"I'm ready, man. Check it out! I am the ultimate badass! State of the badass art! You do not want to fuck with me. Check it out! Hey, Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..."- Private Hudson, Aliens
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.
Standard Marine Weapons
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always because aiming anywhere else results in an accuracy penalty (that stacks with other ones). Armor Piercing ammo is unique in that it does moderately less damage overall in exchange for increased armor piercing. It is only effective against armored foes, using it against unarmored foes will result in a large drop in damage instead. It also has a very high chance to break bones and rupture internal organs, which is ineffective against xenos but extremely deadly against humans.
M4A3 Pistol
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M4A3 Service Pistol
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Description: This is one of two pistols that the marines have a choice to take. It is a reliable fall back weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets. A very small item, it can fit in almost any slot possible. Armor piercing, Incendiary, squash head, and extended magazines are available for use as well.
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M44 Revolver
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M44 Combat Revolver
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Description: This revolver is the standard side arm for military officers but is also available as a alternative sidearm for marines. Unlike the M4A3 the Revolver is heavier and cannot fit inside pockets or small containers, but it deals significantly more damage per round. It uses .44 rounds and holds 7 bullets. Marksman ammunition has better armor penetration at the cost of overall power.
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M39 SMG
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M39 Submachine Gun
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Description: This is the standard sub-machine. A mediocre firearm that serves usefully for support marines, such as medics, engineers or specialists with heavy weapons, as well as being used in conjunction with a riot shield. It uses 9mm special rounds, and holds 48 bullets. This weapon can also load armor piercing, extended, and incendiary ammunition. Has Burstfire capabilities
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.
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M41A Pulse Rifle
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M41A Mk2 Pulse Rifle
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Description: This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire. It uses 10mm special rounds and holds 40 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customise their weapon with attachments.
There are also extended magazines available. Has Burstfire capabilities
It is pre-equipped with a 2 shot grenade launcher which can't be reloaded once all shots are used.
This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.
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M41A Magazine
M41A Magazine -- Standard Mag. Holds forty (40) 10mm rounds.
M41A Armour Piercing Magazine
M41A AP Mag -- Armour Piercing Mag. Holds forty (40) 10mm AP rounds. Has better armor penetration, but lower overall damage.
M41A Incendiary Magazine
M41A Inc Magazine -- Incendiary Mag. Holds forty (40) 10mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
M37 Shotgun
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M37A2 Pump Shotgun
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Description: Shotgun utilised by USMC Marines, a powerful in close quarters combat that is capable of killing even the strongest of hostile targets, this is in addition to its good chance to outright stun enemies if you fire at them at very close range. However it is difficult to use as the shotgun has to be cocked after ever time its fired, as well as ammo management being difficult.
It uses shotgun slugs or buckshot shells and holds 8 rounds. You can take out a handful (5) shell into your hand and use these to rapidly reload your shotgun. Its highly recommended you set up a macro to use your space key to pump your shotgun.
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Slug Rounds
Slug Rounds -- Single Slug Projectile. Effective in ranged combat. Armor piercing. Lesser damage.
Buckshot Rounds
Buckshot Rounds -- Multiple Projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range, fires in a 15 degree radius.
Incendiary Slug Rounds
Incendiary Slug Rounds -- Single Slug Projectile. Effective in Ranged Combat. Deals burn damage, very effective on Xenomorphs. Rare, found in Sulaco Armoury & some Planet bound shotguns.
M11 Combat Bayonet
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M11 Combat Bayonet
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Description: A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.
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Specialist Marine Weapons
These marine weapons are weapons, or weapon systems, that only the Specialist has access to.
M42A Scoped Rifle
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M42A Scoped Rifle
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Description: Specialist only. A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to ten rounds per magazine, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
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M92 Grenade Launcher
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M92 Grenade Launcher
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Description: Specialist only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
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SADAR
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File:SADAR.pngM83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket
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Description: Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable. Start's pre-loaded with a HE rocket. It cannot be fired on the Almayer.
