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Marine Equipment

From CM-SS13 - Wiki
Revision as of 17:35, 19 July 2017 by TopHatPenguin (talk | contribs)

"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

Weapon: Description:
M4a3.png
M4A3 Service Pistol
This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets.
All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine.


Ammunition:

M4A3mag.png
M4A3 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3-AP-mag.png
M4A3 Armour Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3mag.png
M4A3 Hollow Point
Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png
M4A3 Incendiary Magazine
Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
44magnum.png
M44 Revolver
This revolver is the standard sidearm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3, but it holds less bullets. It uses .44 rounds and holds 7 bullets.


Ammunition:
M44SL.png
M44 Speed Loader
Holds seven (7) .44 rounds.
M44-MM-SL.png
M44 Marksman Speed Loader
Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.
M44-HR-SL.png
M44 PW-MX speed Loader
Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.
M39.png
M39 Submachine Gun
This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm SMG rounds, and holds 48 bullets. This weapon has burst-fire capabilities.


Ammunition:
M39mag.png
M39 Magazine
Holds forty eight (48) 10x20mm rounds.
M39mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png
M39 Armour Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-Incen-mag.png
M39 Incendiary Magazine
Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
M41a.png
M41A Mk2 Pulse Rifle
This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue weapon. The M41A must be held in two hands to fire. It uses 10x24mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 95 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments. This weapon has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.


Ammunition:
M41Amag.png
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Shotgun.png
M37A2 Pump Shotgun
An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plant side armoury.
Knife.png
M5 Survival Knife
The standard issue survival knife issued to Colonial Marines soldiers. A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.
Machete.png
M2132 Machete
Latest issue of the USCM Machete. Unlike the Combat Knife, this cannot slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back.
It's only available in Cargo's munition vendors.


Specialist Weapons

Weapon: Description:
M42A Scoped rifle.png
M42A Scoped Rifle
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine. A very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
This is only available for Specialists using either the Scout or Sniper Loadout.


Ammunition:
M42Amag.png
M42A Marksmen Magazine
Holds fifteen (15) 10x28mm Caseless sniper rounds.
M42Amag.png
M42A Flak Magazine
Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles.
M42Amag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set ablaze any and all targets hit with this round
GrenadeLauncher.png
M92 Grenade Launcher
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
This is only available for Specialists using the Heavy Grenadier Loadout.


Ammunition:
Grenade.png
M15 Fragmentation Grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
They're only available in by ordering Explosives crates from Cargo.
M40 HEDP.png
M40 HEDP Grenade
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
Incingrenade.png
M40 HIDP Incendiary Grenade
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.
Combat Engineers start with 2 of these in their vendors at round start. W-Y Commando Units start with one as well.
Smoke grenade.png
M40 HSDP Smoke Grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Squad Leaders start with 2 smoke grenades in their vendors at round start.
File:SADAR.png
SADAR Rocket Launcher
A reloadable, single shot rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either High Explosive, Armour Piercing, or White Phosphorus 84mm rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer.
This is only available for Specialists using the Demolitionist Loadout.


Ammunition:
File:SADAR HE.png
High Explosive (HE) Rocket
Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets.
File:SADAR AP.png
Anti-Armor (AA or AP) Rocket
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 armoured targets.
File:SADAR PHS.png
Phosphorous (PHS) Rocket
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 armoured targets.


Restricted Weapons

Weapon: Description:
M4a3Commander.png
M4A3 Commander Pistol
Unique variant of the M4A3 Service Pistol. Has a unique appearance but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds.


It is issued and only used by the Commander.

Ammunition:

M4A3mag.png
M4A3 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3-AP-mag.png
M4A3 Armour Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3mag.png
M4A3 Hollow Point
Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png
M4A3 Incendiary Magazine
Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
88m4.png
88 Mod 4
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst.
It is typically used by Specialists employing the usage of the Scout Loadout, or the Corporate Liaison, Executive Officer and the Pilot Officer for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers.


Ammunition:
88M4AP Magazine.png
88M4 AP Magazine
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.
SmartGun.png
M56 Smartgun
The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading.
Only Smartgunners and Weyland-Yutani PMC Heavy Gunners can use this weapon, it's also available inside the Commander's secure box inside the Command Armoury.


