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Marine Equipment

From CM-SS13 - Wiki
Revision as of 20:58, 19 May 2020 by Sargeantmuffinman (talk | contribs) (Corrected the word numbers on UPP type 71s)


"Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens

"I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimeter, with over-and-under thirty millimeter pump action grenade launcher." ―Corporal Hicks, Aliens

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


Basic Weapon Parameters

The following are parameters most weapons have in some combination:

Accuracy: Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. Melee weapons do not use this parameter and always hit their target if it's in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile's accuracy normally decays with each tile traveled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance traveled by a projectile.

Armor Breaking: Determines the probability of a weapon breaking the target's armor.

Armor Penetration: Determines the probability of a weapon bypassing the target's armor.

Burst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.

Damage: Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both.

Fire/Attack Rate: Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.

Recoil: Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.

Spread: Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.

Weapon Size: Determines what kind of container the weapon can fit into. Most weapons are 'bulky' in size and thus cannot fit into boxes or backpacks normally.

USCM Weapons

Weapon: Description:
M4A3 Variants.gif

M4A3 Service Pistol

An M4A3 Service Pistol, the standard issue sidearm of the Colonial Marines. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case if a one doesn't have any more ammo. Fires 9mm pistol rounds.

This is one of the three handguns that the marines have stocked in their combat prep vendors. All Cargo Technicians start with one.


Ammunition:
M4A3mag.png

M4A3 Magazine

Holds nine (9) 9mm pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Holds nine (9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
M4A3mag.png

M4A3 Hollow Point

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Holds nine(9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
88m4.png

88 Mod 4

A rapid-fire sidearm issued mainly to company 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. It rivals the M4A3 service pistol in capacity and its burst fire mode, but loses it in accuracy and raw damage.

This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the Corporate Liaison for self defense. It is also a standard sidearm for Corporate PMCs.


Ammunition:
88M4AP Magazine.png

88M4 AP Magazine

Holds eighteen (18) armor piercing rounds. Has better armor penetration, but lower overall damage.

Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
44magnum.png

M44 Combat Revolver

A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets.

This is one of the three handguns that the marines have stocked in their combat prep vendors.


Ammunition:
M44SL.png

M44 Speed Loader

Holds seven (7) .44 rounds.
M44-MM-SL.png

M44 Marksman Speed Loader

Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.
M44-HR-SL.png

M44 heavy speed Loader

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Quickfire.pngQuickfire Adapter

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
M39 Variants.gif

M39 Submachine Gun

The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.

The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.


Ammunition:
M39mag.png

M39 Magazine

Holds forty eight (48) 10x20mm rounds.
M39-extended-mag.png

M39 Extended Magazine

Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png

M39 Armor Piercing Magazine

Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Burstfire.pngBurst Fire Adapter

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

M41A Variants.gif

M41A Pulse Rifle MK2

This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.


Ammunition:
M41Amag.png

M41A Magazine

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher (Default)

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Burstfire.pngBurst Fire Adapter

Stock Attachments M41astock.pngM41A Skeleton Stock
L42.gif

L42A Battle Rifle

A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy and superior stopping power compared to other rifles. Can very quickly change barrel attachments. Due to its superior accuracy, all shots, regardless of range, will have no loss in velocity. Holds 25 rounds in a standard magazine.


Ammunition:
L42mag.png

L42A Magazine

Holds twenty five (25) 10x24mm rifle rounds.
Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
L42 extended mag.png

L42A Extended Magazine

Holds thirty five (35) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.

Not available through normal gameplay

L42 AP mag.png

L42A Armor Piercing Magazine

Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
L42 Incen mag.png

L42A Incendiary Magazine

Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Uses the same caliber bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments L42Sstock.pngL42A Synthetic Stock (Default)
M37 Variants.gif

M37A2 Pump Shotgun

An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a Macro.


Ammunition:
Slugbox.png

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Buckbox.png

Buckshot Shells

Fires multiple small projectiles. Deals massive damage, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Stock Attachments M37 stock.pngM37 Wooden Stock
Knife.png

M5 'Night Raider' bayonet

The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.
Throwing-knife.png

M11 Throwing Knife

A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.
Machete.png

M2132 Machete

Latest issue of the USCM Machete. Unlike the Survival Knife, this can not 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, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.

Commonly found in requisitions and the Automated closets of most marines.

Weapon: Description:
M42A Scoped rifle.png

M42A Scoped Rifle

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, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.

This is only available for Specialists using the Sniper Loadout.


Ammunition:
M42Amag.png

M42A Marksman Magazine

Holds fifteen (15) 10x28mm Caseless sniper rounds.
M42A Flak mag.png

M42A Flak Magazine

Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.
M42A Incendiary mag.png

M42A Incendiary Magazine

Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
GrenadeLauncher.png

M92 Grenade Launcher

The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of a Xenomorph.

This weapon is only available for Specialists using the Heavy Grenadier Loadout.


  • This weapon is able to fire through marines and xenomorphs alike, allowing it to bombard the enemy.
  • This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.


Ammunition:
Grenade.png

M15 Fragmentation Grenade

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.

They're only available in by ordering Explosives crates from Cargo.

M40 HEDP.png

M40 HEDP Grenade

Exploding in a 5x5 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!

Both the Demolition Specialist and Heavy Grenadier Specialist have these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
Incingrenade.png

M40 HIDP Incendiary Grenade

Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.

Combat Engineers start with 2 of these in their vendors at round start. Corporate Commando Units start with one as well.

Smoke grenade.png

M40 HSDP Smoke Grenade

Standard issue USCM smoke grenade does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.

Squad Leaders start with smoke grenades available in their vendors at round start.

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments None
Stock Attachments None
M5 RPG.png

M5 RPG

A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer's M5 RPG model is reusable, but lacks an auto-tracking feature.

By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed. This is only available for Specialists using the Demolitionist Loadout.


Ammunition:
M5 RPG HE.png

High Explosive (HE) Rocket

Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.
M5 RPG AP.png

Anti-Armor (AA or AP) Rocket

Deals average damage to target on direct hit. Affects most of armored targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.
M5 RPG PHS.png

White Phosphorous (PHS) Rocket

Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments None
Stock Attachments None
M4RA.png

M4RA Battle Rifle

An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.

This is only available for Specialists utilizing the Scout Loadout.


Ammunition:
M4RAmag.png

A19 High Velocity Magazine

Holds fifteen (15) high velocity rounds. Lower magazine size, but better damage.
M4RA-Incen-mag.png

A19 High Velocity Incendiary Magazine

Holds fifteen (15) High velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.
M4RA Impact mag.png

A19 High Velocity Impact Magazine

Holds fifteen (15) high velocity Impact rounds. Will knockback and stun any targets hit with this round.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Bipod.pngBipod

Stock Attachments None
M240-T Incinerator.png

M240-T Incinerator

A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it's compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240's Incinerator tanks, so you never have to worry about running out of fuel during an operation. You must have the Broiler-T flexible refueling system equipped in order to use it.

This is only available for Specialists using the Pyrotechnician Loadout.


Ammunition:
LargeIncineratorTank.png

Large Incinerator Tank

Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
IncineratorTanks B Variant.png

Incinerator Tank: B Variant

Holds one hundred units (100) units.

A large fuel tank of Ultra Thick Napthal Fuel type B, a wide-spreading sticky combustable liquid chemical that burns up fast with a low temperature, for use in the M240-T incinerator unit. Handle with care.

IncineratorTanks X Variant.png

Incinerator Tank: X Variant

Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (140) units worth of gel fuel.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
Weapon: Description:
CMateba.png

Mateba Autorevolver Special

This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This one is stamped Major Ike Saker, 7th 'Falling Falcons' Battalion. This autorevolver (as well as its other variants) has a special execution attack that can be achieved by firing point blank into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.

