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Testing Ground:
Standard Marine Weapons
Weapon: | Description: |
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M4A3 Service Pistol |
This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine.
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M44 Revolver |
This revolver is the standard sidearm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3, but it holds less bullets. It uses .44 rounds and holds 7 bullets.
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M39 Submachine Gun |
This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm SMG rounds, and holds 48 bullets. This weapon has burst-fire capabilities.
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M41A Mk2 Pulse Rifle |
This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue weapon. The M41A must be held in two hands to fire. It uses 10x24mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 95 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments. This weapon has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.
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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. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.
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M5 Survival Knife |
The standard issue survival knife issued to Colonial Marines soldiers. A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment. |
M2132 Machete |
Latest issue of the USCM Machete. Unlike the Combat Knife, this cannot slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back. It's only available in Cargo's munition vendors. |
Specialist Weapons
Weapon: | Description: | ||||||||
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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. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine. A very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss. This is only available for Specialists using either the Scout or Sniper Loadout.
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M92 Grenade Launcher |
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. This is only available for Specialists using the Heavy Grenadier Loadout.
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File:SADAR.png SADAR Rocket Launcher |
A reloadable, single shot rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer. This is only available for Specialists using the Demolitionist Loadout.
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Restricted Weapons
Weapon: | Description: |
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M4A3 Commander Pistol |
Unique variant of the M4A3 Service Pistol. Has a unique appearance but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds.
Ammunition: |
88 Mod 4 |
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst. It is typically used by Specialists employing the usage of the Scout Loadout, or the Corporate Liaison, Executive Officer and the Pilot Officer for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers.
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M56 Smartgun |
The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading. Only Smartgunners and Weyland-Yutani PMC Heavy Gunners can use this weapon, it's also available inside the Commander's secure box inside the Command Armoury.
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Mk221 Tactical Shotgun |
A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Can be found in the Military Police armoury and Combat Information Centre's armoury. It is also one of the standard shotguns for Dutch's Dozen Mercenaries.
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M240 Incinerator Unit |
Capable of shooting flames by lighting welding fuel or the custom napthal manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Ailens and Humans alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave. In the right hands this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line. Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.
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M41AE2 Heavy Pulse Rifle |
Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This means it is also capable of loading their (smaller) magazines in a pinch. It can be ordered from Cargo via the WY Weapons Crate.
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M4RA Battle Rifle |
An advanced prototype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round. It can also be used in burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines. It can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.
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M41A Mk1 Pulse Rifle |
An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among mercenary groups and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2 and had less variety of attachments. Three rifles can be found in the command armoury on the Almayer. It is also one of the standard rifles for Dutch's Dozen Mercenaries and Freelancer Mercenaries.
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Restricted Defensive Marine Equipment
Ammo Boxes
Mercenary or Black Ops Equipment
Weyland Yutani PMC/Commando Equipment
Union of Progressive People Equipment
Weapon: | Description: |
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Type 71 Pulse Rifle |
The Type 71 is a reliable pulse rifle chambered in 40 7.62x39mm heavy rifle rounds and it became a primary service rifle for UPP forces. Firing only in two round bursts to conserve ammunition, the Type 71 was originally designed as an aerodynamic rifle to be used in outer-space operations. The Type 71 suffers some reliability issues, and is prone to jamming in terrestrial climates, but makes up for this with a high number of variants and ease of production. This is the standard rifle for UPP soldiers.
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Type 71 Pulse Carbine |
Placeholder Desc
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Type 71 'Commando' Pulse Carbine |
As a much rarer variant of the standard Type 71 rifle, this version contains an integrated supressor, a scope, and lots of fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen issued outside of commando units and officer cadres. This is the standard rifle for UPP Officers.
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Korovin PK-9 Pistol |
An updated variant of an old eastern design, dating back to from the 20th century. Commonly found among mercenary companies or Russian Spec Ops teams due to its reliability, but also issued to UPP armed forces. Features an integrated silencer, and holds 12 razor sharp .22 rounds inside the magazine. This one is usually loaded with the more common .22 hollowpoint rounds and appears to be a UPP model. There's also a 9mm Russian model but it's currently phased out. It is one of the standard sidearms for UPP Leaders. The Russian model of this weapon is one of the sidearms for Iron Bear soldiers. And thus, this is only available through admin events.
