M42A Scoped Rifle
M42A Marksmen Magazine
M42A Marksmen Magazine. Holds seven (7) 10x28mm Caseless sniper rounds.
M42A Flak Magazine
M42A Flak Mag. Holds seven (7) 10x28mm Flak sniper rounds.
M42A Incendiary Magazine
M42A Inc Magazine -- Incendiary Mag. Holds seven (7) 10x28mm Incendiary sniper rounds. Will set ablaze any and all targets hit with this round.
M92 Grenade Launcher
SADAR
Description: Demolitionist Loadout 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 84mm rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer. |
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
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
Description: Unique variant 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
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 pistol rounds and is capable of 3-round burst. Typically used by Sniper Specialists employing the usage of the Scout Loadout, or the Corporate Liaison for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers. |
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
M41AE2 Heavy Pulse Rifle
M4RA Battle Rifle
M41A Mk1 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 95 rifle 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
M15 fragmentation grenade
M40 HIDP incendiary grenade
C4
Restricted Marine Equipment
Sentry Gun
M56D Mounted Smartgun
Ammo Boxes
Big Ammo Box - 10mm
Big Ammo Box - 10x20mm.
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
MAR-40 Battle Rifle
Description: While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR as a quickly deployable rifle in any 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. It is one of the standard rifles for Freelancer Mercenaries, Dutch's Dozen and The Iron Bears. |
PPSh-17b SMG
M41A/2 Battle Rifle
M39B/2 SMG
VP-78 Pistol
Korovin PK-9 Pistol
Mateba Revolver
SVD Dragunov-033 Sniper Rifle
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
KT-42 Automag
Description: Uses .44 rounds and holds 7 pistol rounds per mag. It is one of the standard sidearms for Iron Bear soldiers. |
Skorpion Machine Pistol
Description: Uses .32 ACP caliber rounds. Holds 20 bullets. |
MP27 SMG
FN FP9000 Assault Rifle
Ol' Painless Minigun
Vintage Desert Eagle
HG Pump Shotgun
Double Barrel Shotgun
N-Y Revolver
Holdout Pistol
Highpower Automag
M16 Assault Rifle
Beretta 92FS Pistol
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
Rail Attachments
Underbarrel Attachments
Stock Attachments
Standard Marine Clothing
Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.
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.
Combat boots - Basic boots that give feet a small amount of protection on your feet. A sheath allows a knife to be stored in them.
Jumpsuit - Marine combat fatigues. Gives a small amount of protection. It allows you to wear your Marine Armor and gives more slots to store items in.
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 to your hands.
File:Belt.png Marine Belt - It holds 6 slots worth of ammo.
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
- This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
- 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.
- 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
Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :
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.
Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.
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
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.
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B12 Armor
M2 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
M4 Armor
Description: A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. |
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. |