Ammunition:
PowerPack.png
M56 Power Pack
Carries two hundred and fifty (250) smartgun rounds and can pass through friendlies by IFF. Click the icon in the top left to reload your M56 and be sure to stand still while reloading.
Wytacshotgun.png
Mk221 Tactical Shotgun
A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher.
Can be found in the Military Police armoury and Combat Information Centre's armoury. It is also one of the standard shotguns for Dutch's Dozen Mercenaries.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
Flamethrower.png
M240 Incinerator Unit
Capable of shooting flames by lighting welding fuel or the custom napthal manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Ailens and Humans alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave. In the right hands this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line.
Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.


Ammunition:
IncineratorTanks.png
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.
M41ae2.png
M41AE2 Heavy Pulse Rifle
Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This means it is also capable of loading their (smaller) magazines in a pinch.
It can be ordered from Cargo via the WY Weapons Crate.


Ammunition:

M41AE2 Magazine.png
M41AE2 Ammo Box

Holds one hundred (100) 10x24mm rounds.
Uses the same caliber bullets as standard M4A1 magazines, so can be refilled using bullets from standard M4A1 magazines.
M4RA.png
M4RA Battle Rifle
An advanced prototype of the M41A and the designated marksman rifle of the USCM. Has a slower rate of fire but deals slightly more damage per round. It can also be used in burst fire mode. Uses special A19 high velocity rounds but is also backwards compatible with M41A magazines.
It can be ordered in WY weapon crates ordered by Cargo. Comes equipped with a rail scope and a M41A marksman stock.


Ammunition:
M41Amag.png
A19 High Velocity Magazine
Holds fifteen (15) rounds. Lower magazine size, but better damage.
M41Amag.png
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M41amk1.png
M41A Mk1 Pulse Rifle
An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among mercenary groups and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A Mk2 and had less variety of attachments.
Three rifles can be found in the command armoury on the Almayer. It is also one of the standard rifles for Dutch's Dozen Mercenaries and Freelancer Mercenaries.


Ammunition:
M41Amag.png
M41A MK1 Magazine
Holds ninety five (95) 10x24mm rounds.
Uses the same calibre bullets as standard M4A1 magazines, so can be refilled using bullets from standard M4A1 magazines.


Restricted Defensive Marine Equipment

Weapon: Description:
M20 mine box.png
M20 Mine Box
A secure box holding anti-personel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.


How to deploy mines: Take a M20 mine out of the box, once it's in your hand stand ontop of the tile you want to place the mine onto, from there, face the direction you want the mine to be facing, all you have to do after that is click on the mine in your active hand and after a few seconds you'll have the mine placed and armed on that tile. Now just don't walk across it without an ID equipped.

SentryGun.png
UA 571-C Sentry
These engineer-only sentry guns are the spear and shield of the Colonial Marines. These beasts hold 300 shots a mag and cause moderate damage to the target 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 the 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 standard one that comes in the box), Click on turret to turn on.


Ammunition:
RotatingAmmoDrum .png
M30 Box Magazine (10x28mm Caseless)
Ammunition for the UA 571-C Sentry.
M56D.png
M56D Mounted Smartgun
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 armour 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.


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.


Explosives

Weapon: Description:
C4.png
C4 Explosive Charge
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily useful for quickly breaking into secure buildings, but it's also the only method to destroy Alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.
Combat Engineers start with 4 per vendor, Demolition Specialists start with 2 in their crate and Squad Leaders start with 1 per vendor. It is also used by Iron Bear soldiers and UPP Personnel.
Type5.png
Type 5 Sharpnel Grenade
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.
It is used by UPP Personnel.
Type8.png
Type 8 White Phosphorus Grenade
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.
Mk15.png
Webley Mk15 Stick Grenade
A fragmentation grenade prouduced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.
It is used by the Freelancer Mercenaries and the Colonial Liberation Front.
Improvised Firebomb.png
Improvised Fire Bomb
A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.
It is used by the Colonial Liberation Front.
Grenade.png
M15 Fragmentation Grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
They're only available in by ordering Explosives crates from Cargo.
M40 HPDP.png
M40 HPDP Grenade
A powerful phosphorus grenade.
M40 HEDP.png
M40 HEDP Grenade
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
Incingrenade.png
M40 HIDP Incendiary Grenade
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.
Combat Engineers start with 2 of these in their vendors at round start. W-Y Commando Units start with one as well.
Smoke grenade.png
M40 HSDP Smoke Grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Squad Leaders start with 2 smoke grenades in their vendors at round start.


