More actions
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
M44 Revolver
M39 SMG
M41A Pulse Rifle
M41A Magazine
M41A Magazine -- Standard Mag. Thirty (30) 10mm rounds.
M41A Armour Piercing Magazine
M41A AP Mag -- Armour Piercing Mag. Thirty (30) 10mm AP rounds. Has better armor penetration, but lower overall damage.
M37 Shotgun
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
Restricted Marine Weapons
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers.
M42C Scout Rifle
M92 Grenade Launcher
SADAR
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 Armor 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. Its not actually homing and its reusable. |
High Explosive Rocket
File:Highex.png High Explosive -- Deals damage and stuns in wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armored targets.
Anti-Tank Rocket
File:At.png Anti-Tank -- 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.
Phosphorous Rocket
File:Phos.png Phosphorous -- 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
Flamethrower
M4A3 Commander Pistol
Description: Unique varient of the M4A3 issued and only used by the Commander. Has a unique sprite but is otherwise identical to a M4A3. |
Grenade
Incendiary Grenade
C4
Restricted Marine Equipment
Sentry Gun
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.
M41C Pulse Rifle
MAR-40
Description: Freelancer Mercenaries and Dutch's dozen 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. |
M41A/2 Battle Rifle
M39B/2 SMG
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.
M41AE2 Pulse Rifle
M41A/M Marksman Rifle
Tactical Shotgun
Description: A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate. Can be found in the Military Police armoury. |
HG Pump Shotgun
Double Barrel Shotgun
N-Y Revolver
Description: Reliable revolver often found in the hands of mercenaries or criminals, can hold eight rounds. Can be found on the planet. |
Holdout Pistol
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
Rail Attachments
Underbarrel Attachments
Attachment | Benefits | Drawbacks | Useable With | Image |
---|---|---|---|---|
Forward Magazine Grip |
|
|
|
|
Gyroscopic Stabilizer |
|
|
|
File:Gyro.gif |
Bipod |
|
|
|
|
Underslung Grenade Launcher |
|
|
|
|
Underslung Flamethrower |
|
|
|
|
Underslung Shotgun |
|
|
|
|
Burst-fire Assembly |
|
|
|
Stock Attachments
Standard Marine Clothing
Helmet - Protect's your head. Not very effective in stopping bullets. 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.
Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.
Jumpsuit - This can vary depending on the current squad.
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 - 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 - 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 Armor
There are several different kinds of Armor available to marines, depending on which role a marine is fulfilling.
M3 Armor
B12 Armor
M2 Armor
B18 Experimental Armor
M4 Armor
Description: A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. |
X-13 Apesuit
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 specifically designed to resist facehugging attempts, it will take dozens of facehugger attempts to even break the protective seals. |
Engineer Extra Clothing
Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :
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.
Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.
Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.
Medic Extra Clothing
- 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.