"Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.
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. May or may not reduce damage falloff from distance traveled by a projectile (will not be confirmed by the Devs).
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.
Standard Marine Weapons
Weapon:
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Description:
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M4A3 Service Pistol
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This is one of two handguns that the marines have stocked in their combat prep vendors. The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 12 round magazine.
All Cargo Technicians start with one, including 3 Extended Magazines (One loaded) and a Hollowpoint Magazine.
Ammunition:
M4A3 Magazine
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Holds twelve (12) 9mm pistol rounds.
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M4A3 Extended Magazine
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Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
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M4A3 Armor Piercing Magazine
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Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
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M4A3 Hollow Point
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Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
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M4A3 Incendiary Magazine
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Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
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M44 Combat Revolver
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This revolver is the standard sidearm for some military officers, but is also available as an alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed-loaders, and holds a maximum of 7 bullets.
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M39 Submachine Gun
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This is the standard sub-machine gun. Useful for support roles, such as medics, engineers or specialists with heavy weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.
Ammunition:
M39 Magazine
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Holds forty eight (48) 10x20mm rounds.
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M39 Extended Magazine
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Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
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M39 Armor Piercing Magazine
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Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
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M39 Incendiary Magazine
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Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
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M41A Mk2 Pulse Rifle
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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.
Ammunition:
M41A Magazine
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Holds forty (40) 10x24mm rifle rounds.
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M41A Extended Magazine
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Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
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M41A Armor Piercing Magazine
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Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
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M41A Incendiary Magazine
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Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
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L42-MK1 Pulse Carbine
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A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy, but usually overlooked in favor of firearms with better stopping power. Chambered in 10x24mm caseless. Can very quickly change barrel attachments.
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M37A2 Pump Shotgun
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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:
Slug Shells
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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.
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Buckshot Shells
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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.
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Incendiary Slug Shells
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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.
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Beanbag Slugs
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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.
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Flechette Shells
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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.
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M5 Survival Knife
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The standard issue survival 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, but it should only to be used as a last resort against enemies. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.
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M11 Throwing Knife
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A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.
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M2132 Machete
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Latest issue of the USCM Machete. Unlike the Combat 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.
It's only available in Cargo, SL prep, Spec prep, Engineering prep, and Smartgun prep.
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Specialist Weapons
Weapon:
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Description:
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M42A Scoped Rifle
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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:
M42A Marksman Magazine
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Holds fifteen (15) 10x28mm Caseless sniper rounds.
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M42A Flak Magazine
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Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles which hit adjacent targets as well as the original target.
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M42A Incendiary Magazine
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Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.
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M92 Grenade Launcher
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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 has a minimum range of three tiles in front of you, if you try and fire at a closer range you will not be able to.
Ammunition:
M15 Fragmentation Grenade
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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.
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M40 HEDP Grenade
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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.
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M40 HEFA Grenade
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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.
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M40 HIDP Incendiary Grenade
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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.
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M40 HSDP Smoke Grenade
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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.
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M5 RPG
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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.
This is only available for Specialists using the Demolitionist Loadout.
Ammunition:
High Explosive (HE) Rocket
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Deals damage and stuns in a 4-meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.
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Anti-Armor (AA or AP) Rocket
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Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armored targets.
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White Phosphorous (PHS) Rocket
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Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for an extended period, human or otherwise. Effective against heavily armored targets. Spawns fire around the area hit, ignores cover.
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M4RA Battle Rifle
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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.
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M240-T Incinerator
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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.
This is only available for Specialists using the Pyrotechnician Loadout.
Ammunition:
Incinerator Tank
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Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
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Large Incinerator Tank
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Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
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Incinerator Tank: B Variant
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Holds one hundred units (100) units. Utilises B-Variant Napthal which is weaker than its counterparts but can cover a larger area and lasts longer.
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Incinerator Tank: X Variant
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Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.
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Restricted Weapons
Weapon:
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Description:
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Mateba Autorevolver Special
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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 is issued and only used by the Commanding Officer.
Ammunition:
Mateba Speed loader
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Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.
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M4A3 Custom Pistol
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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, most notably firing speed.
Only Staff Officers start with one, including 3 Extended Magazines (one loaded) and a Hollowpoint Magazine.
Ammunition:
M4A3 Magazine
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Holds twelve (12) 9mm pistol rounds.