Ammo Boxes

Weapon: Description:
Big Ammo Box 10mm.png
10x24mm Ammo Box (M41A)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 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 Armour piercing mags with this ammo box.
Big Ammo Box 9mm.png
10x20mm Ammo Box (M39)
These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 800 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.

Note:

  • To reload a 10x20mm 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.


Mercenary or Black Ops Equipment

Weyland Yutani PMC/Commando Equipment

Weapon: Description:
ScoutRifle.png
M42c Anti-Tank Rifle
A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non W-Y personnel to use it. This weapon is limited to ten supersonic rifle 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. But the effects are deadly once one hits the target.
It is the standard sniper rifle for Weyland-Yutani PMC snipers.


Ammunition:
M42Amag.png
M42C Marksman Magazine
Holds six (6) 10x99mm supersonic rifle rounds.
M41a2.png
M41A/2 Battle Rifle
Slightly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. This rifle deals slightly more damage per rifle bullet.
It is the standard rifle for Weyland-Yutani PMC Officers and W-Y Commando Units.


Ammunition:
M41Amag.png
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M39white.png
M39B/2 SMG
A more versatile SMG variant and a upgraded M39 variant. This SMG uses specially issued 48 round armour piercing SMG magazines, making the SMG far more viable to use against armoured hostile targets. It has an ID tracker to prevent non W-Y personnel to use it.
It is the standard SMG for Weyland-Yutani PMC Standards, in addition, more can be found in the armory of Big-Red.


Ammunition:
M39mag.png
M39 Magazine
Holds forty eight (48) 10x20mm rounds.
M39mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png
M39 Armour Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-Incen-mag.png
M39 Incendiary Magazine
Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
Vp78.png
VP-78 Pistol
A massive, formidable automatic handgun chambered in 9mm rounds and contains 18 pistol rounds in the magazine. In addition, this sidearm has 3-burst capabilities.
It is a standard sidearm for Weyland-Yutani PMC Officers.


Ammunition:
88M4AP Magazine.png
VP78 Magazine
Holds eighteen (18) 9mm pistol rounds.
Mateba.png
Mateba Autorevolver
Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The 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 Iron Bears Sergeant and Weyland-Yutani Commando Units as their standard sidearm. And thus, this is only available through admin events.


Ammunition:
Mateba Speedloader.png
Mateba Speed loader
Holds eight (8) .454 heavy revolver rounds.


Union of Progressive People Equipment

Weapon: Description:
Type71.png
Type 71 Pulse Rifle
The Type 71 is a reliable pulse rifle chambered in 40 7.62x39mm heavy rifle rounds and it became a primary service rifle for UPP forces. Firing only in two round bursts to conserve ammunition, the Type 71 was originally designed as an aerodynamic rifle to be used in outer-space operations. The Type 71 suffers some reliability issues, and is prone to jamming in terrestrial climates, but makes up for this with a high number of variants and ease of production.
This is the standard rifle for UPP soldiers.


Ammunition:
Type71 Magazine.png
Type 71 Magazine
Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Type71Carbine.png
Type 71 Pulse Carbine
Placeholder Desc


Ammunition:
Type71 Magazine.png
Type 71 Magazine
Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Type71Commando.png
Type 71 'Commando' Pulse Carbine
As a much rarer variant of the standard Type 71 rifle, this version contains an integrated supressor, a scope, and lots of fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen issued outside of commando units and officer cadres.
This is the standard rifle for UPP Officers.


Ammunition:
Type71 Magazine.png
Type 71 Magazine
Holds forty (40) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.
Pk9.png
Korovin PK-9 Pistol
An updated variant of an old eastern design, dating back to from the 20th century. Commonly found among mercenary companies or Russian Spec Ops teams due to its reliability, but also issued to UPP armed forces. Features an integrated silencer, and holds 12 razor sharp .22 rounds inside the magazine. This one is usually loaded with the more common .22 hollowpoint rounds and appears to be a UPP model. There's also a 9mm Russian model but it's currently phased out.
It is one of the standard sidearms for UPP Leaders. The Russian model of this weapon is one of the sidearms for Iron Bear soldiers. And thus, this is only available through admin events.


Ammunition:
M4A3mag.png
Korovin PK-9 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
PK-9 Tranq Magazine
Holds eight (8) .22 tranq rounds.
M4A3mag.png
PK-9 Hollowpoint Magazine
Holds eight (8) .22 Hollowpoint rounds.


