Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Marine Equipment

From CM-SS13 - Wiki
Revision as of 23:00, 3 February 2016 by LordLoko (talk | contribs) (→‎M41C Pulse Rifle: Added the MAR-40)

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).

M4A3 Pistol

M4a3.png
M4A3 Service Pistol
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 .45-S ammo with the magazine holding 12 bullets.

.44 Magnum

44magnum.png
.44 Remington Magnum
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 Magnum 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.

M39 SMG

M39.png
M39 Submachine Gun
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 35 bullets.

This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.

M41A Pulse Rifle

M41a.png
M41A Mk2 Pulse Rifle
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 30 rounds. Unlike the M41A Mk1 which holds 99 rounds the Mk2 only holds 30 rounds but offers the user greater capabilities to customise their weapon with attachments.


This weapon will also display your ammo count in your text screen, thanks to the inbuilt ammo indicator.

M37 Shotgun

Shotgun.png
M37A2 Pump Shotgun
Description: Shotgun utilised by USMC Marines, a powerful in close quarters combat that is capable of killing even the strongest of hostile targets. 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 special shells and holds 8 rounds.

Combat Knife

Knife.png
Combat Knife
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.

Restricted Marine Weapons

These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers.

M42C Scout Rifle

ScoutRifle.png
M42c Scoped Rifle
Description: Specialist 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 seven 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.

M92 Grenade Launcher

GrenadeLauncher.png
M92 Grenade Launcher
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.

SADAR

File:SADAR.png
M83A2 Shoulder-Launched Active-Homing Disposable Anti-Tank Rocket
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 or armour piercing 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.

M56 Smartgun

SmartGun.png
M56 Smartgun
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 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.

Flamethrower

Flamethrower.png
M240 Incinerator Unit
Description: Capable of shooting flames by lighting plasma, this weapon is capable of shooting around corners and dealing massive damage to Xenos and Marines alike. Unlike bullets, this weapon doesn't stop on the first mob hit 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! This weapon deals most of its damage during the initial burst.

Grenade

Grenade.png
M40 HEDP Grenade
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! Five grenades are available in the Squad Leader and Specialist Preparation rooms.


Incendiary Grenade

Grenade.png
U4 Firebomb
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.

Restricted Marine Equipment

Sentry Gun

UA 571-C Automated Sentry Gun
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. They are capable of firing straight forward in cone or 360 around. Firing options are full automatic, burst and single shot.

Classified Black Ops Equipment

Any equipment listed here is non-exhaustive. This list details highly classified weapons or equipment employed by black ops teams, all off the record.

M41C Pulse Rifle

M41C.png
M41C Pulse Rifle
Description: WY Commandos Only. A unique variant of the M41A Pulse Rifle. This weapon is specially modified, and is capable of being fired with one hand, as well as having a significantly faster rate of fire. It is also painted in a unique brown colour scheme to match the Commandos armour.

MAR-40

MAR40.png
MAR-40 Pulse Rifle
Description: Used by the Freelancer Mercenaries and the Dutch's dozen. While outdated and old, this weapon showed to be extremly reliable and adaptable. Created originally by the USSR to serve as a quickly deployable rifle to be used at any environment, it was mass-produced and become extremely popular with poorer mercenary groups.

Weapon Attachments

Marine's can acquire attachments to attach to some of their weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most RO's usually only give one or two attachments to most marines, though some may grant more to squad leaders or specialists.

Most attachments offer a advantage, and many also counter that with some disadvantage.

Most guns have three attachment locations, the rail, under barrel and the muzzle. Only one attachment can be on one of these locations at a time.