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M4A3 Extended Magazine
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Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
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M4A3 Armor Piercing Magazine
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Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
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M4A3 Hollow Point
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Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
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M4A3 Incendiary Magazine
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Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
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88 Mod 4
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A powerful 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 is typically used by Specialists employing the usage of the Sniper/Scout Loadout, or the Corporate Liaison, Executive Officer, Tank Crewman and the Pilot Officer for self defence. It is also a standard sidearm for Corporate PMCs.
Ammunition:
88M4 AP Magazine
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Holds eighteen (18) 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.
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SU-6 Smart Pistol
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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.
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M4A3 Service Pistol .45
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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 standard-issue M4A3, but deals greater damage with a smaller magazine size of 7 rounds.
Three pistols can be found inside Cargo's armaments vendor. More can be ordered by the Blackmarket crate.
Ammunition:
M4A3 Magazine .45
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Holds seven (7) .45 pistol rounds. Lower magazine size, but better damage.
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M56 Smartgun
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The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 500 round ammo pool to draw from the ammo pack with an additional 50 rounds pre-loaded into the smartgun, and has 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, has burst fire capabilities. Also has 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 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 and will automatically retract to the harness suit storage when the user is knocked down or else loses hold of the weapon. Like the M5 RPG, the user must stand still while reloading though this doesn't mean you can't carry on firing.
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:
M56 Power Pack
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Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading. Notably can be refilled by restocking into the Requisition's Automated Munitions Vendor.
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Mk221 Tactical Shotgun
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A unique company 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, and Prison Station's Research Armory.
Ammunition:
Slug Shells
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Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
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Buckshot Shells
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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.
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Incendiary Slug Shells
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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.
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Beanbag Slugs
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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.
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Flechette Shells
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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.
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M81 Riot Grenade Launcher
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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
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Forms a rough 7x7 area of pepperspray smoke. Effective against humans.
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M240A1 Incinerator Unit
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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, with welding fuel being an effective and popular choice. 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:
Incinerator Tank
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Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
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M41AE2 Heavy Pulse Rifle
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Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 300-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. The M41AE2 has a 4-round burst fire capabilities but rounds tend to spread more. This can use M41A ammo, however the bullets must be transferred manually from the M41A mags into the M41AE2 Mags or by refilling it with an ammo box. The M41AE2 was originally conceived as a squad support weapon, but was mostly supplanted by the M56 Smartgun.
It can be ordered from Cargo via the LMG Crate.
Ammunition:
M41AE2 Ammo Box
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Holds three hundred (300) 10x24mm rounds.
Uses the same caliber bullets as standard M41A magazines, so can be refilled using bullets from standard M4A1 magazines.
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M41A Mk1 Pulse Rifle
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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 armory on the Almayer. It is also one of the standard rifles for the Freelancer Mercenaries.
Ammunition:
M41A MK1 Magazine
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Holds ninety five (95) 10x24mm rounds.
Uses the same calibre bullets as standard M41 magazines, so can be refilled using bullets from standard M41 magazines.
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M46C Pulse Rifle
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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.
Ammunition:
M41A MK1 Magazine
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Holds ninety five (95) 10x24mm rounds.
Uses the same calibre bullets as standard M41 magazines, so can be refilled using bullets from standard M41 magazines.
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M41A Magazine
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Holds forty (40) 10x24mm rifle rounds.
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M41A Extended Magazine
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Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
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M41A Armor Piercing Magazine
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Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
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M41A Incendiary Magazine
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Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
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Restricted Defensive Marine Equipment
Weapon:
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Description:
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M20 Mine Box
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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:
- Use a multitool on the deployed mine.
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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.
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UA 571-C Sentry
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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. Comes with various options, such as 10-round burst fire or single shot and firing arcs ranging between 180 degrees to 30 degrees for better range or field of fire. Has 500 bullets.
Ammunition:
M30 Box Magazine (10x28mm Caseless)
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Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
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Construction and Maintenance:
How To Construct It:
- Construct Turret Frame with Plasteel,
- Wrench it,
- Apply Cable,
- Add Turret Piece,
- Apply Metal,
- Weld it,
- Add Turret Sensor,
- Click on the sentry with an empty hand to open the control interface and turn it on.