Freelancer Mercenary / Colonial Liberation Front Equipment

Weapon: Description:
MAR.png
MAR-40 Battle Rifle
While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR as a quickly deployable rifle in any form of exoplanet environment. It gained a great positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.
It is one of the standard rifles for Freelancer Mercenaries, Dutch's Dozen Mercenaries,Colonial Liberation Front and Iron Bear soldiers.


Ammunition:
MAR Magazine.png
MAR Magazine
Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Magazine.png
MAR Extended Magazine
Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
MAR30.png
MAR-30 Battle Carbine
A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40.
It is one of the standard rifles for Freelancer Mercenaries, Dutch's Dozen Mercenaries, Colonial Liberation Front and Iron Bear soldiers.


Ammunition:
MAR Magazine.png
MAR Magazine
Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.
MAR Magazine.png
MAR Extended Magazine
Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.
Mp27.png
MP27 SMG
An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.
It is one of the standard SMGs for Dutch's Dozen Mercenaries and Colonial Liberation Front. This can also be found inside the Big-Red's Administration Armoury or more can be ordered by the Blackmarket crate.


Ammunition:
MP5 Magazine.png
MP27 Magazine
Holds twenty (30) 4.6x30mm SMG rounds.
FP9000.png
FN FP9000 Submachine Gun
An archaic design, but one that's stood the test of time. Fires fast armor piercing rounds and can fire in bursts.
It is one of the standard SMGs for Freelancer Mercenaries and Dutch's Dozen Mercenaries. This weapon can be ordered by the Blackmarket crate.


Ammunition:
FN Magazine.png
FN Magazine
Holds fifty (50) 5.7x28mm SMG rounds.
CZ-81.png
CZ-81 Submachinegun
A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine.

Can be ordered via Cargo or found in hands of Freelancer Mercenaries, Dutch's Dozen Mercenaries, UPP Medics and Colonial Liberation Front


Ammunition:
CZ-81 Magazine.png
CZ-81 Magazine
Holds twenty (20) .32 ACP SMG rounds.
MAC15.png
MAC-15 Machine Pistol
A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower. Fires 9mm and carries 32 machine pistol bullets inside the magazine.
This weapon can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
MAC15 Magazine.png
MAC15 Magazine
Holds thirty-two (32) 9mm SMG rounds.
MAC15 Magazine.png
MAC15 Extended Magazine
Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.
CustomBuildShotgun.png
Custom Built Shotgun
A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a burst fire feature, as if this gun needs it.
It is one of the standard shotguns for Freelancer Mercenaries, Colonial Liberation Front and Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
Hgshot.png
HG Pump Shotgun
Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces.
Can be found on the both planets LV-624 and Big-Red. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
Doubleshotgun.png
Double Barrel Shotgun
A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession.
Can only be found in LV-624's old shack and in the hands of Dutch's Dozen Mercenaries, Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
SawnOff.png
Sawn-Off Shotgun
A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread.
It is found in the hands of Freelancer Mercenaries, Colonial Liberation Front and Survivors.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
Desert Eagle.pngGold Desert Eagle.png
Vintage Desert Eagle
A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, "Peace Through Superior Firepower." This does have a mag that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard and gold plated.
It is the main sidearm of the Freelancer Mercenaries Captain and one of the standard sidearms for Dutch's Dozen Mercenaries. More can be ordered by the Blackmarket crate.


Ammunition:
M4A3 .45 Magazine.png
Desert Eagle Magazine
Holds seven (7) .50AE heavy pistol rounds.
Kt42.png
KT-42 Automag
The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can't go wrong with this handcannon.
It is one of the standard sidearms for Dutch's Dozen Mercenaries, Colonial Liberation Front and Iron Bear soldiers. It can also be found in the hands of Survivors.


Ammunition:
KT42 Magazine.png
KT-42 Magazine
Holds seven (7) .44 pistol rounds.
SW357.png
Smith & Wesson Revolver
A lean .357 revolver made by Smith & Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber.
It is one of the standard sidearms for Freelancer Mercenaries. More can be ordered by the Blackmarket crate.