It is issued and only used by the Commanding Officer.


Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Holds six (6) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments None
Stock Attachments None
Vp78.png

VP-78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets.

It is the standard sidearm for Corporate PMC Officers, Squad Specialists, Intelligence Officers and the Executive Officer


Ammunition:
VP78 Magazine.png

VP78 Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
M4a3Commander.png

M4A3 Custom Pistol

This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.

Standard issue to Staff Officers and Pilot Officers.


Ammunition:
M4A3mag.png

M4A3 Magazine

Holds nine(9) 9mm pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Holds nine(9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
M4A3mag.png

M4A3 Hollow Point

Holds nine(9) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Smartpistol.png

SU-6 Smart Pistol

The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the Experimental Trooper Kits located in squad requisitions or requisitions itself.
Ammunition:
SU6 Smart Pistol Magazine.png

Smart Pistol Magazine

Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Flare Gun.png

M82-F flare gun

A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Cannot be used with signal flares. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved?

It additionally has IFF capabilities.

Ammunition:
Flare.gif

Flares

A red USCM issued flare. There are instructions on the side, it reads 'pull cord, make light'. But in this case, load it into the flare gun. This cannot be used in lit or dead flares. It can be used to light up enemies.
Attachments:
Muzzle Attachments None
Rail Attachments Mini Scope.pngS4 2x Telescopic Mini-Scope (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
SmartGun.png

M56 Smartgun

The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. 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 lift.

The Smartgun has several different options for the operator to configure:


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: Low

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low


Only Smartgunners, Squad Specialists, the Commanding Officer and Corporate PMC Heavy Gunners can use this weapon, it's only available inside the Smartgunners Equipment vendor.


Ammunition:
PowerPack.png

M56 Power Pack

Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter
Stock Attachments None
Wytacshotgun.png

Mk221 Tactical Shotgun

A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.

Can be found in the Military Police armory and each department's Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge's Lambda Labs, Prison Station's Research Armory, and Corsat's Security Department Armories.

Ammunition:
Slugbox.png

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
Buckbox.png

Buckshot Shells

Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at longer ranges, 4 meter effective range. Fires in a 15 degree radius. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and from certain crates orderable from Requisitions. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Undernade.pngUnderslung Grenade Launcher (Default - Cannot be removed)
Stock Attachments MK221 Tactical Stock.pngMK221 Tactical Stock
MOU53.png

MOU53 break action shotgun

A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.

Can be found in MOU53 Kits in Requisitions.


Ammunition:
Slugbox.png

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and from certain crates orderable from Requisitions. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Gyro.pngGyroscopic Stabilizer

Stock Attachments MOU53 Stock.pngMOU53 Tactical Stock
M81 Riot GL.png

M81 Riot Grenade Launcher

A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.

Can be found in the Military Police armory.


Ammunition:
M66 Tear Gas Grenade.png

M66 Tear Gas Grenade

Forms a rough 7x7 area of pepperspray smoke. Effective against humans.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Flamethrower.png

M240A1 Incinerator Unit

The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the Pyrotechnician to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a Macro.


They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.


Ammunition:
IncineratorTanks.png

Incinerator Tank

Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast, but it doesn't burn anywhere near as hot. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
M41ae2.png

M41AE2 Heavy Pulse Rifle

A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an ammo box.

It can be ordered from Cargo via the LMG Crate or in Forward HPR Shield Kits.


Ammunition:
M41AE2 Magazine.png

M41AE2 Ammo Box

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.

Uses the same caliber bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 Telescopic Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Stock Attachments None
M41amk1.png

M41A Mk1 Pulse Rifle

An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments.

Four rifles can be found in the command armory on the Almayer as well as the Veteran Kits available at the Colonial Marines Automated Vendor. It is also one of the standard rifles for the Freelancer Mercenaries.


Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight
Underbarrel Attachments Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Stock Attachments None
M46C.png

M46C Pulse Rifle

A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. In addition to 3-round burstfire, this rifle is capable of firing 5-rounds in one burst which can be set after 3-round burstfire mode and is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2.

Only available inside the Commanding Officer's secure box inside the Command Armory when there is a Commanding Officer around.

Spawns with its underbarrel, muzzle and rail attachments randomized.


Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions.
M41Amag.png

M41A Magazine

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments


Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher

Stock Attachments M41astock.pngM41A Skeleton Stock (Default - Cannot be removed)
Weapon: Description:
M56D.png

M56D Mounted Heavy Machine Gun

These engineer-only mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. They can be bought from the ColMarTech Automated Closet's Mini-Engineer Kits. They come pre-assembled.
Construction and Maintenance:
How To Construct It:
  • Click on the mount once it's in your hand,
  • Screwdriver.png Screwdriver it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Tripod Construction

  • Make 5 plasteel rods.
  • Click on the 5 plasteel rods with 10 metal.
  • Weld the Tripod to finish construction.

Maintenance:

  • To toggle burst fire, Ctrl-click the M56D while you are manning it
  • Screwdriver.png Screwdriver for disassembling.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.
M20 mine box.png

M20 Mine Box

A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.


Deployment and Deactivation:
How To Deploy A Mine:
  • Take an M20 mine out of the box with an empty hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand.

Keep in mind that any mob that enters the mine's tile, or the tile it's facing, living or dead, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.


How To Deactivate Mines:

  • Multitool.png Use a security access tuner (multitool) on the deployed mine.
Tactics:
  • Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
  • The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
  • Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
  • Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
SentryGun.png

UA 571-C Sentry

The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.


Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.


Flamer-Sentry-Gun.png
UA 42-F Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.


Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
Tesla-Coil.png
21S Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.
Bell-Tower.png
R-1NG bell tower
A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Bell Tower in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Bell Tower, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Bell Tower to disassemble it for pickup.
Defence-Flag.png
JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Flag in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Flag, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.


M402 Mortar.png

M402 Mortar

Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Can only be obtained via Requisitions.
Ammunition:
80mm Flare Shell.png

80mm Flare Shell

Deploys a flare to the target area which can't be melted or destroyed however it doesn't last as long as traditional flares.
80mm Flash Powder Shell.png

80mm Flash Powder Shell

Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.

Currently Unavailable

80mm Smoke Shell.png

80mm Smoke Shell

Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.

Currently Unavailable

80mm High Explosive Shell.png

80mm High Explosive Shell

Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.
80mm Napalm Shell.png

80mm Napalm Shell

Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
80mm Fragmentation Shell.png

80mm Fragmentation Shell

Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
Usage:
  • Anyone with Trained level of engineering can deploy the Mortar but you'll need Expert level of engineering to use it.
  • Recruit a squad member to be your spotter and make sure they have tactical binoculars.
  • Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then Ctrl Click an enemy position and wait, once the binoculars beep you'll be given coordinates in chat.
  • Upon receiving the longitude and latitude coordinates, enter them into the Target section.

Note: After entering in a target the mortar will fire upon being loaded.

  • Load a flare shell and after it has fired notify your spotter to inform you of any corrections that need to be given. For more accurate spotter adjustments it's better to fire a smoke/flash shell as they both only leave an explosion mark on the impacted tile.
  • Once the spotter has relayed the corrections to you, enter them into the Dial section.

Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.

  • Keep firing on that position until new coordinates are given.

Example: The flare lands and the spotter notices that it missed the targetted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.


Dialing Graph:


Mortar Graph.jpg

Weapon: Description:

To use a grenade, simply prime it by clicking it (or pressing Z if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do NOT toggle throw mode after priming as priming a grenade automatically activates throw mode. Do NOT throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can't and will bounce back to you.

There are two kinds of explosive grenades:

  • Blast: Standard explosive grenades that deal damage once they detonate.
  • Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.

