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Marine Equipment

From CM-SS13 - Wiki
Revision as of 01:44, 2 June 2015 by Valzargaming (talk | contribs)

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.

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.

M4a3.png M4A3 Service Pistol - This is pistol that the marines have a choice to take, it is the standard pistol of many law enforcement space officers that are on duty. It uses .45-S and the magazine holds 12 bullets. It does 25 brute damage. (Stechtkin on TG)

44magnum.png 44 Magnum - This is the Smith and Wesson model 10 victory revolver. This revolver is the standard side arm for military officers. It uses .38-S and holds 7 bullets. It does 45 brute damage per hit. (Mateba on TG)

M39.png M39 SMG - The Heckler and Koch MP5. This is the standard sub-machine gun of military soldiers. It uses 9mm special rounds, and holds 30 bullets. It does 20 brute damage per hit. (Sprite is changed from a Sub Machine Gun on TG)

M41a.png M41A Rifle - This is the standard pulse rifle used by many military forces around the universe. It uses 10mm special rounds and holds 30 pulse shots. It does 30 brute damage per shot hit.Using a Rifle allows you to attach a bayonet to your gun and also a flashlight.( To attach a bayonet just get a combat knife in your hand and click your rifle.You can attach a flashlight by screwing the flashlight and M4 then jsut combining them together.) (Changed from a C20r, stats were modified on TG)

M37.png M37 Pump Action Shotgun - Marine version of the Remington model 870. It holds uses shotgun special shells and holds 8 rounds. It does 40 damage per hit. (Riot Shotgun on TG)

L6saw.png L6 Saw - A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Uses a762 ammo. Holds 50 bullets. Does 25 brute damage.

Knife.png Combat knife - A sharp cutting tool that can be hidden in your marine combat boots. It can also be attached to your rifle as a bayonet. Very useful for cutting through materials, but only to be used as a last resort against enemies. In case of devour, can be used to cut your way out of an Alien. Does 35 brute damage per hit.

Grenade.png Grenade - Available only to Squad Leaders, two grenades are available in the Squad Leader Preparation room. Exploding in a 3x3 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space!

File:Flamethrowerh.png Flamethrower - 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!

Clothing

Armor.png Marine Armor - This armor protects from most damage. Do try to avoid friendly fire, however, since you may accidentally hit another body part besides the chest...

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

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

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

File:Belt.png Marine Belt - It holds ammo. 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.

File:Sunglasses.png Sunglasses -To walk away and look cool. To prevent crew or enemies from flashing you.

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

Helmet.png Helmet - To protect marine's heads. Won't do a whole lot against bullets though, so aim for the chest to avoid casualties.