Ammunition:
S&W Speedloader.png
S&W Speed loader
Holds six (6) .357 pistol rounds.
Spearhead autorevolver.png
CMB Spearhead AutoRevolver
Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals.
Can be found in both LV-624 and on Big-Red. More can be ordered by the Blackmarket crate and it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
Spearhead Speedloader.png
Spearhead Speed loader
Holds six (6) .357 pistol rounds.
Holdoutpistol.png
Holdout Pistol
Easily concealable pistol, a tiny weapon that can fit in small containers or even pockets. Fires weak .22 rounds in a five light pistol round magazine.
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the Blackmarket crate or found in hands of Freelancer Mercenaries and Colonial Liberation Front.


Ammunition:
M4A3mag.png
Tiny Pistol Magazine
Holds five (5) .22 light pistol rounds.
HighpowerAutomag.png
Highpower Automag
A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.
Can only be found in LV-624's security armoury and in the hands of Dutch's Dozen Mercenaries, Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.


Ammunition:
M4A3 .45 Magazine.png
Highpower Magazine
Holds thirteen (13) 9mm pistol rounds.


Miscellaneous ERT Equipment

Weapon: Description:
Svd.png
SVD Dragunov-033 Sniper Rifle
A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn't have the punch of modern sniper rifles, but it's finely crafted in 2133 by someone probably illiterate. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.
It is a standard Sniper Rifle for the Iron Bear soldiers.


Ammunition:
SVD Magazine.png
SVD Magazine
Holds ten (10) 7.62x54mmR large caliber sniper rifle rounds.
PPSh-17b.png
PPSh-17b SMG
Very outdated, but classic USSR weapon, commonly used as a standard issue weapon for Iron Bear operatives. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.
It is the standard SMG for Iron Bear soldiers.


Ammunition:
Drum mag.png
PPSh Drum Magazine
Holds thirty-five (35) 7.62x25mm SMG rounds.
Drum mag.png
PPSh Extended Drum Magazine
Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.
Nyrevolver.png
Nagant-Yamasaki Revolver
Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 pistol rounds in the chamber.
It is one of the standard sidearms for Iron Bear soldiers. And thus, this is only available through admin events


Ammunition:
NY Speedloader.png
N-Y Speed loader
Holds seven (7) 7.62x38mmR revolver rounds.


Miscellaneous Equipment

Weapon: Description:
Auto9.png
Auto-9 Machine Pistol
An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.
Not available during normal gameplay. Only available at admin events.


Ammunition:
88M4AP Magazine.png
Auto 9 Magazine
Holds fifty (50) 9mm pistol rounds.
MP5.png
MP5 SMG
A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics.
Not available during normal gameplay. Only available at admin events.


Ammunition:
MP5 Magazine.png
MP5 Magazine
Holds twenty (30) 9mm SMG rounds.
M4a3 45.png
M4A3 Service Pistol .45
One of the standard USCM service pistols chambered in .45 caliber. But only issued in small numbers and reserved for high military personnel. It functions similar to the marine-issued M4A3, it deals greater damage but it's magazine size is much smaller than the 9mm version, only carrying 7 rounds. And it has less ammo variants than the 9mm.
One pistol can be found inside Cargo's armaments vendor. More can be ordered by the Blackmarket crate. It is also one of the standard sidearms for Dutch's Dozen Mercenaries. But it is only available during admin events.


Ammunition:
M4A3 .45 Magazine.png
M4A3 Magazine .45
Holds seven (7) .45 pistol rounds. Lower magazine size, but better damage.
M16.png
M16 Assault Rifle
The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military's standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.
Not available during normal gameplay. Only available at admin events.


Ammunition:
MAR Magazine.png
M16 Magazine
Holds twenty (20) 5.56x45mm rifle rounds.
Beretta.png
Beretta 92FS Pistol
A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered in 9mm.
It is found in the hands of Survivors.


Ammunition:
M4A3mag.png
Beretta 92FS Magazine
Holds fifteen (15) 9mm pistol rounds.
MatebaCustom.png
Mateba Autorevolver Custom++
This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized for a high-ranking Admiral. It is otherwise similar to the original Meteba in general.
Not available during normal gameplay. Only available at admin events.


Ammunition:
Mateba Speedloader.png
Mateba Speed loader
Holds eight (8) .454 heavy revolver rounds.
Minigun.png
Ol' Painless Minigun
It's a minigun, an enormous multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you might be fine. Possibly.
Not available during normal gameplay. Only available at admin events.