WARNING: Many explosives are amplified in small and condensed rooms.

C4.png

C4 Explosive Charge

C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Combat Engineers and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4.
Type5.png

Type 5 Shrapnel Grenade

A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.

It is used by UPP Personnel.

Type8.png

Type 8 White Phosphorus Grenade

A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.
Mk15.png

Webley Mk15 Stick Grenade

A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.

It is used by the Freelancer Mercenaries and the Colonial Liberation Front.

Improvised Firebomb.png

Improvised Fire Bomb

A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.

It is used by the Colonial Liberation Front and Survivors.

M12 Blast grenade.png

M12 Blast Grenade

A high-explosive grenade produced for private security firms.

It is used by the PMCs

Grenade.png

M15 Fragmentation Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.

They're available in the ColMarTech Automated Armament Vendor or by ordering Explosives crates from Cargo.

M40 HPDP.png

M40 HPDP Grenade

The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.

It is light blue, while the smoke nade is dark blue (Currently not implemented in the main branch of the game yet, not yet obtainable)

M40 HEDP.png

M40 HEDP Grenade

Exploding in a 5x5 blast 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! It is set to detonate in 3-5 seconds.

Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.
Incingrenade.png

M40 HIDP Incendiary Grenade

Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.

Combat Engineers are able to buy them in their vendors at round start. Corporate Commando Units start with one as well.

Smoke grenade.png

M40 HSDP Smoke Grenade

Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.

Squad Leaders start with 2 smoke grenades in their vendors at round start.

Weapon: Description:
M40 HEDP box.png

M40 HEDP Box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.

M40 HEFA box.png

M40 HEFA Box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.

M07 Training Grenade Box.png

M07 Training Grenade Box

Contains 25 Training Grenades. A secure box holding 25 M07 training grenades. Harmless and reusable.

Not available during normal gameplay.

M4A3 Magazine Box.png

Magazine Box (M4A3 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

88Mod4 AP Magazine Box.png

Magazine Box (88 Mod 4 AP x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

SU-6 Magazine Box.png

Magazine Box (SU-6 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

VP78 Magazine Box.png

Magazine Box (VP78 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Magazine Box.png

M41A Magazine Box

Contains 10 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

Note:

  • Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
  • After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.
  • To pick the mag box backup from the ground after it's been opened you'll need to click drag the mag box onto your character.
L42 Magazine Box.png

L42A Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.

M39 Magazine Box.png

M39 Magazine Box

Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M41A Extended Magazine Box.png

M41A Extended Magazine Box

Contains 8 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

L42 MK-1 Extended Magazine Box.png

L42A Extended Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available. Not available during normal gameplay.

M39 Extended Magazine Box.png

M39 Extended Magazine Box

Contains 10 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M4A3 Armor Piercing Magazine Box.png

M4A3 Armor Piercing Magazine Box

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Armor Piercing Magazine Box.png

M41A Armor Piercing Magazine Box

Contains 10 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

L42 MK-1 AP Magazine Box.png

L42A AP Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.

M39 Armor Piercing Magazine Box.png

M39 Armor Piercing Magazine Box

Contains 12 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M41A Incendiary Magazine Box.png

M41A Incendiary Magazine Box

Contains 10 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

L42-MK1 Incendiary Magazine Box.png

L42A Incendiary Magazine Box

Contains 16 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.

M39 Light Explosive Magazine Box.png

M39 Light Explosive Magazine Box

Contains 12 light explosive magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available. Not available during normal gameplay.

Slug Shell Box.png

Slug Shell Box

Contains 100 slug shells, 20 handfuls.


Note:

  • Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
  • After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.
  • To pick the shell box backup from the ground after it's been opened you'll need to click drag the shell box onto your character.
Buckshot Shell Box.png

Buckshot Shell Box

Contains 100 buckshot shells, 20 handfuls.

Flechette Shell Box.png

Flechette Shell Box

Contains 100 flechette shells, 20 handfuls.

Beanbag Shell Box.png

BeanbagShell Box

Contains 100 Beanbag shells, 20 handfuls.

Not available during normal gameplay.

Incendiary Shell Box.png

Incendiary Shell Box

Contains 100 Incendiary shells, 20 handfuls.

Not available during normal gameplay.

Big Ammo Box 10mm.png

Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42A magazines.

Note:

  • To reload an M41A 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 Armor piercing mags with this ammo box.
  • Can be worn on the backpack slot for convenience of carrying.
Big Ammo Box AP M41A.png

AP Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.
Big Ammo Box LE M41A.png

LE Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.

Not available during normal gameplay.

Big Ammo Box INCEN M41A.png

Incendiary Rifle Ammunition Box (M41A)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.

Not available during normal gameplay.

Big Ammo Box 9mm.png

SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
Big Ammo Box 9mm AP.png

AP SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.
Big Ammo Box SMG LE.png

LE SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.

Not available during normal gameplay.

Big Ammo Box SMG Incen.png

LE SMG Ammunition Box (M39)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.

Not available during normal gameplay.

Mercenary or Black Ops Equipment

Weapon: Description:
ScoutRifle.png

M42c Anti-Tank Rifle

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 corporate personnel from using it. The IFF features for this weapon only work when the PMC team is spawned hostile to the USCM.

This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized. It is the standard sniper rifle for Corporate PMC snipers.


Ammunition:
M42Amag.png

M42C Marksman Magazine

Holds six (6) 10x99mm supersonic rifle rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngS8 Telescopic sight (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
M41a2.png

M41A/2 Battle Rifle

Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. This rifle deals more damage per rifle bullet.

It is the standard rifle for Corporate PMC Officers and Black Ops Commando Units.


Ammunition:
M41Amag.png

M41A Magazine

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Railscope.pngS8 Telescopic sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher (Default)

Underflame.pngMini Flamethrower

Undershot.pngMasterkey Shotgun

Burstfire.pngBurst Fire Adapter

Stock Attachments M41astock.pngM41A Skeleton Stock
M39white.png

M39B/2 SMG

A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.

It is the standard SMG for Corporate PMC Standards, in addition, it more can be found in the armory of Big-Red, though they are ID locked.


Ammunition:
M39mag.png

M39 Magazine

Holds forty eight (48) 10x20mm rounds.
M39-extended-mag.png

M39 Extended Magazine

Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png

M39 Armor Piercing Magazine

Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Laser sight.pngLaser Sight

Burstfire.pngBurst Fire Adapter

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

Vp78.png

VP-78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets.

It is the standard sidearm for Corporate PMC Officers, Squad Specialists, Intelligence Officers and the Executive Officer


Ammunition:
88M4AP Magazine.png

VP78 Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Mateba.png

Mateba Autorevolver

Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.

It is available to the Black Ops Commando Units as their standard sidearm. And thus, this is only available through admin events.


Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Holds six (6) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments None
Stock Attachments None
FP9000PMC.png

FN FP9000 Submachine Gun

A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.

It is one of the standard SMGs Corporate PMC Standards.


Ammunition:
FN Magazine.png

FN Magazine

Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.
Attachments:
Muzzle Attachments Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngS8 Telescopic sight

Mini Scope.pngS4 2x Telescopic Mini-Scope (Default)

Underbarrel Attachments Laser sight.pngLaser Sight (Default)
Stock Attachments None
Weapon: Description:
Type71.png

Type 71 Pulse Rifle

The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.

This is the standard rifle for UPP soldiers, with their improved variant only given to UPP Officers.


Ammunition:
Type71 Magazine.png

Type 71 Magazine

Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Underflame.pngMini Flamethrower (Improved Variant - Cannot be removed)

Stock Attachments None
Type71Carbine.png

Type 71 Pulse Carbine

A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It's issued for Scouts, Medics and other UPP combat personnel.