Maintenance:
- Wrench for anchoring/unanchoring the sentry, making it moveable.
- Crowbar for taking out power cell (after turning off).
- Screwdriver for rotating the sentry (after turning off).
- Welder for repairing.
- If the sentry is knocked over click on it with an empty hand to right it.
- During its construction, you can examine the half-finished Sentry to see what part is missing.
- The default power cell doesn't last long, use a High-Capacity Powercell instead.
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M56D Mounted Smartgun
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These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration. The tracking system of a standard smartgun is non-functional on the M56D. Note that this does not have IFF tracking built into it, so you will hit friendlies with it.
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M402 Mortar
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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 and the engineer system vendor.
Ammunition:
80mm Flare Shell
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Deploys a flare to the target area which can't be melted or destroyed however it doesn't last as long as traditional flares.
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80mm Flash Powder Shell
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Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.
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80mm Smoke Shell
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Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.
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80mm High Explosive Shell
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Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.
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80mm Napalm Shell
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Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
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80mm Fragmentation Shell
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Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
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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:
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Explosives
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.
WARNING: Many explosives are amplified in small and condensed rooms.
Weapon:
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Description:
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C4 Explosive Charge
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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.
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Type 5 Shrapnel Grenade
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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.
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Type 8 White Phosphorus Grenade
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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.
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Webley Mk15 Stick Grenade
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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.
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Improvised Fire Bomb
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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.
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M12 Blast Grenade
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A high-explosive grenade produced for private security firms.
It is used by the PMCs
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M15 Fragmentation Grenade
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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.
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M40 HPDP Grenade
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A powerful phosphorus grenade.
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M40 HEDP Grenade
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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.
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M40 HEFA Grenade
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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.
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M40 HIDP Incendiary Grenade
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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. 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.
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M40 HSDP Smoke Grenade
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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.
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Explosive and Ammo Boxes
Weapon:
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Description:
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M40 HEDP Box
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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.
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M40 HEFA Box
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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.
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M41A Magazine Box
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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.
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M39 Magazine Box
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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.
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M41A Extended Magazine Box
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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.
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L42 MK-1 Extended Magazine Box
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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 L42 MK-1 Armor Piercing magazine can be loaded into the standard L42 MK-1 magazine box if a space is available.
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M39 Extended Magazine Box
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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.
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M41A Armor Piercing Magazine Box
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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.
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L42 MK-1 AP Magazine Box
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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 L42 MK-1 Armor Piercing magazine can be loaded into the standard L42 MK-1 magazine box if a space is available.
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M39 Armor Piercing Magazine Box
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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.
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M41A Incendiary Magazine Box
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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.
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Slug Shell Box
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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.
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Buckshot Shell Box
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Contains 100 buckshot shells, 20 handfuls.
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Flechette Shell Box
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Contains 100 flechette shells, 20 handfuls.
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10x24mm Ammo Box (M41A)
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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, M4A1E2, and M4A1 MK1 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.
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10x24mm Ammo Armor Piercing Box (M41A)
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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 400 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines.
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10x20mm Ammo Box (M39)
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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.
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10x20mm AP Ammo Box (M39)
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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 400 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.
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Mercenary or Black Ops Equipment
PMC/Commando Equipment
Weapon:
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Description:
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M42c Anti-Tank Rifle
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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.
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M41A/2 Battle Rifle
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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:
M41A Magazine
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Holds forty (40) 10x24mm rifle rounds.
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M41A Extended Magazine
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Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
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M41A Armor Piercing Magazine
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Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
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M41A Incendiary Magazine
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Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
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M39B/2 SMG
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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, more can be found in the armory of Big-Red.
Ammunition:
M39 Magazine
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Holds forty eight (48) 10x20mm rounds.
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M39 Extended Magazine
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Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
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M39 Armor Piercing Magazine
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Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
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M39 Incendiary Magazine
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Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
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VP-78 Pistol
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A massive, formidable automatic handgun chambered in 9mm rounds and contains 18 squash-head pistol rounds in the magazine. In addition, this sidearm has 3-burst capabilities.
It is a standard sidearm for Corporate PMC Officers.
Ammunition:
VP78 Magazine
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Holds eighteen (18) 9mm squash-head pistol rounds.
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Mateba Autorevolver
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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 Speed loader
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Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.