Ammunition:
RotatingAmmoDrum .png
Rotating Ammo Drum
Holds three hundred (300) 7.62x51mm minigun rounds.
ThunderBolt.png
M57-A4 'Lighting Bolt' Quad Thermobaric Missile Launcher
The M57-A4 'Lighting Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles. Enough said. Be careful when you point at friendlies.
Not available during normal gameplay. Only available at admin events.


Ammunition:
84mmThermobaric RocketArray.png
84mm Thermobaric Rocket Array
Holds 4 HE 84mm rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets. Activate in hand to receive some metal when it's used up.

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, under barrel 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.


Muzzle Attachments

Attachment Benefits Drawbacks Useable With Image
Suppressor
  • Slightly increases accuracy
  • Greatly decreases firing sound (and removes firing messages)
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst fired
  • Slightly decreases damage
  • M41A Rifle
  • M39 SMG
  • M4A3 Pistol
  • M4RA Rifle
  • M41AE2 Rifle
Supressor.png
Bayonet
  • Greatly increases weapon melee damage
  • Slightly decreases accuracy
  • M41A Rifle
  • M41AMK1 Rifle
  • M37 Shotgun
  • M44 Combat Revolver
Bayonet.png
Extended Barrel
  • Moderately increases accuracy
  • Slightly decreases damage
  • M41A Rifle
  • M37 Shotgun
  • M39 SMG
  • M4A3 Pistol
  • M44 Combat Revolver
Extended barrel.png
Barrel Charger
  • Greatly increases damage
  • Moderately decreases accuracy
  • Slightly decreases firing speed
  • M41A Rifle
  • Smartgun
  • M37 Shotgun
  • M39 SMG
  • M41AE2 Rifle
  • M4A3 Pistol
  • M44 Combat Revolver
Barrel charger.png
Recoil Compensator
  • Moderately decreases recoil
  • Moderately increases accuracy
  • Slightly decreases damage
  • M37 Shotgun
  • M4RA Rifle
  • M41AE2 Rifle
  • M44 Combat Revolver
Recoil compensator.png

Rail Attachments

Attachment Benefits Drawbacks Useable With Image
Rail Flashlight
  • Generates a Light Source
  • None
  • M41A Rifle
  • M37 Shotgun
  • M39 SMG
  • M41AE2 Rifle
  • M4A3 Pistol
  • M240 Incinerator Unit
Mountedflash.png
Red Dot Sight
  • Moderately increases accuracy
  • None
  • M41A Rifle
  • M41AMK1 Rifle
  • M37 Shotgun
  • M39 SMG
  • M41AE2 Rifle
  • M4A3 Pistol
  • M44 Combat Revolver
Reddot.png
Quickfire Adapter
  • Slightly increases firing speed
  • Moderately decreases accuracy
  • Slightly decreases burst-fire shots by 1
  • Moderately increases scatter when burst-fired
  • M41A Rifle
  • M39 SMG
  • M41AE2 Rifle
  • M4A3 Pistol
  • M44 Combat Revolver
Quickfire.png
Magnetic Harness
  • Dropped weapon goes to suit slot
  • Slightly decreases accuracy
  • M41A Rifle
  • M39 SMG
  • M37 Shotgun
  • M41AE2 Rifle
  • SADAR
  • M240 Incinerator Unit
Magnetic harness.png
Rail Scope
  • Greatly increases accuracy
  • Allows the user to 'zoom' in to see longer distances.
  • Moderately decreases firing speed
  • Slightly decreases burst-fire shots by 1
  • M41A Rifle
  • M41AE2 Rifle
  • M44 Combat Revolver
Railscope.png

Underbarrel Attachments

Attachment Benefits Drawbacks Useable With Image
Forward Grip
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when rapid-fired
  • Makes one handed weapons two handed
  • Increased weapon size
  • M37 Shotgun
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • M39 SMG
Forwardgrip.png
Gyroscopic Stabilizer
  • Makes two handed weapons one handed
  • Slightly decreases accuracy
  • Slightly increases recoil
  • Slightly increases bullet scatter when rapid-fired
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • M37 Shotgun
  • M42A Rifle
Gyro.png
Bipod
  • Greatly increases accuracy
  • Slightly decreases recoil
  • Increased weapon size
  • Slightly decreases firing speed
  • Requires setup
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • M42A Rifle
Bipod.png
Underslung Grenade Launcher
  • Ability to fire two grenades only
  • Cannot reload after exhausting ammo
  • M41A Rifle
  • M41AMK1 Rifle
  • Mk221 Tactical Shotgun
Undernade.png
Mini Flamethrower
  • Ability to fire several flame bursts
  • Cannot reload after exhausting fuel
  • M41A Rifle
  • Mk221 Tactical Shotgun
Underflame.png
Masterkey Shotgun
  • Ability to fire five semi-auto shotgun slug rounds
  • Cannot reload after exhausting ammo
  • M41A Rifle
  • Mk221 Tactical Shotgun
Undershot.png
Burst Fire Assembly
  • Enables burst-fire on a weapon or enhances burst-fire capability; Slightly increases burst-fire shots by 2
  • Slightly increases bullet scatter
  • Slightly decreases accuracy
  • M41A Rifle
  • M4RA Rifle
  • M41AE2 Rifle
  • M39 SMG
  • Smartgun
  • M4A3 Service Pistol
Burstfire.png