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SADAR Ammunition
File:SADAR HE.png High Explosive (HE) -- Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.
File:SADAR AP.png Anti-Armor (AA or AP) -- Deals massive damage to any target hit directly by rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armored targets.
File:SADAR PHS.png Phosphorous [PHS] -- Generates very high heat levels on target. High Heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, Human or otherwise. Effective against heavily armored targets.
M56 Smartgun
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M56 Smartgun
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Description: Specialist only. The most complicated weapon available to a marine. Sadly the Smartgun lacks any auto-tracking capabilities. However it has a impressive 250 round ammo pool to draw from, a inbuilt infrared sensor allowing great visibility in low-light conditions, it deals a good amount of damage per bullet with a high rate of fire, an automatic reloading system and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of allied marines without fear of hitting any of them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down.
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Restricted Marine Weapons
These marine weapons are uncommon and usually are only used by specialists, high ranking marine officers or select personal.
M4A3 Commander Pistol
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M4A3 Commander Pistol
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Description: Unique varient of the M4A3 issued and only used by the Commander. Has a unique sprite but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds and an AP magazine can be found in the Commander's quarters.
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88 Mod 4
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88 Mod 4
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Description: A powerful sidearm issued mainly to Weyland Yutani response teams, but also issued to the USCM in small numbers, based on the original vp70 more than a century ago. Fires 9mm armor piercing rounds and is capable of 3-round burst. Typically used by Sniper Specialists employing the usage of the Recon kit, or the Executive Officer for self defence.
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Tactical Shotgun
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MK221 Tactical Shotgun
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Description: A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and have a attached Underslung Grenade Launcher underneath of it. Can be found in the Military Police armoury, Command Gun cabinet, and Sulaco's Armoury.
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M240 Incinerator Unit
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M240 Incinerator Unit
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Description: Capable of shooting flames by lighting welding fuel or the custom napalm manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Xenos and Marines alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance to set both humans and aliens on fire, forcing them to roll to put themselves out. Be careful using this weapon around friendlies, lest you doom them to a fiery grave. In the right hands, however, this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line. Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo and the only attachments it takes are a mag harness and a rail flashlight.
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M41AE2 Heavy Pulse Rifle
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M41AE2 Heavy Pulse Rifle
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Description: Currently undergoing field testing, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albiet at a slower rate of fire, meaning it is also capable of loading their (smaller) magazines in a pinch. Currently a single rifle can be found in the Sulaco's secure armoury for emergencies. More can be ordered from Cargo via the WY Weapons Crate.
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M4RA Battle Rifle
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M4RA Battle Rifle
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Description: An advanced protoype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round, it can also be used in burstfire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines. Can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.
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M41A Mk1 Pulse Rifle
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M41A Pulse Rifle
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Description: A older generation Pulse Rifle that has been phased out by the USMC, still a popular weapon among mercenary groups and nostalgic soldiers. Holds 99 rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2. Three rifles can be found in the command armoury on the Almayer.
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Grenades
M40 HEDP grenade
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M40 HEDP grenade
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Description: Exploding in a 3x3 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! The specialist has these grenades in their vendors at round start.
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M15 fragmentation grenade
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M15 fragmentation grenade
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Description: An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being relaced with the slightly safer M40 HEDP.It is set to detonate in 4 seconds. Slightly better radius than M40 HEDP. Available in explosives crates.
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M40 HIDP incendiary grenade
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M40 HIDP incendiary grenade
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Description: Exploding in a 3x3 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back. Engineers and Specialists start with 2 of these in their vendors at round start
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C4
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C4 Charge
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Description: C4 is typically issued to Squad Leaders, Specialists and Engineers. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only method to destroy Alien tunnels. The minumum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Engineers start with 4 per vendor, Specialists start with 2 in their vendor and squad leaders start with 1 per vendor.