Ammunition:
Type71 Magazine.png

Type 71 Magazine

Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Stock Attachments None
Type71Flamer.png

Type 71 Flamethrower Pulse Rifle

The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.

This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower. This is the standard rifle for UPP Officers


Ammunition:
Type71 Magazine.png

Type 71 Magazine

Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Underflame.pngMini Flamethrower (Default - Cannot be removed)

Stock Attachments None
Type71Commando.png

Type 71 Type 71 Commando Pulse Carbine

A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.

This is the standard rifle for UPP Commandos.


Ammunition:
Type71 Magazine.png

Type 71 Magazine

Holds sixty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Attachments:
Muzzle Attachments Supressor.pngSuppressor (Default - Cannot be removed)
Rail Attachments Mini Scope.pngS4 2X Telescopic sight (Default - Cannot be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Stock Attachments None
Minigun.png

GSh-7.62 rotary machine gun

A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.

This is the standard firearm for UPP Heavies.

Ammunition:
LTAA AP Minigun Magazine.png

Rotating Ammo Drum

Holds three hundred (300) 7.62x51mm minigun rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
Pk9.png

Korovin PK-9 Pistol

An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.

It is one of the standard sidearms for UPP Officers, UPP Commandos and the Colonial Liberation Front.


Ammunition:
M4A3mag.png

Korovin PK-9 Magazine

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

PK-9 Tranquilizer (Tranq) Magazine

Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.
M4A3mag.png

PK-9 Hollowpoint Magazine

Holds eight (8) .22 Hollowpoint rounds. Has better overall damage, but lower penetration.
Attachments:
Muzzle Attachments Supressor.pngSuppressor (Default - Cannot be removed)
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Weapon: Description:
MAR.png

MAR-40 Battle Rifle

While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a 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 the Freelancer Mercenaries and the Colonial Liberation Front.


Ammunition:
MAR Magazine.png

MAR Magazine

Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Magazine.png

MAR Extended Magazine

Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Stock Attachments None
MAR30.png

MAR-30 Battle Carbine

A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.

It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.


Ammunition:
MAR Magazine.png

MAR Magazine

Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Magazine.png

MAR Extended Magazine

Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Railscope.pngS8 Telescopic sight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngMasterkey Shotgun

Stock Attachments None
M16.png

M16 Assault Rifle

The M16 is an American-made assault rifle chambered with 5.56×45mm rifle 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 M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.

It can be found around Prison Station and it is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.


Ammunition:
MAR Magazine.png

M16 Magazine

Holds twenty (20) 5.56x45mm rifle rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngMasterkey Shotgun

Stock Attachments None
Mp27.png

MP27 SMG

An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.

It is one of the standard SMGs for the Colonial Liberation Front. This can also be found inside the Big-Red's Administration Armory or more can be ordered by the Blackmarket crate.


Ammunition:
MP5 Magazine.png

MP27 Magazine

Holds twenty (30) 4.6x30mm Amour-Piercing SMG rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Basira Strongarm.png

Basira-Strongarm Rifle

The Basira-Strongarm rifle is civilian grade hunting rifle named after it's eccentric creator. It's lightweight and legendary accuracy made it popular in the outercolonies, despite it's mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.

It can be found in the hands of the Colonial Liberation Front.


Ammunition:
Basira Mag.png

Basira-Strongarm Magazine

Holds ten (10) 6.5mm rifle rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Mini Scope.pngS4 2x Telescopic Mini-Scope (Default)
Underbarrel Attachments None
Stock Attachments None
MP5.png

MP5 SMG

A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics.

Can be found on the space station CORSAT.


Ammunition:
MP5 Magazine.png

MP5 Magazine

Holds thirty (30) 9mm SMG rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Angled Grip.pngAngled Grip

Laser sight.pngLaser Sight

Stock Attachments None
FP9000.png

FN FP9000 Submachine Gun

An archaic design, but one that's stood the test of time. Fires fast armor piercing rounds and can fire in bursts.

It is one of the standard SMGs for Freelancer Mercenaries and Corporate PMC Standards. This weapon can be ordered via the Blackmarket crate.


Ammunition:
FN Magazine.png

FN Magazine

Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.
Attachments:
Muzzle Attachments Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngS8 Telescopic sight

Mini Scope.pngS4 2x Telescopic Mini-Scope (Default)

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
CZ-81.png

CZ-81 Submachinegun

A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine.

Can be ordered via Cargo or found in hands of Freelancer Mercenaries and Colonial Liberation Front


Ammunition:
CZ-81 Magazine.png

CZ-81 Magazine

Holds twenty (20) .32 ACP SMG rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
MAC15.png

MAC-15 Machine Pistol

A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.

This weapon can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
MAC15 Magazine.png

MAC15 Magazine

Holds thirty-two (32) 9mm SMG rounds.
MAC15 Magazine.png

MAC15 Extended Magazine

Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
CustomBuildShotgun.png

Custom Built Shotgun

A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.

It is one of the standard shotguns for Freelancer Mercenaries, Colonial Liberation Front. More can be ordered by the Blackmarket crate.


Ammunition:
Slugbox.png

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
Buckbox.png

Buckshot Shells

Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Recoil compensator.pngRecoil Compensator
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Hgshot.png

HG Pump Shotgun

A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.

Can be found in armories on all maps. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and the Colonial Liberation Front.


Ammunition:
Slugbox.png

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
Buckbox.png

Buckshot Shells

Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Recoil compensator.pngRecoil Compensator
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Stock Attachments None
Doubleshotgun.png

Double Barrel Shotgun

A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.

Can be found in LV-624's old shack, in Bars of Ice Colony and Sorokyne Strata, and in the hands of Freelancer Mercenaries and the Colonial Liberation Front. More can be ordered via the Blackmarket crate.


Ammunition:
Slugbox.png

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
Buckbox.png

Buckshot Shells

Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer
Stock Attachments None
SawnOff.png

Sawn-Off Shotgun

A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.

It is found in the hands of Freelancer Mercenaries, Colonial Liberation Front and Survivors.


Ammunition:
Slugbox.png

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
Buckbox.png

Buckshot Shells

Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Gyro.pngGyroscopic Stabilizer
Stock Attachments None
M4a3 45.png

M1911 Service Pistol

A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is NOT compatible with the SU-6 smartpistol. It is one of the available sidearms for the Freelancer Mercenaries. They can also be ordered by the Blackmarket crate.


Ammunition:
M4A3 .45 Magazine.png

M1911 Magazine

Holds fourteen (14) .45 ACP pistol rounds. Better damage but difficult to come by.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Desert Eagle.pngGold Desert Eagle.png

Vintage Desert Eagle

A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, "Peace Through Superior Firepower." Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.

It is one of the available sidearms for the Freelancer Mercenaries. More can be ordered by the Blackmarket crate.


Ammunition:
M4A3 .45 Magazine.png

Desert Eagle Magazine

Holds seven (7) .50AE heavy pistol rounds.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Kt42.png

KT-42 Automag

The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can't go wrong with this handcannon.

It is one of the standard sidearms for Colonial Liberation Front. It can also be found in the hands of Survivors.


Ammunition:
KT42 Magazine.png

KT-42 Magazine

Holds seven (7) .44 pistol rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
SW357.png

Smith & Wesson Revolver

A lean .357 revolver made by Smith & Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber.

It is one of the standard sidearms for Freelancer Mercenaries. More can be ordered by the Blackmarket crate.


Ammunition:
S&W Speedloader.png

S&W Speed loader

Holds six (6) .357 pistol rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Spearhead autorevolver.png

CMB Spearhead AutoRevolver

A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.

Can be found in both LV-624 and on Big-Red. More can be ordered by the Blackmarket crate and it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
Spearhead Speedloader.png

Spearhead Speed loader

Holds six (6) .357 pistol rounds.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments None
Stock Attachments None
Holdoutpistol.png

Holdout Pistol

Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.

Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the Blackmarket crate or found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
M4A3mag.png

Tiny Pistol Magazine

Holds five (5) .22 light pistol rounds.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Supressor.pngSuppressor

Rail Attachments Mountedflash.pngRail Flashlight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
HighpowerAutomag.png

Highpower Automag

A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.

Can be commonly found in colonies, space stations and in the hands of Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.


Ammunition:
M4A3mag.png

Highpower Magazine

Holds thirteen (13) 9mm Amour-Piercing pistol rounds.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Beretta.png

Beretta 92FS Pistol

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

Normally found in the hands of Survivors and the Colonial Liberation Front


Ammunition:
M4A3mag.png

Beretta 92FS Magazine

Holds fifteen (15) 9mm pistol rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Lunge Mine.png

Lunge Mine

A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user's face was not an apparent concern of the designer. A true hero's weapon.

Uncommonly found in the hands of very brave (or stupid) Colonial Liberation Front soldiers.

Weapon: Description:
Svd.png

SVD Dragunov-033 Sniper Rifle

A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn't have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.


Ammunition:
SVD Magazine.png

SVD Magazine

Holds ten (10) 7.62x54mmR caliber sniper rifle rounds.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 Telescopic sight (Default)

Underbarrel Attachments Forwardgrip.pngVertical Grip

Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Stock Attachments None
PPSh-17b.png

PPSh-17b SMG

Was a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.


Ammunition:
Drum mag.png

PPSh Drum Magazine

Holds thirty-five (35) 7.62x25mm SMG rounds.
Drum mag.png

PPSh Extended Drum Magazine

Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.
Attachments:
Muzzle Attachments Supressor.pngSuppressor
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments None
Stock Attachments None
Nyrevolver.png

Nagant-Yamasaki Revolver

Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber.


Ammunition:
NY Speedloader.png

N-Y Speed loader

Holds seven (7) 7.62x38mmR revolver rounds.
Attachments:
Muzzle Attachments Recoil compensator.pngRecoil Compensator
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
M16.png

M16A2 Assault Rifle

The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch's Dozens.

It is one of the standard firearms for Dutch's Mercenary Team.


Ammunition:
MAR Magazine.png

M16 Magazine

Holds twenty (20) 5.56x45mm rifle rounds.
MAR Magazine.png

M16A2 "Cloaker Killer" Magazine

Holds twenty (20) 5.56x45mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngMasterkey Shotgun

Stock Attachments None

Unobtainable Weapons and Equipment

The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.

Weapon: Description:
Auto9.png

Auto-9 Machine Pistol

An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.

Not available during normal gameplay. Only available during admin events.


Ammunition:
88M4AP Magazine.png

Auto 9 Magazine

Holds fifty (50) 9mm squash-head pistol rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Minigun.png

Ol'Painless

It's a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you've got a chance to survive. Possibly.

Not available during normal gameplay. Only available during admin events.


Ammunition:
RotatingAmmoDrum .png

Rotating Ammo Drum

Holds three hundred (300) 7.62x51mm minigun rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
MatebaCustom.png

Mateba Autorevolver Custom++

This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.

Not available during normal gameplay. Only available during admin events.


Ammunition:
Mateba Speedloader.png

Mateba Speedloader

Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.
Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments None
Stock Attachments None
ThunderBolt.png

M57-A4

The M57-A4 'Lightning Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don't point it in the general direction of anything you want to survive.

Not available during normal gameplay. Only available during admin events.


Ammunition:
84mmThermobaric RocketArray.png

84mm Thermobaric Rocket Array

Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it's used up.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Bananagun.png

CHIMP70 Pistol

A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.

Not available during normal gameplay. Only available during admin events.


Ammunition:
RotatingAmmoDrum .png

CHIMP70 Magazine

Holds three hundred (300) live monkey rounds. Will set ablaze any and all targets hit with this round as well as knocking them down. Also spawns a live monkey to any targets hit.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
M60.png

M60 General Purpose Machine Gun

The M60. The Pig. The Action Hero's wet dream. This is chambered in 7.62X51mm NATO.

Not available during normal gameplay. Only available during admin events.


Ammunition:
Big Ammo Box 10mm.png

vintage ammo box (7.62x51mm)

Holds one hundred (100) 7.62X51mm NATO M60 rounds.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None

Weapon Attachments

Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer or their Squad Requisitions located in the center of the Almayer's lower deck or the west side of your designated prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.

Squad Requisition rooms are manned by your squad leader or specialist.

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

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

Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they're attached to, and don't inherit their effects.

Attachment Tier System

The Tier Meaning
Tier 1: Slightly The lowest increase/decrease in attachment stats.
Tier 2: Moderately A moderate increase/decrease in attachment stats that's higher then slightly.
Tier 3: Greatly A great increase/decrease in attachment stats, higher than moderately.
Tier 4: Majorly The highest increase/decrease in attachment stats.
Attachment: Benefits: Drawbacks:
Suppressor

Supressor.png

Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Bayonet

Knife.png

Both:
  • Greatly increases weapon melee damage
  • When removed from weapons acts like a regular knife
One handed:
  • Slightly decreases accuracy
Extended Barrel

Extended barrel.png

Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Barrel Charger

Barrel charger.png

Both:
  • Greatly increases damage
Wielded:
  • Moderately decreases accuracy
One Handed:
  • Majorly decreases accuracy
Both:
  • Moderately decreases firing speed


Recoil Compensator

Recoil compensator.png

Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy


Both:
  • Slightly decreases damage
Attachment: Benefits: Drawbacks:
Rail Flashlight

Mountedflash.png

Both:
  • Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
  • Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Red Dot Sight

Reddot.png

Wielded:
  • Moderately increases accuracy
One Handed:
  • Slightly increases accuracy
Both:
  • Slight increase of the accuracy penalty when moving
S6 Reflex Sight

Reflex.png

Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Quickfire Adapter

Quickfire.png

Both:
  • Moderately increases firing speed
One Handed:
  • Greatly increases spread.
Wielded:
  • Slightly increases spread.
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
Magnetic Harness

Magnetic harness.png

Both:
  • Dropped weapon goes to suit slot
Both:
  • Slightly decreases accuracy
S8 Telescopic sight

Railscope.png

Wielded:
  • Majorly increases accuracy only when scoped.
  • Allows the user to 'zoom' in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
Wielded:
  • Slightly decreases accuracy.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly decreases firing speed when in use.
S4 Telescopic Sight

Mini Scope.png

Wielded:
  • Majorly increases accuracy
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Wielded:
  • Slightly decreases accuracy when not in use.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
B8 Smart-Scope

Ifts Scope.png

Wielded:
  • Majorly increases accuracy
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Both:
  • Allows the user to have IFF capabilities
Wielded:
  • Slightly decreases accuracy when not in use.
  • Slight delay before use.
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly reduces firing speed.
Attachment: Benefits: Drawbacks:
Vertical Grip

Forwardgrip.png

Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving
Angled Grip

Angled Grip.png

Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Flashlight Grip

Flash Grip.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces recoil
Both:
  • Generates a light source akin to the rail light.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Gyroscopic Stabilizer

Gyro.png

Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread
Both:
  • Moderately decreased firing speed
Bipod

Bipod.png

Both:

These benefits will only take place once the bipod is deployed.