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Union of Progressive People Equipment
Weapon:
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Description:
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Type 71 Pulse Rifle
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The Type 71 is chambered with 40 7.62x39mm heavy rifle rounds that has become a staple in the arsenal of the UPP (Union of Progressive Peoples). Firing only in two round bursts to conserve ammunition, the Type 71 was originally designed to be an ergonomic, lightweight, and compact rifle to be used in multiple types of 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, with their improved variant only given to UPP Officers and UPP Specialists.
Ammunition:
Type 71 Magazine
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Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
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Type 71 Pulse Carbine
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A carbine variant of the standard Type 71 Pulse Rifle, issued for Scouts and other UPP combat personnel.
Ammunition:
Type 71 Magazine
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Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
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Type 71
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As a much rarer variant of the standard Type 71 rifle, this version adds an integrated suppressor, a scope, and a high degree of fine-tuning to the internal mechanisms. Many parts have been replaced, filed down, and/or improved upon. As a result, this variant is rarely seen issued outside of commando units and officer cadres.
This is the standard rifle for some UPP Officers as well as UPP Commandos.
Ammunition:
Type 71 Magazine
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Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
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Korovin PK-9 Pistol
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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.
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Freelancer Mercenary / Colonial Liberation Front Equipment
Weapon:
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Description:
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MAR-40 Battle Rifle
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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 USSR 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
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Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
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MAR Extended Magazine
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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.
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MAR-30 Battle Carbine
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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 the Freelancer Mercenaries and the Colonial Liberation Front.
Ammunition:
MAR Magazine
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Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
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MAR Extended Magazine
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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.
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MP27 SMG
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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:
MP27 Magazine
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Holds twenty (30) 4.6x30mm Amour-Piercing SMG rounds.
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FN FP9000 Submachine Gun
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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. This weapon can be ordered via the Blackmarket crate.
Ammunition:
FN Magazine
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Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.
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CZ-81 Submachinegun
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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, UPP Medics and Colonial Liberation Front
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MAC-15 Machine Pistol
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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.
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Custom Built Shotgun
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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:
Slug Shells
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Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
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Buckshot Shells
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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.
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Incendiary Slug Shells
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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.
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Beanbag Slugs
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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.
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Flechette Shells
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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.
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HG Pump Shotgun
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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 on both LV-624 and Big-Red. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and the Colonial Liberation Front.
Ammunition:
Slug Shells
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Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
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Buckshot Shells
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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.
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Incendiary Slug Shells
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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.
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Beanbag Slugs
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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.
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Flechette Shells
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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.
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Double Barrel Shotgun
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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 can be burst fired for devastating effect.
Can only be found in LV-624's old shack and in the hands of Freelancer Mercenaries and the Colonial Liberation Front. More can be ordered via the Blackmarket crate.
Ammunition:
Slug Shells
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Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
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Buckshot Shells
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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.
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Incendiary Slug Shells
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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.
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Beanbag Slugs
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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.
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Flechette Shells
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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.
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Sawn-Off Shotgun
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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:
Slug Shells
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Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.
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Buckshot Shells
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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.
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Incendiary Slug Shells
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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.
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Beanbag Slugs
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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.
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Flechette Shells
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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.
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Vintage Desert Eagle
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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 Mercenary Captain. More can be ordered by the Blackmarket crate.
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KT-42 Automag
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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.
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Smith & Wesson Revolver
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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
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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
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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.
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Highpower Automag
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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.
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Miscellaneous ERT Equipment
Weapon:
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Description:
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SVD Dragunov-033 Sniper Rifle
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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
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Holds ten (10) 7.62x54mmR large caliber sniper rifle rounds.
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PPSh-17b SMG
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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.
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Nagant-Yamasaki Revolver
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Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber.
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Miscellaneous Equipment
Weapon:
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Description:
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Auto-9 Machine Pistol
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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:
Auto 9 Magazine
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Holds fifty (50) 9mm squash-head pistol rounds.
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MP5 SMG
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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 during admin events.
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M16 Assault Rifle
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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.
It can be found around Prison Station.
Ammunition:
M16 Magazine
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Holds twenty (20) 5.56x45mm rifle rounds.
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Beretta 92FS Pistol
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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.
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Mateba Autorevolver Custom++
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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
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Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.