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Restricted Marine Equipment
Sentry Gun
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UA 571-C Automated Sentry Gun
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Description: These, engineer only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate brute damage to the target upon hit. The tracking system is capable of identifying a non-marine from a marine and fire at it. Firing options are three round burst fire and single shot. They are capable of firing in a directional cone or 360 degrees around the turret. Directional mode engages targets faster than 360 mode.
How to construct it: Open the crate, Take Plasteel out, Activate it in hand and select the turret frame, Wrench turret frame in place, Add cable, Add turret, Add sensor, Add metal, Weld together, Add battery (Try to put in a High-Capacity one rather than the bog standard one that comes in the box), Click on turret to turn on.
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M56D Mounted Smartgun
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M56D Mounted Smartgun
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Description: 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 brute damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D.
How to toggle burst fire: Ctrl click the M56D before manning it, when you next hop on it'll use burst fire.
How to construct it: Place the M56D mount on the ground, click and drag from the mount onto your character. Make sure it's on the ground. Then anchor it with a wrench, then load the gun with a magazine. Mount the gun and then screwdriver it. Wrench to rotate and screwdriver to disassemble into mount and gun.
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Ammo Boxes
Big Ammo Box - 10mm
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Big Ammo Box - 10mm
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Description: 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 1000 rounds to be placed into a mag at any given interval.
Note:
- To reload a 10mm 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 Armour piercing mags with this ammo box.
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Big Ammo Box - 9mm
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Big Ammo Box - 9mm
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Description: 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 800 rounds to be placed into a mag at any given interval.
Note:
- To reload a 9mm 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 Armour piercing mags with this ammo box.
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Mercenary or Black Ops Equipment
Any equipment listed here is non-exhaustive. This list details classified or otherwise weapons or equipment employed by mercenary and black op teams.
M42c Anti-Tank Rifle
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M42c Anti-Tank Rifle
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Description: W-Y only. 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. This weapon is limited to ten rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
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MAR-40
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MAR-40 Pulse Rifle
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Description: Freelancer Mercenaries, Dutch's dozen and The Iron Bears Only, Can Be Found Elsewhere. While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment, it gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.
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PPSh-41
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PPSh-17b
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Description: The Iron Bears Only, Can Be Found Elsewhere. Very outdated weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old the weapon is reliable and can hold a large magazine size of 35 or 75 rounds.
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M41A/2 Battle Rifle
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M41A/2 Battle Rifle
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Description: Weyland-Yutani PMC Officer and Weyland-Yutani Commandos Only Slightly more powerful variant of the M41A Pulse Rifle. This rifle deals slightly more damage per bullet.
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M39B/2 SMG
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M39B/2 Submachine Gun
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Description: Weyland-Yutani PMC Standard. A more versatile SMG variant. This SMG uses specially issued 48 round armour piercing magazines, making the SMG far more viable to use against armoured hostile targets, it can also use standard 48 round magazines.
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Miscellaneous Equipment
A list of miscellaneous weapons and equipment that can be found in one of many unique scenarios. These items are either non-standard weapons of the USMC or are random non-specific weapons found throughout known Human space.
CMB Spearhead AutoRevolver
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CMB Spearhead AutoRevolver
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Description: .uses .357 rounds. Weaker then the standard .44 magnum, but has a 3 round burstfire. Standard sidearm of the colonial marshals.
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KT-42 Revolver
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KT-42 Revolver
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Description: uses .44 rounds and holds 7 rounds per mag.
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Skorpion Machine Pistol
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Skorpion Machine Pistol
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Description: Uses .32 ACP caliber rounds. Holds 20 bullets.
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VP-78 Pistol
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VP-78 Pistol
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Description: A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Weyland Yutani members.
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Mateba Revolver
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Mateba Revolver
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Description: uses .454 caliber rounds.6 rounds a mag. The Mateba revolver is a very powerful revolver capable of knocking down any human it hits. It's only available to the Iron Bears Sergeant.