  • Greatly increases accuracy
  • Greatly reduces burst spread
  • Slightly increases firing speed.
Wielded:
  • Majorly increases wield delay.
Both:
  • Increased weapon size
  • Moderately decreases firing speed when not deployed.
  • Requires setup on flipped tables and barricades by Activating Weapon AttachmentActivate-Weapon-Attachment.png while facing the object before you get the benefits.
Underslung Grenade Launcher

Undernade.png

Both:
  • Adds the ability to fire up to two M40 tube grenades of any kind.
  • Reloadable with any M40 tube grenades
  • Default M41A Pulse Rifle Mk2 attachment
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Starts unloaded
  • Grenades cannot be unloaded once loaded into the launcher.
  • Moderately reduced attachment firing speed
Mini Flamethrower

Underflame.png

Both:
  • Adds the ability to fire several short flame bursts
  • Refillable with standard flamer fuel tanks or USCM Technician Welderpacks
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.
  • Has a lower max range of 4 tiles versus the M240 Incinerator Unit's 5 tile range.
  • Greatly reduced attachment firing speed.
  • Cannot be refilled using B or X Variant fuel tanks.
U7 Underbarrel Shotgun

Undershot.png

Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
  • Can only be loaded with buckshot
Burst Fire Adapter

Burstfire.png

Both:
  • Enables burst-fire on a weapon or enhances burst-fire capability
  • Increases burst-fire shots by 2 (from 3 or 4)


Wielded:
  • Slightly decreases accuracy
One Handed:
  • Moderately decreases accuracy
Laser Sight

Laser sight.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces bullet spread
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None.
Attachment: Benefits: Drawbacks:
M41A Skeleton Stock

M41astock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
L42A Synthetic Stock

L41ACstock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving
Wielded:
  • Major wield delay
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases melee damage
M44 Magnum Sharpshooter Stock

Magnum stock.png

Wielded:
  • Majorly increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
Both:
  • When collapsed it can fit into a holster.
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases weapon melee damage
  • Can't fire the weapon when the stock is collapsed.
M37 Wooden Stock

M37 stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
MK221 Tactical Stock

MK221 Tactical Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Submachinegun Stock

Smg Stock.png

Wielded:
  • Greatly increases accuracy
  • Greatly reduces recoil
  • Majorly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
Collapsible Submachinegun Stock

Collapsible Smg Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
  • When collapsed it can fit into a holster.


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Only applies benefits when the stock is extended.
  • Increases weapon size when extended.
  • Moderately increases bullet spread if collapsed.
Submachinegun Arm Brace

Smg Arm Brace.png

Wielded:
  • Slightly increases accuracy
One Handed:
  • Majorly Increases accuracy
  • Greatly reduces recoil
  • Majorly decreases bullet spread
Both:
  • Slightly decreases accuracy penalty when moving
Wielded:
  • Greatly increases recoil
  • Greatly increases wield delay
Both:
  • Increases weapon size
  • Majorly decreases firing speed
M-OU53 Tactical Stock

MOU53 Stock.png

Both:
  • Slightly increases accuracy
  • Slight reduces recoil
  • Slightly decreases accuracy penalty when moving
  • Slightly decreases scatter
Wielded:
  • Slightly increases wield delay
Both:
  • Increases weapon size


Marine Kits

Kits: Contents:
Mini Pyro kit.png
M240 Pyrotechnician Support Kit
Description: A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This is one of the kit options of the ColMarTech Automated Closet.
  • USCM Pyrotechnician G4-1 Fuel Tank
  • M240A1 Incinerator Unit
  • 2 Incinerator Fuel Tank
  • 1 Large incinerator Fuel Tank (Gel)
  • Pocket Extinguisher
Mini JTAC kit.png
JTAC Radio Kit
Description: This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from Requisitions.
  • M82-F Flare Gun
  • M276 pattern M82F flare gun holster rig
  • 2x Signal flares packs
  • Tactical Binoculars
  • JTAC encryption key (Use :j to speak on this radio channel)
Grenadier kit.png

Frontline M40 Grenadier kit

Description: A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC/HEFA grenades. This is one of the kit options of the ColMarTech Automated Closet.
  • M276 pattern M40 HEDP rig containing the following:
M40 HEDP.png

3 M40 HEDP Grenades

M50 HEFA.png

3 M40 HEFA Grenades

Incingrenade.png

2 M40 HIDP Incendiary Grenades

  • Explosive pouch
  • 3 HEFA grenades
Personal Def kit.png
Personal Defense Kit
Description: Standard issue won't cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the ColMarTech Automated Closet.
  • VP78 Pistol, comes pre-loaded
  • 5 magazines
  • Red Dot Sight
  • Laser Sight
  • M276 pattern M4A3 holster rig
Mini Sniper kit.png
L42A Sniper Kit
Description: This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the ColMarTech Automated Closet.
  • L42A Battle Rifle, comes pre-loaded with standard rifle munitions
  • S8 Telescopic Sight
  • Synthetic Stock
  • Extended Barrel
  • Suppressor
  • 2 AP magazines
Mini Engie kit.png
Combat Technician Support Kit
Description: This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the ColMarTech Automated Closet.
  • USCM Technician Welderpack
  • Engineering Pamphlet
  • Insulated Gloves
  • Crowbar
  • Entrenching Tool
  • Welding Goggles
  • Tools Pouch containing the following:
Screwdriver.png

Screwdriver

Wirecutters.png

Wirecutters

Welder.gif

Welder

Wrench.png

Wrench

  • MB-6 Folding Barricade
  • M56D Mounted Heavy Machine Gun
Mini Medic kit.png
First Response Medical Support Kit
Description: The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the ColMarTech Automated Closet.
  • Medical Pamphlet
  • First Responder Technical Pouch containing the following:
Healthanalyzer.png

Health Analyzer

Splint.png

Splint

Advburnkit.png

Advanced Burn Kit

Advtraumakit.png

Advanced Trauma Kit

  • Auto-Injector Pouch containing the following:
Bicaridine.png

2 Bicaridine Auto injector

Kelotane.png

2 Kelotane Auto injector

Tramadol Injector.png

2 Tramadol Auto injector

Emergency Auto injector.png

1 Emergency Auto injector

  • SensorHud Mate
  • Roller bed
Intel kit.png
Field Intelligence Support Kit
Description: This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from Requisitions.
  • Document pouch
  • Data Detector
  • Intel Radio Encryption Key
  • Fulton recovery device
Veteran kit.png
Veteran Kit
Description: This marine kit give you access to the old MK1 Pulse Rifle as well as spare magazines for it and under barrel attachments. This is one of the kit options of the ColMarTech Automated Closet.
  • M41A MK1 Pulse Rifle, comes pre-loaded
  • 5 MK1 Magazines
  • Mini Flamer
  • U7 under barrel shotgun
Heavy Support kit.png
Forward HPR Shield Kit
Description: This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from Requisitions.
  • M41AE2 Heavy Pulse Rifle, comes pre-loaded
  • 1 HPR magazine
  • Bipod
  • MB-6 Folding Barricade
  • Welding goggles
  • Welder
Pursuit kit.png
M39 Point Man Kit
Description: This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from Requisitions.
  • M39 SMG, comes pre-loaded
  • Sub-Machine gun arm brace
  • Magnetic Harness
  • H5 Pattern M2132 Machete Scabbard
  • 1 M39 Extended magazine
Sapper kit.png
M-OU53 Field Test Kit
Description: This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from Requisitions.
  • M-OU53 Break Action Shotgun, comes pre-loaded with slugs
  • M-OU53 Tactical Stock
  • Box of shotgun slugs
  • Box of flechette slugs
  • Shotgun shell loading rig
Exp Trooper kit.png
Experimental Trooper Kit
Description: This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from Requisitions.
  • SU-6 Smartpistol
  • 5 SU-6 Smartpisol Magazines
  • Extended Barrel
  • Quick Fire Attachment
  • Laser Sight

Pouches

Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.