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Freelancer Mercenary / Colonial Liberation Front Equipment
Weapon: | Description: | ||||||
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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 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment. It gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance. It is one of the standard rifles for Freelancer Mercenaries, Dutch's Dozen Mercenaries,Colonial Liberation Front and Iron Bear soldiers.
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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. It is one of the standard rifles for Freelancer Mercenaries, Dutch's Dozen Mercenaries, Colonial Liberation Front and Iron Bear soldiers.
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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 Dutch's Dozen Mercenaries and Colonial Liberation Front. This can also be found inside the Big-Red's Administration Armoury or more can be ordered by the Blackmarket crate.
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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 Dutch's Dozen Mercenaries. This weapon can be ordered by the Blackmarket crate.
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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, Dutch's Dozen Mercenaries, UPP Medics and Colonial Liberation Front
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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. 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.
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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 burst fire feature, as if this gun needs it. It is one of the standard shotguns for Freelancer Mercenaries, Colonial Liberation Front and Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.
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HG Pump Shotgun |
Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces. Can be found on the both planets LV-624 and Big-Red. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.
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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. Can only be found in LV-624's old shack and in the hands of Dutch's Dozen Mercenaries, Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.
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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. It is found in the hands of Freelancer Mercenaries, Colonial Liberation Front and Survivors.
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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." This does have a mag that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard and gold plated. It is the main sidearm of the Freelancer Mercenaries Captain and one of the standard sidearms for Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.
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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 Dutch's Dozen Mercenaries, Colonial Liberation Front and Iron Bear soldiers. It can also be found in the hands of Survivors.
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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.
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CMB Spearhead AutoRevolver |
Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals. 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.
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Holdout Pistol |
Easily concealable pistol, a tiny weapon that can fit in small containers or even pockets. 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.
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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 only be found in LV-624's security armoury and in the hands of Dutch's Dozen Mercenaries, Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.
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Miscellaneous ERT Equipment
Weapon: | Description: |
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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 it's finely crafted in 2133 by someone probably illiterate. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached. It is a standard Sniper Rifle for the Iron Bear soldiers.
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PPSh-17b SMG |
Very outdated, but classic USSR weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds. It is the standard SMG for Iron Bear soldiers.
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Nagant-Yamasaki Revolver |
Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 pistol rounds in the chamber. It is one of the standard sidearms for Iron Bear soldiers. And thus, this is only available through admin events
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Explosives
Weapon: | Description: |
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C4 Explosive Charge |
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only method to destroy Alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Combat Engineers start with 4 per vendor, Demolition Specialists start with 2 in their crate and Squad Leaders start with 1 per vendor. It is also used by Iron Bear soldiers and UPP Personnel. |
Type 5 Sharpnel 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. |
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. |
Webley Mk15 Stick Grenade |
A fragmentation grenade prouduced 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 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. |
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 HPDP Grenade |
A powerful phosphorus grenade. |
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 has these grenades in their vendors at round start. More can be ordered in Cargo. |
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 its caught in the fire. 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. W-Y Commando Units start with one as well. |
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: |
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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 at admin events.
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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. Not available during normal gameplay. Only available at admin events.
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M4A3 Service Pistol .45 |
One of the standard USCM service pistols chambered in .45 caliber. But only issued in small numbers and reserved for high military personnel. It functions similar to the marine-issued M4A3, it deals greater damage but it's magazine size is much smaller than the 9mm version, only carrying 7 rounds. And it has less ammo variants than the 9mm. One pistol can be found inside Cargo's armaments vendor. More can be ordered by the Blackmarket crate. It is also one of the standard sidearms for Dutch's Dozen Mercenaries. But it is only available during admin events.
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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 M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need. Not available during normal gameplay. Only available at admin events.
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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 in 9mm. It is found in the hands of Survivors.
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Mateba Autorevolver Custom++ |
This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized for a high-ranking Admiral. It is otherwise similar to the original Meteba in general. Not available during normal gameplay. Only available at admin events.
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Ol' Painless Minigun |
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 might be fine. Possibly. Not available during normal gameplay. Only available at admin events.
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M57-A4 'Lighting Bolt' Quad Thermobaric Missile Launcher |
The M57-A4 'Lighting Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles. Enough said. Be careful when you point at friendlies. Not available during normal gameplay. Only available at admin events.
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