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Ol'Painless
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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.
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M57-A4
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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:
84mm Thermobaric Rocket Array
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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.
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CHIMP70 Pistol
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A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.
Not available during normal gameplay. Only available during admin events.
Ammunition:
CHIMP70 Magazine
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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.
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Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located in the center of the Almayer's lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.
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 often. 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 Masterkey shotgun are affected by other attachments on the weapon they're attached to, and inherit their effects where applicable: the Barrel Charger will make them do more damage, Red Dot Sight will make them more accurate, Bayonet less accurate, etc...
Attachment Tier System
The Tier
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Meaning
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Tier 1: Slightly
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The lowest increase/decrease in attachment stats.
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Tier 2: Moderately
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A moderate increase/decrease in attachment stats that's higher then slightly.
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Tier 3: Greatly
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A great increase/decrease in attachment stats, higher than moderately.
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Tier 4: Majorly
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The highest increase/decrease in attachment stats.
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Muzzle Attachments
Attachment
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Benefits
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Drawbacks
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Suppressor
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Wielded:
- Slightly increases accuracy
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Both:
- Greatly decreases firing sound
- Removes muzzle flashes
- Removes firing messages
- Slightly decreases recoil
- Slightly decreases bullet spread
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Both:
- Slightly decreases damage
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Bayonet
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Both:
- Greatly increases weapon melee damage
- Using wire coil on a M5 Survival Knife will instantly modify it to a Bayonet.
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Both:
- Slightly decreases accuracy
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Extended Barrel
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Wielded:
- Moderately increases accuracy
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Both:
- Slightly decreases damage
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Barrel Charger
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Wielded:
- Greatly decreases accuracy
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One Handed:
- Majorly decreases accuracy
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Both:
- Greatly decreases firing speed
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Recoil Compensator
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One Handed:
- Moderately reduces recoil
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Both:
- Moderately increases accuracy
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Both:
- Moderately decreases damage
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Rail Attachments
Underbarrel Attachments
Attachment
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Benefits
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Drawbacks
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Vertical Grip
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Wielded:
- Moderately increases accuracy
- Slightly decreases recoil
- Slightly decreased bullet spread
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Both:
- Moderately reduces burst spread
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Wielded:
- Majorly increases wield delay
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One Handed:
- Moderately decreases accuracy
- Slightly increased bullet spread
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Both:
- Increased weapon size
- Slight increase of the accuracy penalty when moving
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Angled Grip
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Wielded:
- Majorly decreased wield delay
- Slightly decreased recoil
- Slightly increases accuracy
- Slightly decreased bullet spread
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One Handed:
- Slightly decreases accuracy
- Slightly increased bullet spread
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Gyroscopic Stabilizer
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Wielded:
- Slightly reduces bullet spread
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One Handed:
- Majorly reduces bullet spread
- Moderately increases accuracy
- Greatly reduces the accuracy penalty for moving.
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Both:
- Moderately reduces burst spread
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Both:
- Moderately decreased firing speed
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Bipod
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Both:
These benefits will only take place once the bipod is deployed.
- Greatly increases accuracy
- Moderately reduces bullet spread
- Greatly reduces burst spread
- Slightly increases firing speed.
- Moderately increases firing speed if used on the M41AE2 Heavy Pulse Rifle
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Wielded:
- Majorly increases wield delay.
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Both:
- Increased weapon size
- Moderately decreases firing speed when not deployed.
- Requires setup on flipped tables and barricades by Activating Weapon Attachment while facing the object before you get the benefits.
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Underslung Grenade Launcher
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Both:
- Adds the ability to fire up to two M40 tube grenades of any kind.
- Reloadable with any M40 tube grenades
- Default M41A Rifle Mk2 attachment
- Toggled by using Activate Weapon Attachment
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Both:
- Starts unloaded
- Grenades cannot be unloaded once loaded into the launcher.
- Moderately reduced attachment firing speed
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Mini Flamethrower
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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
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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.