The statistics for attachments are subject to change and will most likely change often, however 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
  • Greatly Reduces Firing Sound
  • Removes Messages When Firing
  • Slightly Reduces Accuracy
  • M41A
  • Scout Rifle
  • M39 SMG
  • M4A3 Pistol
Supressor.png
Bayonet
  • Greatly Increases Weapon Melee Damage
  • Easier to Destroy Fortifications
  • Slightly Reduces Accuracy
  • M41A
  • M37
Bayonet.png
Extended Barrel
  • Increases Accuracy (~20%)
  • Reduces Damage
  • M41A
Supressor.png
Barrel Charger
  • Significantly Increase Damage
  • Greatly Reduces Accuracy
  • Increases Recoil
  • M41A
  • Smartgun
Supressor.png
Recoil Compensator
  • Reduces Recoil
  • Increases Accuracy
  • Reduces Damage
  • M41A
  • Scout Rifle
File:Recoilcomp.png

Rail Attachments

Attachment Benefits Drawbacks Useable With Image
Flashlight
  • Generates a Light Source
  • None
  • M41A
  • M37
  • M39 SMG
  • M4A3 Pistol
Mountedflash.png
Red Dot Sight
  • Significantly Increases Accuracy
  • None
  • M41A
  • M37
  • M39 SMG
  • M4A3 Pistol
Reddot.png
Quickfire Adapter
  • Increases Rate of Fire
  • Reduces Accuracy
  • Increases Recoil
  • M41A
  • M39 SMG
Quickfire.png

Underbarrel Attachments

Forwardgrip.png Forward Magazine Grip

+ Significantly Increases accuracy + 15% Accuracy

+ Significantly Decreases recoil

- Makes one handed weapons two handed

- Increases size of weapon

Mounts on: M41, M37 and M39


File:Gyro.gif Gyroscopic Stabilizer

+ Makes two handed weapons one handed

- Decreases accuracy - 15% accuracy

- Causes weapon recoil (shakes screen)

Mounts on: M41, M37, M42C Scout

Bipod.png Bipod

+ Reduced recoil

+ Significantly increases accuracy + 30% Accuracy

- Increased weapon size

- Decreased melee damage - 50% Melee damage

Standard Marine Clothing

Helmet.png Helmet - Protect's your head. Not very effective in stopping bullets. There are several variants of helmets available.

Armor.png Marine Armour - This armor protects from most damage. Do try to avoid friendly fire, however marine armour will block most damage dealt from a bullet. There are several variants of armour available.

Boots.png Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.

Jumpsuit.png Jumpsuit - This can vary depending on the current squad.

Gloves.png Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead.

File:Belt.png Marine Belt - It holds ammo and small items. Yeah not that helpful for shotguns.

Flare.gif 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.

Flashlight.png Flashlight - For dark places, preventing the marines from going crazy. Using a screwdriver on this will make it attachable, allowing you to attach it to a variety of weapons such as the M4A1 and M4A3. This decreases its light radius slightly.

Marine Armour

There are several different kinds of armour available to marines, depending on which role a marine is fulfilling.

M3 Armour

Standard.png
M3 Pattern Personal Armour
Description: Standard Issue armour 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" armour, as well as most ERT armour, while looking unique, is essentially a resprited piece of M3 Armour in terms of defence.

B12 Armour

SL.png
B12 Pattern Personal Armour
Description: Unique armour worn by squad leaders. The main difference with the squad leaders armour is that the armour has a attached, and powerful, 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.

M2 Armour

MilitaryPolice.png
M2 Pattern Personal Armour
Description: Older generation armour worn by Military Police. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks. Optionally issued Riot Helmet can block one facehugging attempt.

B18 Experimental Armour

Spec.png
B18 Experimental Personal Armour
Description: One of the equipment options available to specialists. This armour has the best personal protection of any armour 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.

X-13 Apesuit

Commando.png
X-13 Apesuit
Description: A prototype combat armour worn by the Weyland-Yutani Commando unit. It is the most powerful personal armour available, it has a extremely high armour value that makes it resistant to melee and projectile attacks, in addition the armour is utterly acid proof. The helmet is specially designed to resist facehugging attempts, it will take dozens of facehuggers to even break the protective seals.

Has the same stats of a B18

Engineer Extra Clothing

Toolbelt.png Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :

Screwdriver.pngWrench.pngWirecutters.pngWelder.gifMultitool.pngCrowbar.png When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).

File:Mesons.png Meson Goggles - Meson Goggles are very useful especially when slicing down walls due to how they allow you to see the layout of the planet/station even in pitch black.

Goggles.png Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.

Insulated Gloves.png Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.

Medic Extra Clothing

Medicalbelt.png - This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.

MedicHud.png - 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.