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User:Sargeantmuffinman

5,448 editsJoined 29 May 2015
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Who am I?

Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add various things to areas of the wiki. I mainly work on the marine side of things and will do general grammar changes to here and there. If other things are needed then I'll usually be the person for it.

This will also be a place for where I test wiki code.

Note worthy things

If you're uploading a new image from the map and want to add text. The font we use is city light.

To-Do List

  • Add that one last image/gif of the research document
  • Create a set of video tutorials on each and every occupation that is non-whitelisted.
  • Make more tea.
  • Look through the alien page and update it.
  • Update any sprites we have.
  • Add Delta level code to SOP.
  • Make the guide to food.
  • Add the CO's mateba customization kit.
  • Add the missing items, (med scanners, autopsy scanners, tech manuals) to the IO page.

Proving grounds

The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.

Section 1

(New!) Totally not suspicious link to a joke.

[x[The page where it is#The Subtitle of where it is|Words]x] Just without the Xs. Flamer Pack

Example link

Section 2

[button]

Section 3

Weapon Attachments

Attachment: Benefits: Drawbacks:
Suppressor

Supressor.png

Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Bayonet

Bayonet.png

Both:
  • Greatly increases weapon melee damage
  • Using wire coil on a M5 Survival Knife will instantly modify it to a Bayonet.
Both:
  • Slightly decreases accuracy
Extended Barrel

Extended barrel.png

Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Barrel Charger

Barrel charger.png

Both:
  • Greatly increases damage
Wielded:
  • Greatly decreases accuracy
One Handed:
  • Majorly decreases accuracy
Both:
  • Greatly decreases firing speed


Recoil Compensator

Recoil compensator.png

Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy


Both:
  • Slightly decreases damage
Attachment: Benefits: Drawbacks:
Rail Flashlight

Mountedflash.png

Both:
  • Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)
  • Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Red Dot Sight

Reddot.png

Wielded:
  • Moderately increases accuracy
One Handed:
  • Slightly increases accuracy
Both:
  • Slight increase of the accuracy penalty when moving
S6 Reflex Sight

Reflex.png

Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Quickfire Adapter

Quickfire.png

Both:
  • Moderately increases firing speed
One Handed:
  • Greatly increases spread.
Wielded:
  • Slightly increases spread.
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
Magnetic Harness

Magnetic harness.png

Both:
  • Dropped weapon goes to suit slot
Both:
  • Slightly decreases accuracy
S8 Telescopic sight

Railscope.png

Wielded:
  • Majorly increases accuracy only when scoped.
  • Allows the user to 'zoom' in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
Wielded:
  • Slightly decreases accuracy.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly decreases firing speed when in use.
S4 Telescopic Sight

Mini Scope.png

Wielded:
  • Majorly increases accuracy
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Wielded:
  • Slightly decreases accuracy when not in use.
  • Majorly increased wield delay
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
IFTX B8 Smart-Scope

Ifts Scope.png

Wielded:
  • Majorly increases accuracy
  • Allows the user to 'zoom' in to see five tiles farther (Toggle Rail Flashlight Toggle-Rail-Flashlight.png or Activate Weapon Attachment Activate-Weapon-Attachment.png to zoom)
  • Allows for slow movement when zoomed in.
Both:
  • Allows the user to have IFF capabilities
Wielded:
  • Slightly decreases accuracy when not in use.
  • Slight delay before use.
One Handed:
  • Moderately decreases accuracy.
Both:
  • Moderate increase of the accuracy penalty when moving
  • Slightly reduces firing speed.
Attachment: Benefits: Drawbacks:
Vertical Grip

Forwardgrip.png

Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving
Angled Grip

Angled Grip.png

Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Flashlight Grip

Flash Grip.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces recoil
Both:
  • Generates a smaller light source than the rail light but greater than the armor light.
Both:
  • None (but useless if you forgot to Toggle Rail Flashlight Toggle-Rail-Flashlight.png)
Gyroscopic Stabilizer

Gyro.png

Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread
Both:
  • Moderately decreased firing speed
Bipod

Bipod.png

Both:

These benefits will only take place once the bipod is deployed.