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Masterkey Shotgun
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Both:
- Adds the ability to fire three semi-auto buckshot rounds
- Reloadable with additional buckshot
- Toggled by using Activate Weapon Attachment
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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
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Burst Fire Adapter
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Both:
- Enables burst-fire on a weapon or enhances burst-fire capability
- Increases burst-fire shots by 2 (from 3 or 4)
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Wielded:
- Moderately decreases accuracy
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One Handed:
- Moderately decreases accuracy
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Laser Sight
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Wielded:
- Slightly increases accuracy
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One Handed:
- Slightly increases accuracy
- Moderately reduces bullet spread
- Slight reduction of accuracy penalty when moving
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Stock Attachments
Attachment
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Benefits
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Drawbacks
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M41A Skeleton Stock
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Wielded:
- Moderately increases accuracy
- Moderately reduces recoil
- Greatly reduces bullet spread
- Slight reduction of the accuracy penalty when moving
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Both:
- Slightly increases weapon melee damage
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Wielded:
- Major wield delay
- Slightly decreases movement speed.
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One Handed:
- Moderately decreases accuracy
- Greatly increases bullet spread
- Moderately increases recoil
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L42A-MK1 Carbon Stock
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Wielded:
- Moderately increases accuracy
- Moderately reduces recoil
- Greatly reduces bullet spread
- Slight reduction of the accuracy penalty when moving
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One Handed:
- Moderately decreases accuracy
- Moderately increases recoil
- Greatly increases bullet spread
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Both:
- Increases weapon size
- Slightly decreases melee damage
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M44 Magnum Sharpshooter Stock
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Wielded:
- Majorly increases accuracy
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Both:
- Moderately reduces recoil
- Greatly reduces bullet spread
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Wielded:
- Major wield delay
- Slightly decreases movement speed.
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One Handed:
- Moderately decreases accuracy
- Moderately increases recoil
- Greatly increases bullet spread
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Both:
- Increases weapon size
- Slightly decreases weapon melee damage
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M37 Wooden Stock
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Wielded:
- Moderately increases accuracy
- Moderately reduces recoil
- Greatly reduces bullet spread
- Slight reduction of the accuracy penalty when moving
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Both:
- Slightly increases weapon melee damage
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Wielded:
- Major wield delay
- Slightly decreases movement speed.
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One Handed:
- Moderately decreases accuracy
- Greatly increases bullet spread
- Moderately increases recoil
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MK221 Tactical Stock
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Wielded:
- Moderately increases accuracy
- Moderately reduces recoil
- Greatly reduces bullet spread
- Slight reduction of the accuracy penalty when moving
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Both:
- Slightly increases weapon melee damage
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Wielded:
- Major wield delay
- Slightly decreases movement speed.
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One Handed:
- Moderately decreases accuracy
- Greatly increases bullet spread
- Moderately increases recoil
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Both:
- Increases weapon size
- Slightly decreases firing speed
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Submachinegun Stock
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Wielded:
- Moderately increases accuracy
- Moderately reduces recoil
- Greatly reduces bullet spread
- Slight reduction of the accuracy penalty when moving
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Both:
- Slightly increases weapon melee damage
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Wielded:
- Major wield delay
- Slightly decreases movement speed.
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One Handed:
- Moderately decreases accuracy
- Greatly increases bullet spread
- Moderately increases recoil
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Collapsible (Paratrooper) Submachinegun Stock
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Wielded:
- Moderately increases accuracy
- Moderately reduces recoil
- Greatly reduces bullet spread
- Slight reduction of the accuracy penalty when moving
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Both:
- Slightly increases weapon melee damage
- When collapsed it can fit into a holster.
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Wielded:
- Major wield delay
- Slightly decreases movement speed.
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One Handed:
- Moderately decreases accuracy
- Greatly increases bullet spread
- Moderately increases recoil
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Both:
- Only applies benefits when the stock is extended.
- Increases weapon size when extended.
- Moderately increases bullet spread if collapsed.
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Submachinegun Arm Brace
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Wielded:
- Slightly increases accuracy
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One Handed:
- Majorly Increases accuracy
- Greatly reduces recoil
- Majorly decreases bullet spread
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Both:
- Slightly decreases accuracy penalty when moving
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Wielded:
- Greatly increases recoil
- Greatly increases wield delay
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Both:
- Increases weapon size
- Slightly decreases firing speed
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Specialization Kits
Kits:
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Contents:
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M240 Pyrotechnician Support Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This is one of the kit options of the ColMarTech Automated Closet.