Equipment: Description:
G18-Utility-Pouch.png

G8-A General Utility Pouch

A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
Gen-pouch.png

Light General Pouch

A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the ColMarTech automated armaments vendor in Requisitions or in the pockets of mercenaries and CLF.
Medium-gen-pouch.png

Medium General Pouch

A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the ColMarTech Automated Closet and can be found inside the ColMarTech automated armaments vendor in Requisitions.
Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by Squad Leaders and Staff Officers. Not stocked in requisitions by default.
Medmag-pouch.png

Magazine Pouch

Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 2 slots.
Largemag-pouch.png

Large Magazine Pouch

Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists, but is also a part of the Veteran Enlist Kit. Can be ordered by Requisitions.

Contains 3 slots.

Explarge-pouch.png

Explosive Pouch

Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the ColMarTech automated armaments vendor in Requisitions.
Pistol-mag-pouch.png

Pistol Magazine Pouch

Pouch able to hold 3 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet. Can be ordered by Requisitions.
Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Pistol-pouch.png

Sidearm Pouch

A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Flare-pouch.png

Flare Pouch

Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
Radio-pouch.png

Radio Pouch

Used to hold 2 sets of radio headsets. Why would you use this?
Knife-pouch.png

Bayonet Pouch

A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.
Survival-pouch.png

Survival Pouch

A survival pouch, used for long deployments. Normally found occupying the pockets of Civilians. Contains a 15u tramadol pill, 10 sterile gauze rolls, crowbar and a flashlight; all good tools for a survivor on the move.
Document-pouch.png

Document Pouch

A pouch used to hold documents for safe keeping.

Field Intelligence Support Kit pouch variant can hold 7 items.

While Intelligence Officer's have one that holds 21 items.

Tool Pouch.png

Tools Pouch

Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots. Can hold the following items below:

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

CableCoils.png

Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Electronics-pouch.png

Electronics Pouch

Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 6 slots. Can hold the following items below:

Circuitboard.png

Circuitboards

Powercell.png

Powercells

Const-pouch.png

Construction Pouch

Designed to holster construction materials. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 3 slots. Can hold the following items below:

Metal.png

Metal Sheets

Plasteel.png

Plasteel Sheets

Sandbag Empty.png

Empty Sandbags

Planks.png

Wooden Planks

Rods.png

Metal Rods

CableCoils.png

Cable Coil

Barbed Wire.png

Barbed Wire

Entrenching Tool Unfolded.png

Entrenching Tool

Aid-pouch.png

First-Aid Pouch

Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Medic-pouch.png

Medical Pouch

Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 3 slots.

Dexalin.png

Autoinjectors

Ointment.png

Ointment

Gauze.png

Gauze

Advtraumakit.pngAdvburnkit.png

Advanced Kits

Healthanalyzer.png

Health Analyzer

PillBottle.png

Pill Bottles

Hypospray.png

Hyposprays

Autoinjector-pouch.png

Autoinjector Pouch

A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.

Holds 7 Autoinjectors.

Medkit-pouch.png

Medkit Pouch

Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
First-aid kit.png

Medkits

First-Responder-Tactical-Pouch.png

First Responder Tactical Pouch

Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the ColMarTech automated armaments vendor in their mini-medical kits.

Holds 4 medical items.

Healthanalyzer.png

Health Analyzer

Splint.png

Splint

Advburnkit.png

Advanced Burn Kit

Advtraumakit.png

Advanced Trauma Kit

Syringe-pouch.png

Syringe Pouch

Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.
Chemist-pouch.png

Chemist Pouch

A pouch for carrying glass beakers. It's filled with an empty regular and large beaker. Can be found in the medical doctor's lockers in medbay.

Contains 2 slots.

Vial-pouch.png

Vial Pouch

A pouch for carrying glass vials. Can be found in the medical doctor's lockers in medbay.

Contains 6 slots.

Flame-pouch.png

Fuel tank strap pouch

Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

Storage Equipment

Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.

Equipment: Description:
Webbing.png

Webbing

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.

It is the standard webbing for most of the USCM support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions.

File:Blackwebbing.png

Black Webbing

Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by Requisitions.
Brown webbing vest.png

Brown Webbing Vest

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by Requisitions.
M276 Pattern Ammo Load Rig.png

M276 Pattern Ammo Load Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.

It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics. It is one of the belt options of the ColMarTech Automated Closet.

Shotgun belt.png

Shotgun Shell Load Rig

An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
M276 pattern knife.png

M276 Pattern Knife Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM's more suicidal operators. Holds up to 6 throwing knives.

It is one of the belt options of the ColMarTech Automated Closet. Notably smaller than most rigs, able to fit in standard bags and satchels.

M276 pattern M40 HEDP.png

M276 Pattern M40 HEDP Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 HEDP Grenades.

It is the standard rig for Frontline Grenadier Kits.

M276 pattern M40 HEDP.png

M276 Pattern M40 HEDP Rig MK.II

The M276 Mk. II is is an upgraded version of the M276 HEDP rig, with more storage capacity. It consists of a modular belt with various clips.

It is the standard rig for USCM Heavy Grenadier Specialists.

M276 Pattern Toolbelt Rig.png

M276 Pattern Toolbelt Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.

It is the standard rig for Combat Engineers.

M276 pattern medical storage rig.png

M276 Pattern Medical Storage Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition.Note that this rig can additionally hold a roller bed and defibrillator.

It is one of the standard rigs for Combat Medics.

M276 pattern lifesaver bag.png

M276 Pattern Lifesaver Bag

The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.

It is one of the standard rigs for Combat Medics.

USCM infantry backpack.png

USCM Lightweight IMP Backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

Welderpack.png

USCM Technician Welderpack

A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use.

Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel.

USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

It is standard gear for most of the USCM. Holds 5 normal size items.

LightWeight Combat Pack.png

Light Weight Combat Pack

A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.

It's a standard pack for non-USCM Combat Personal, like the Colonial Liberation Front and UPP Soldiers.

IO Pack.png

USCM Intelligence Officer Pack

A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.

This is the standard issue backpack for Intelligence Officers.

M68 Thermal Cloak.png

M68 Thermal Cloak

The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for a short period of time. Required to be worn over the M3-S Light Armor. To cloak yourself, go to the weapon tab and click Specialist-Activation, you may also assign a Macro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. Worn by USCM Scout Specialists
M3snipersmock.png

M3 Sniper's Smock

A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Sniper Specialists
M240-T Fuel Pack.png

Broiler-T flexible refueling system

A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. Worn by USCM Pyrotechnician Specialists

You can assign a Macro for the Broiler in order to switch fuel types.

M22 rocket bag.png

M22 Rocket Bags

Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Demolition Specialists
USCM infantry backpack.png

Marine Commanding Officer Backpack

A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander's Locker at round start. Holds more items then a regular backpack.
M103 pattern Tank-Ammo rig.png

M103 pattern Tank-Ammo rig

The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.
G4-1 FuelTank.png

USCM Pyrotechnician G4-1 Fuel Tank

A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.

Holds 350 units of fuel.

Holsters and Scabbards

This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.

Equipment: Description:
Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their ColMarTech Automated Closet.

Can be ordered via crate at Requisitions, and Military Police lockers contain one, but not carried normally.

M276 pattern M4A3 holster rig.png

M276 Pattern General Pistol Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, MK88, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.

It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.

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M276 Pattern SU-6 Smart Pistol Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the Experimental Trooper Kit
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M276 Pattern M44 Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.

It is one of the uncommon rigs inside USCM Cargo Vendors, in the Marine Prep Vendors, or standard issue for the Requisitions Officer.

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M802 Pattern Smartgunner Rig

The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.

It is issued to USCM Squad Smartgunners and can be found in their vendors.

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M276 Pattern M82F flare gun holster rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
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Type 41 Pistol Holster Rig

A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.

It is the standard rig for UPP Officers.