Stock Attachments

Attachment Benefits Drawbacks Usable With Image
M41A Skeleton Stock
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst-fired
  • Slightly increases weapon melee damage
  • Slightly increases weapon size
  • Greatly decreases firing speed
  • M41A Rifle
M41astock.png
M44 Magnum Sharpshooter Stock
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreases bullet scatter when burst-fired
  • Slightly increases weapon size
  • Slightly decreases weapon melee damage
  • Greatly decreases firing speed
  • 44 Combat Revolver
Magnum stock.png
M37 Wooden Stock
  • Slightly increases accuracy
  • Slightly decreases recoil
  • Slightly increases weapon melee damage
  • Slightly increases weapon size
  • Greatly decreases firing speed
  • M37 Shotgun
M37 stock.png

Storage Equipment

Storage Equipment is important for carrying various supplies during an active mission, make sure to take one.

Equipment: Description:
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 pocket sized items.
It is the standard webbing for most of the USCM combat personnel, excluding Standard Marines.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of pockets to unload your hands.
M276 Pattern Ammo Load Rig.png
M276 Pattern Ammo Load Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 6 various magazines.
It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics.
M276 pattern knife.png
M276 Pattern Knife Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. This holds 4 throwing knives.
It is one of the uncommon rigs inside USCM Vendors.
M276 pattern M40 HEDP.png
M276 Pattern M40 HEDP Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 HEDP Grenades.
It is the standard rig for Heavy Grenadier Specialists.
M276 Pattern Toolbelt Rig.png
M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality, and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineer to do their work.
It is the standard rig for Combat Engineers.
M276 pattern medical storage rig.png
M276 Pattern Medical Storage Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunitions.
It is one of the standard rigs for Combat Medics.
M276 pattern lifesaver bag.png
M276 Pattern Lifesaver Bag
The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.
It is one of the standard rigs for Combat Medics.
USCM infantry backpack.png
USCM Lightweight IMP Backpack
The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
USCM satchel.png
USCM Satchel
A heavy-duty satchel carried by some USCM soldiers.
It is the standard back for most of the USCM Command personnel. Including Squad Leaders and Req. Officers.
LightWeight Combat Pack.png
Light Weight Combat Pack
A small lightweight pack for expeditions and short-range operations.

Its a standard pack for Colonial Liberation Front and UPP Soldiers.

Holsters and Scabbards

This is a list of Holsters and Scabbard, some holsters can carry magazines with their respective firearm as well.

Equipment: Description:
M276 pattern M4A3 holster rig.png
M276 Pattern M4A3 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the WY 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 Commanders and Staff Officers.
M276 pattern M44 holster rig.png
M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
Type 41 pistol holster rig.png
Type 41 Pistol Holster Rig
A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.
It is the standard rig for UPP Officers.
M276 pattern M39 holster rig.png
M276 Pattern M39 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG, and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight, and is only specially issued.
It is one of the uncommon rigs inside USCM Vendors.
L44 M37A2 scabbard.png
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 Vendors.
H5 pattern M2132 machete scabbard.png
H5 Pattern M2132 Machete Scabbard
A large leather scabbard used to carry a M2132 machete. It can be strapped to the back or the armor.
It is one of the scabbards inside USCM Vendors. They all start with machetes inside.

Support Equipment

This is a list of equipment for Squad Leaders to aid their Marines during the operation.