- USCM Technician Welderpack
- Mini Flamer
- Big Extinguisher
- Pocket Extinguisher
- M240A1 Incinerator Unit
- Incinerator Fuel Tank
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JTAC Radio Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
- 2x Signal flares packs
- Tactical Binoculars
- JTAC encryption key (Use :j to speak on this radio channel)
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L42A-MK1 Sniper Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
- L42A-MK1 Pulse Carbine
- Scope
- Carbon Stock
- Extended Barrel
- Suppressor
- 2 AP magazines
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Combat Technician Support Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This is one of the kit options of the ColMarTech Automated Closet.
- Engineering Pamphlet
- Construction Pouch
- Insulated Gloves
- Entrenching Tool
- Welding Goggles
- Tools Pouch containing the following:
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First Response Medical Support Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This is one of the kit options of the ColMarTech Automated Closet.
- Medical Pamphlet
- Advanced First Aid Kit
- Medical Pouch containing the following:
- MedHUD glasses
- Health Analyzer
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Field Intelligence Support Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
- Document pouch
- Data Detector
- Intel Radio Encryption Key
- Fulton recovery device.
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Forward HPR Shield Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
- HPR
- 1 HPR magazine
- Bipod
- MB-6 Folding Barricade
- Welding goggles
- Welder
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M39 Point Man Kit
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Description: Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
- M39 SMG
- Sub-Machine gun arm brace
- Magnetic Harness
- H5 Pattern M2132 Machete Scabbard
- 1 M39 Extended magazine
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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:
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Description:
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G8 General Utility Pouch
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A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. Unfortunately, this pouch uses the same securing system as most Armat platform weaponry, and thus only one can be clipped to the M3 Pattern Armor's suit storage. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
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Light General Pouch
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A general purpose pouch used to carry small items and also magazines. Contains 1 slot. it can be found inside the ColMarTech automated armaments vendor in Requisitions or in the pockets of mercenaries and CLF.
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Medium General Pouch
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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.
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Large General Pouch
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A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
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Magazine Pouch
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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.
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Large Magazine Pouch
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Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. Can be ordered by Requisitions.
Contains 3 slots.
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Explosive Pouch
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Container designed to hold up to three grenades or other explosives. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
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Pistol Magazine Pouch
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Pouch able to hold 3 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet. Can be ordered by Requisitions.
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Large Pistol Magazine Pouch
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Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
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Sidearm Pouch
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A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
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Flare Pouch
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Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
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Radio Pouch
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Used to hold 2 sets of radio headsets.
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Bayonet Pouch
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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.
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Survival Pouch
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A survival pouch, used for long deployments. Normally found in the pockets of Civilians.
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Document Pouch
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A pouch used to hold documents for safe keeping. Can hold 21 items.
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Tools Pouch
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Designed to hold all your different types of tools. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
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Electronics Pouch
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Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
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Construction Pouch
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Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 3 slots.
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First-Aid Pouch
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Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships. It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following:
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Medical Pouch
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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 4 slots.
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Autoinjector Pouch
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A Large pouch dedicated to holding autoinjectors. Issued to Medics.
Holds 4 Autoinjectors.
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Medkit Pouch
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Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
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Syringe Pouch
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Uncommon issue pouch, able to hold an array of syringes. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots.
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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:
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Description:
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Webbing
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Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
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.
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File:Blackwebbing.png
Black Webbing
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Robust black synthcotton vest with lots of pockets. Has five slots.
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Brown Webbing Vest
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Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Can be ordered via crate in Requisitions, but not carried typically.
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M276 Pattern Ammo Load Rig
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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.
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Shotgun Shell Load Rig
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An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
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M276 Pattern Knife Rig
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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. 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.
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M276 Pattern M40 HEDP Rig
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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 Heavy Grenadier Specialists.
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M276 Pattern Toolbelt Rig
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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.
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M276 Pattern Medical Storage Rig
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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.
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M276 Pattern Lifesaver Bag
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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.
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USCM Lightweight IMP Backpack
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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.
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USCM Technician Welderpack
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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.
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USCM Satchel
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A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
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Light Weight Combat Pack
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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.
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M240-T Fuel Pack
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A specialized fuel tank worn by USCM Pyrotechnicians for use with the M240-T incinerator unit. A small general storage compartment is installed. Holds 500 units of fuel. Can additionally be used to store and refuel empty incinerator tanks.