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MP27 SMG
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MP27
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Description: Holds 30 rounds, uses 4.6x30mm
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FN FP9000
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FN FP9000
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Description: A classic Bullpup design assault rifle. Uses 5.7x28mm ammo. holds 50 rounds.
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Minigun
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Minigun, Ol'painless
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Description: It's a minigun. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you might be fine. Possibly.
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Vintage Desert Eagle
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Vintage Desert Eagle
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Description: A mag holds 12 rounds, uses .50. Comes in standard and gold plated. Worlds most powerful gun, now with 100% more HappyGunFunTime.
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HG Pump Shotgun
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HG 37-12 Pump Shotgun
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Description: Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces. Can be found on the planet.
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Double Barrel Shotgun
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Double Barrel Shotgun
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Description: A archaic design, this weapon is a simple but reliable close range shotgun. It uses 12 gauge rounds and can only hold two shells at a time. Is able to burst-fire to fire both rounds at once. Can be found on the planet.
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N-Y Revolver
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N-Y 7.62mm Revolver
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Description: Reliable revolver often found in the hands of mercenaries or criminals, can hold eight rounds. Uses 7.62mm revolver ammunition.
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Holdout Pistol
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Holdout Pistol
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Description: Easily concealable pistol, a tiny weapon that can fit in small containers. Fires weak .22 rounds in a five round magazine. Can be found on the planet and behind the Liason's office.
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M16 Assault Rifle
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M16 Assault Rifle
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Description: The M16 is an American-made assault rifle chambered with 45mm 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.
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Beretta 92FS
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Beretta 92FS
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Description: A popular police firearm in the 20th century, often employed by hardboiled cops while confronting terrorists. A classic of its time, chambered in 9mm.
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Weapon Attachments
Standard Marine Clothing
Helmet - Provides a light amount of protection for your head. There are several variants of helmets available.
Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however marine Armor will block most damage dealt from a bullet. There are several variants of Armor available. Comes installed with a toggle suit light.
Combat boots - Basic boots that give feet a small amount of protection. A sheath allows a knife to be stored in them.
Jumpsuit - This can vary depending on the current squad. Gives a small amount of protection
Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead. Gives a small amount of protection
File:Belt.png Marine Belt - It holds 6 slots worth of ammo.
Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.
- This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
- The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on It also allows you to see when players are within the time window to be defibbed and revived.
- The Combat lifesaver bag is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
Marine Armor
There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.
M3 Armor
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File:M3.pngM3 Pattern Personal Armor
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Description: Standard Issue Armor used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet will stop exactly one alien facehugger attack before breaking.
Addendum: "Donator" Armor, as well as most ERT Armor, while looking unique, is essentially a resprited piece of M3 Armor in terms of defence.
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B12 Armor
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B12 Pattern Personal Armor
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Description: Unique Armor worn by squad leaders. The main difference with the squad leaders Armor is that the Armor has an attached, and stronger , personal flashlight that can be activated at will. In addition the M11 Helmet can block two facehugging attempts before breaking and has a inbuilt camera allowing for command overwatch to observe the squad's actions from the Sulaco.
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M2 Armor
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M2 Pattern Personal Armor
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Description: Older generation Armor worn by Military Police. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks. Optionally issued Riot Helmet can block one facehugging attempt.
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B18 Experimental Armor
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B18 Experimental Personal Armor
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Description: One of the equipment options available to specialists. This Armor has the best personal protection of any Armor the Marines can get as it has a very high armor soak value and three tricord auto injectors. In addition the helmet can block three facehugger's before breaking.
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M4 Armor
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M4 Pattern PMC Armor
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Description: A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries.
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X-13 Apesuit
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X-13 Apesuit
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Description: A prototype combat armor worn by the Weyland-Yutani Commando unit. It is the most powerful personal armor available, it has an extremely high armor value that makes it very resistant to melee and projectile attacks, in addition the armor is utterly acid proof. The helmet is very resistant against facehugger attacks, and can take a good amount of huggers before it breaks.
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Additional Links