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M276 Pattern M39 Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.

It is one of the uncommon rigs inside USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors..

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L44 M37A2 Scabbard

A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.

It is one of the scabbards inside USCM Cargo Vendors, or in the Marine Prep Vendors.

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H5 Pattern M2132 Machete Scabbard

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).

It is one of the scabbards inside USCM Cargo Vendors, or in the Marine Prep Vendors. They all start with machetes inside.

Support Equipment

This is a list of equipment to aid Marines during the operation.

Equipment: Description:
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Tactical Binoculars

A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.

Tactical Binocular Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.
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Range Finders

A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu

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M94 Marking Flare Pack

A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.

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M89-S Signal Flare Pack

A packet of eight M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.

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Motion Detector

A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.


Motion Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
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Data Detector

The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.

Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
  • Long Range: The Data Detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
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Whistle

A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.

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Fulton Device

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.

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MB-6 Folding Barricade

A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.

Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.

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Gas Mask

Gas masks are available in ColMarTech Automated Closets for all marines. It is currently purely cosmetic.

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Command Tablet

A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.

USCM Military Clothing

This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.

Clothing: Description:

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USCM Hypersleep Underwear

A simple outfit worn by USCM personnel during hypersleep. Makes you feel drowsy and slower while wearing.

Find an actual uniform and change out.

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USCM Marine Uniform

A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.

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Requisitions Officer Uniform

A nicely-fitting military suit for any Requisitions Officer on their supply job.

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Marine Intelligence Officer Uniform

Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&D team five days to develop. It is more expensive than the entire Almayer...probably.

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Staff Officer Uniform

A uniform worn by commissioned officers of the USCM. Do the corps proud.

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Chief Engineer Uniform

A uniform for veteran military engineer. Often found covered in oil or engine grease.

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Executive Officer Uniform

A uniform typically worn by a first-lieutenant Executive Officer in the USCM.

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Commander Uniform

The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.

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Tank Crewman Officer Uniform

A uniform worn by commissioned officers of the USCM. Do the corps proud.

Miscellaneous Clothing

Other pieces of clothing that may or may not be found elsewhere.

Clothing: Description:
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Heat absorbent coif

A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions. Can not actually adjust the mask.

Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs. Spawns at the Automated Closet as Standard Equipment if the map is Ice Colony, Sorokyne Strata, or Corsat. Otherwise available at the Surplus Uniform Vendor.

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Combat Boots

Standard issue combat boots used by the USCM for combat situations.

Worn by USCM Marines

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SWAT Mask

A close-fitting tactical mask that can be connected to an air supply.

Can be ordered by Cargo

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M8 pattern armored balaclava

An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.

Worn by Corporate PMCs

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M8 pattern armored balaclava

An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.

Worn by Corporate PMCs

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UPP armored commando balaclava

An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.

Worn by UPP Commandos

Military Helmets

A list of helmets which are paired with Military Armor.

Helmet: Description:

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M10 Pattern Marine Helmet

Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

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M3-S Helmet

A custom helmet from the M3 series designed to be lightweight and used for recon missions.

This helmet is worn by the Scout Specialist.

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M35 Helmet

A custom helmet from the M3 series designed to be highly flame retardant.

This helmet is worn by the Pyrotechnician Specialist.

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B18 Helmet

A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.

Not available during normal gameplay. Only available during admin events.

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M3-G4 Helmet

Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.

This helmet is worn by the Heavy Grenadier Specialist.

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M45 Ghillie Helmet

A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.

This helmet is worn by the Sniper Specialist.

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M11 Pattern Squad Leader Helmet

The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for Squad Leaders.

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M50 Tanker Helmet

The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for Vehicle Crewmen.

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XM12 Pattern Intel Helmet

An experimental brain-bucket that works better as a brain-plate. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work. Issued for Intelligence Officers.

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Riot Helmet

It's a helmet specifically designed to protect against close range attacks. It covers your ears.

It's worn by the Military Police during riot situations.

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UM4 Helmet

A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM's M10 Pattern Marine Helmet.

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UH7 Helmet

A skirted helmet designed for use with the UM/UH system. Worn by the UPP's elite Specialist soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man's B18 helmet.

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Armored Militia Cowl

A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.

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Bucket

This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the "front". Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the Colonial Liberation Front.

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M5X Helmet

A fully enclosed, armored helmet made to complete the M5X exoskeleton armor. Worn by the Corporate Commandos.

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HEFA Helmet

For some reason, seeing this helmet causes you to feel extremely distressed.

Wait a minute, there's a button on the helmet...

Worn by the HEFA Knights.

Military Armor

A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.

Armor: Description:

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M3-L Pattern Light Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.

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M3 Pattern Personal Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.


Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.

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M3-H Pattern Heavy Armor

A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user's guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.

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M3-S Light Armor

A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.

This armor is worn by the Scout Specialist

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M3-T Light Armor

A custom set of M3 armor designed for users of long ranged explosive weaponry.

This armor is worn by the Demolitionist Specialist

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M45 Pattern Ghillie Armor

A lightweight ghillie camouflage suit, used by USCM snipers on recon missions. Very lightweight, but doesn't protect much.

This armor is worn by the Sniper Specialist.

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M35 Armor

A custom piece of M3 armor designed to be highly flame retardant.

This armor is worn by the Pyrotechnician Specialist.

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M3-G4 Grenadier Armor

A custom set of M3 armor packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against xenomorph pounce attempts. This armor is worn by Heavy Grenadier Specialists

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B12 Pattern Personal Armor

An upgraded version of the M3 Pattern Armor. A more refined jack of all trades, similar to the M3 Pattern Armor worn by standard marines. Holds 3 slots in the armor.

This armor is worn by Squad Leaders.

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M2 Pattern Personal Armor

Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.

This armor is worn by the Military Police.

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Bulletproof Vest

Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps.

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Riot Armor

A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.
  • Does not have a shoulder light.
  • Cannot hold items.

This armor is worn by the Military Police in riot situations. Also found in the Marshall's Office armory of Solaris Ridge and Prison Station.

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M56 Combat Harness

An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.

This armor is worn by Squad Smartgunners.

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M2 Pattern Officer Armor

A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The Commanding Officer has a special set in the CIC armory.

This armor is worn by Staff Officers and the Executive Officer.

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M3 Pattern Tanker Armor

A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.

This armor is worn by Tank Crewmen.

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B18 Experimental Personal Armor

This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb "Create-Injector". Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against xenomorph pounce attempts.

Not available during normal gameplay. Only available during admin events.

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XM4 Pattern Intel Armor

A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by Intelligence Officers.

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M4 Pattern PMC Armor

A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.

This armor is worn by most Corporate PMC personnel.

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Freelancer Cuirass

An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer's ranks produce these vests at about one a month.

This armor is worn by the Freelancer Mercenaries.

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UM5 Personal Armor

The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives.

This armor is worn by the UPP soldiers.

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UH7 Heavy Plated Armor

An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn't protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.

This armor is worn by the UPP Officers.

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Colonial Militia Hauberk

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.

This armor is worn by the Colonial Liberation Front.

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Colonial Militia Partial Hauberk

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.

This armor is worn by the Colonial Liberation Front.

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Colonial Militia Brace

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.

This armor is worn by the Colonial Liberation Front.

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Colonial Militia Vest

The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.

This armor is worn by the Colonial Liberation Front.

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D2 Armored Vest

A protective vest worn by some seriously experienced mercs.

This armor is worn by the Dutches Dozen's Mercenaries. And thus, this is only available through admin events

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M5X Exoskeleton Armor

A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.

This armor is worn by the Corporate Commandos. And thus, this is only available through admin events.

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HEFA Knight Armor

A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight.

This armor is worn by the HEFA Knights. And thus, this is only available through admin events.