Equipment: Description:
Tracking Beacon.png
Tracking Beacon
A weak transmitter allowing marines to locate their squad over short distances.
Squad Supply Beacon.png
Squad Supply Beacon
A rugged, glorified laser pointer capable of sending a beam into space. Activate and throw this to call for a supply drop.
Orbital Beacon.png
Orbital Beacon
A bulky device that fires a beam up to an orbiting vessel to send local coordinates.
Tactical Binoculars.png
Tactical Binoculars
A pair of binoculars, with a laser targeting function. It is used to send a CAS to the targeted location. Double click to target something.

USCM Military Clothing

This is a list of clothing available for USCM personnel.

Clothing: Description:
Jumpsuit.png
USCM Marine Uniform
A standard-issue Marine uniform, only worn by any Combat Marine personnel. There are also variants of this uniform issued to other Marine personnel.
Requisition officer suit.png
Requisitions Officer Suit
A nicely-fitting military suit for any Requisition Officer on their supply job.
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Staff Officer Uniform
A uniform worn by commissioned officers of the USCM. Do the corps proud.
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Chief Engineer Uniform
A uniform for a military engineer. Worth it for much for a grease monkey like many engineers these days.
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Executive Officer Uniform
A uniform typically worn by a first-lieutenant Executive Officer in the USCM.
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Commander Uniform
The well-ironed uniform of a USCM commander. Even looking at it the wrong way could result in being court-marshalled.

Miscellaneous Clothing

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

Clothing: Description:
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SWAT Mask
A close-fitting tactical mask that can be connected to an air supply.

Can be ordered by Cargo

Military Helmets

A list of helmets which are paired with Military Armour.

Helmet: Description:
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M10 Pattern Marine Helmet
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also one internal slot for storing pocket sized items.


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

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M11 Pattern Squad Leader Helmet
The M11 helmet is a stronger version of the standard issued M10 Helmet, it has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.
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UM4 Helmet
A skirted helmet designed for use with the UM/UH system.
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UH7 Helmet
A skirted helmet designed for use with the UM/UH system.
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Armored Militia Cowl
A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the study fibers utilized in production.
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X-13 Helmet
A fully enclosed, armored helmet made for Weyland Yutani elite commandos.

Military Armour

A list of 12 different military armour sets which range from commonplace in a combat operation to experimental and rare to see.

Armour: Description:
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M3 Pattern Personal Armour
Standard Issue Armour used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for nighttime combat.


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

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B12 Pattern Personal Armour
An upgraded version of the M3 Pattern Armour. The main difference is that it has a stronger flashlight than the standard M3 pattern and can provide more defence than the M3.
This armour is worn by Squad Leaders.
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M2 Pattern Personal Armour
Older generation of the M3 Pattern Armour. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks.
This armour is worn by the Military Police.
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M56 Combat Harness
A M56 Combat Harness is especially made for Smartgunners, allowing them to use their M56 Smartgun to it's full extent during combat situations.
This armour is worn by Squad Smartgunners and Commanders for emergencies.
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B18 Experimental Personal Armour
This Armour has the best personal protection of any Armour the Marines can get as it has a very high armour soak value and three tricordrazine auto injectors.
This armour is worn by Heavy Grenadier Specialists.
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M4 Pattern PMC Armour
A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.
This armour is worn by most Weyland-Yutani PMC personnel.
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D2 Armoured Vest
A protective and robust modified vest worn by seriously experienced mercenaries. This also comes with a band that can be worn on the head.
This armour is worn by the Dutch's Team Mercenaries. And thus, this is only available through admin events.
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Freelancer Cuirass
A armoured protective chestplate scrapped together from various armour plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armours in the UPP and the USCM. The many skilled craftsmen in the freelancers ranks produce these vests at about one a month.
This armour is worn by the Freelancer Mercenaries.
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UM5 Personal Armour
The UM5 (Union Medium Mk5) is a medium-sized body armour, roughly on par with the venerable M3 Pattern Body Armour 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 are only available to selected operatives.
This armour is worn by the UPP soldiers.
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UH7 Heavy Plated Armour
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 armour is worn by the UPP Officers.
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Colonial Militia Hauberk
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.
This armour is worn by the Colonial Liberation Front.
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X-13 Apesuit
A heavy prototype combat armour. It is the most powerful personal armour available, it has an extremely high armour value that makes it very resistant to melee and projectile attacks, in addition the armour is utterly acid proof, thus making Acid Spits useless for most Aliens.
This armour is worn by the Weyland-Yutani Commando unit. And thus, this is only available through admin events.

Additional Links

World of Guns