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Holsters and Scabbards
This is a list of Holsters and Scabbard, some holsters can carry magazines with their respective firearm as well.
Equipment:
|
Description:
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Shoulder Holster
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A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun.
Can be ordered via crate at Requisitions, but not carried normally.
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M276 Pattern M4A3 Holster Rig
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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 or the MK88 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 both Cargo Technicians and Staff Officers.
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M276 Pattern SU-6 Smart Pistol Holster Rig
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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 M5A6 smartpistol.
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M276 Pattern M44 Holster Rig
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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 or Some Marine Prep Vendors, or standard issue for the Requisitions Officer.
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Type 41 Pistol Holster Rig
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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
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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 Combat Vendors or Some Marine Prep Vendors.
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H5 Pattern M2132 Machete Scabbard
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A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
It is one of the scabbards inside USCM Cargo Vendors or Some Marine Prep Vendors. They all start with machetes inside.
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Support Equipment
This is a list of equipment to aid Marines during the operation.
Equipment:
|
Description:
|
Tactical Binoculars
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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. Ctrl + Click to target something.
Tactical Binocular Different Modes:
- Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. 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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M94 Marking Flare Pack
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A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.
|
M89-S Signal Flare Pack
|
A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
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Motion Detector
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The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. 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).
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).
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 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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Whistle
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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 10 uses in the stack.
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MB-6 Folding Barricade
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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.
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Gas Mask
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Gas masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing.
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USCM Military Clothing
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.
Miscellaneous Clothing
Other pieces of clothing that may or may not be found elsewhere.
Clothing:
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Description:
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SWAT Mask
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A close-fitting tactical mask that can be connected to an air supply.
Can be ordered by Cargo
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Military Helmets
A list of helmets which are paired with Military Armor.
Helmet:
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Description:
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M10 Pattern Marine Helmet
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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
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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
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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
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A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.
This helmet is worn by the Heavy Grenadier Specialist.
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M11 Pattern Squad Leader Helmet
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The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for Squad Leaders.
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M50 Tanker Helmet
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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 Tank Crewmen.
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UM4 Helmet
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A skirted helmet designed for use with the UM/UH system.
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UH7 Helmet
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A skirted helmet designed for use with the UM/UH system.
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Armored Militia Cowl
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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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X-13 Helmet
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A fully enclosed, armored helmet made for corporate commandos. Designed to shrug off facehugger latching attempts.
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Military Armor
A list of 14 different military armor sets which range from commonplace in a combat operation to experimental and rare to see.
Armor:
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Description:
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M3-H Pattern Light Armor
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A lighter, cut down version of the standard M3 pattern armor. It sacrifices durability for more speed.
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M3 Pattern Personal Armor
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Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for nighttime combat and a HUD to see their Marine roles.
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
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A heavier version of the standard M3 pattern armor, cladded with additional plates. It sacrifices speed for more durability.
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M3-S Light Armor
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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
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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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M35 Armor
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A custom piece of M3 armor designed to be highly flame retardant.
This armor is worn by the Pyrotechnician Specialist.
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B12 Pattern Personal Armor
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An upgraded version of the M3 Pattern Armor. The main difference is that it provides a bit of extra defense.
This armor is worn by Squad Leaders.
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M2 Pattern Personal Armor
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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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M56 Combat Harness
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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. The Commanding Officer has a special set in the CIC armory.
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M3 Pattern Officer Armor
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A well-crafted suit of M3 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.
This armor is worn by Staff Officers and the Executive Officer.
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M3 Pattern Tanker Armor
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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
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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".
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M3-G4 Grenadier Armor
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A custom set of M3 armor packed to the brim with padding, plating, and every other form of ballistic protection under the sun. This armor is worn by Heavy Grenadier Specialists
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M4 Pattern PMC Armor
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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
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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
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The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor with 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
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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
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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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X-13 Apesuit
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A heavy prototype combat armor. It is the most powerful personal armor available, it has an extremely high armor value that makes it very resistant to melee and projectile attacks. In addition, the armor is utterly acid proof, thus making acid spit useless for most aliens.
This armor is worn by the Corporate Commandos. And thus, this is only available through admin events.
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