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|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 30 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 30 rounds but offers the user greater capabilities to customise 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 holds 30 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 30 rounds but offers the user greater capabilities to customise their weapon with attachments. | ||
It is pre-equipped 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 inbuilt ammo indicator. |
Revision as of 19:30, 10 June 2016
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 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).
M4A3 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 .45-S ammo with the magazine holding 12 bullets. |
.44 Magnum
M39 SMG
M41A Pulse Rifle
M37 Shotgun
Combat Knife
Restricted Marine Weapons
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers.
M42C Scout Rifle
M92 Grenade Launcher
SADAR
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 or Armor piercing 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. |
M56 Smartgun
Flamethrower
Grenade
Incendiary Grenade
Restricted Marine Equipment
Sentry Gun
Classified Black Ops Equipment
Any equipment listed here is non-exhaustive. This list details highly classified weapons or equipment employed by black ops teams, all off the record.
M41C Pulse Rifle
MAR-40
Description: Used by the Freelancer Mercenaries and the Dutch's dozen. While outdated and old, this weapon showed to be extremly reliable and adaptable. Created originally by the USSR to serve as a quickly deployable rifle to be used at any environment, it was mass-produced and become extremely popular with poorer mercenary groups. |
Weapon Attachments
Marine's can acquire attachments to attach to some of their weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most RO's usually only give one or two attachments to most marines, though some may grant more to squad leaders or specialists.
Most attachments offer a advantage, and many also counter that with some disadvantage.
Most guns have three attachment locations, the rail, under barrel and the muzzle. Only one attachment can be on one of these locations at a time.
The statistics for attachments are subject to change and will most likely change often, however until they do change this page will be up to date on the statistics on each attachment.
Muzzle Attachments
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Bayonet |
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Extended Barrel |
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Barrel Charger |
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Recoil Compensator |
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File:Recoilcomp.png |
Rail Attachments
Underbarrel Attachments
Attachment | Benefits | Drawbacks | Useable With | Image |
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Forward Magazine Grip |
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Gyroscopic Stabilizer |
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File:Gyro.gif |
Bipod |
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Standard Marine Clothing
Helmet - Protect's your head. Not very effective in stopping bullets. 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.
Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.
Jumpsuit - This can vary depending on the current squad.
Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead.
File:Belt.png Marine Belt - It holds ammo and small items. Yeah not that helpful for shotguns.
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.
Flashlight - For dark places, preventing the marines from going crazy. Using a screwdriver on this will make it attachable, allowing you to attach it to a variety of weapons such as the M4A1 and M4A3. This decreases its light radius slightly.
Marine Armor
There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.
M3 Armor
B12 Armor
M2 Armor
B18 Experimental Armor
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 a extremely high Armor value that makes it resistant to melee and projectile attacks, in addition the Armor is utterly acid proof. The helmet is specially designed to resist facehugging attempts, it will take dozens of facehuggers to even break the protective seals.
Has the same stats of a B18 |
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 especially when slicing down walls due to how they allow you to see the layout of the planet/station even in pitch black.
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.
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, which is useful to you as it means you know who you will need to focus on.