  • Greatly increases accuracy
  • Moderately reduces bullet spread
  • Greatly reduces burst spread
  • Slightly increases firing speed.
  • Moderately increases firing speed if used on the M41AE2 Heavy Pulse Rifle
Wielded:
  • Majorly increases wield delay.
Both:
  • Increased weapon size
  • Moderately decreases firing speed when not deployed.
  • Requires setup on flipped tables and barricades by Activating Weapon AttachmentActivate-Weapon-Attachment.png while facing the object before you get the benefits.
Underslung Grenade Launcher

Undernade.png

Both:
  • Adds the ability to fire up to two M40 tube grenades of any kind.
  • Reloadable with any M40 tube grenades
  • Default M41A Pulse Rifle Mk2 attachment
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Starts unloaded
  • Grenades cannot be unloaded once loaded into the launcher.
  • Moderately reduced attachment firing speed
Mini Flamethrower

Underflame.png

Both:
  • Adds the ability to fire several short flame bursts
  • Refillable with standard flamer fuel tanks or USCM Technician Welderpacks
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png
Both:
  • Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.
  • Has a lower max range of 4 tiles versus the M240 Incinerator Unit's 5 tile range.
  • Greatly reduced attachment firing speed.
  • Cannot be refilled using B or X Variant fuel tanks.
U7 Underbarrel Shotgun

Undershot.png

Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
Burst Fire Adapter

Burstfire.png

Both:
  • Enables burst-fire on a weapon or enhances burst-fire capability
  • Increases burst-fire shots by 2 (from 3 or 4)


Wielded:
  • Slightly decreases accuracy
One Handed:
  • Moderately decreases accuracy
Laser Sight

Laser sight.png

Wielded:
  • Slightly increases accuracy
  • Slightly reduces bullet spread
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None.
Attachment: Benefits: Drawbacks:
M41A Skeleton Stock

M41astock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
L42-MK1 Synthetic Stock

L41ACstock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving
Wielded:
  • None
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases melee damage
M44 Magnum Sharpshooter Stock

Magnum stock.png

Wielded:
  • Majorly increases accuracy
Both:
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • When collapsed it can fit into a holster.
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Both:
  • Increases weapon size
  • Slightly decreases weapon melee damage
  • Can't fire the weapon when the stock is collapsed.
M37 Wooden Stock

M37 stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
MK221 Tactical Stock

MK221 Tactical Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Submachinegun Stock

Smg Stock.png

Wielded:
  • Greatly increases accuracy
  • Greatly reduces recoil
  • Majorly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
Collapsible Submachinegun Stock

Collapsible Smg Stock.png

Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
  • When collapsed it can fit into a holster.


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Only applies benefits when the stock is extended.
  • Increases weapon size when extended.
  • Moderately increases bullet spread if collapsed.
Submachinegun Arm Brace

Smg Arm Brace.png

Wielded:
  • Slightly increases accuracy
One Handed:
  • Majorly Increases accuracy
  • Greatly reduces recoil
  • Majorly decreases bullet spread
Both:
  • Slightly decreases accuracy penalty when moving
Wielded:
  • Greatly increases recoil
  • Greatly increases wield delay
Both:
  • Increases weapon size
  • Majorly decreases firing speed
M-OU53 Tactical Stock

MOU53 Stock.png

Both:
  • Slightly increases accuracy
  • Slight reduces recoil
  • Slightly decreases accuracy penalty when moving
  • Slightly decreases scatter
Wielded:
  • Slightly increases wield delay
Both:
  • Increases weapon size


Attachment: Benefits: Drawbacks:
Mateba standard barrel

Mateba standard barrel.png

Wielded:
  • Slightly increases accuracy
Both:
  • None
Mateba marksman barrel

Mateba marksman barrel.png

Wielded:
  • Moderately increases accuracy
  • Majorly reduces scatter
Both:
  • Majorly decreases fire rate
Mateba short barrel

Mateba short barrel.png

Both:
  • Majorly increases fire rate
Both:
  • Moderately reduces accuracy
  • Majorly increases scatter
Example heading: Description:
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Example Heading: Description:
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Paper Work Template

Title:

Description of use.

How To: Outcome:

All the written stuff goes here.


image here

Squad Marine Sub Roles

Marine kits allow you to acquire a set of equipment from your Colmartech Automated Closets at the cost of 45 points. These sub roles give you access to an array of weapons, support equipment and utilities. Some are specifically made for certain purposes. Like the First Response Medical Support kit, it gives you access to medical equipment and the ability to use more medical items efficiently though not as well as your designated squad counterparts.

Combat Technician

The Combat Technician kit offers you the knowledge and abilities to construct metal barricades, barbed wire and tools to help fortify locations. You are given knowledge on how to repair and construct metal barricades and use C4. This allows you to be more versatile in the battlefield when the need to breach or fortifying is needed.

First Response Medical Support

The first response medical support kit gives you access to knowledge on the effective use of auto-injectors, pill bottle access and a limited amount of medical supplies. You'll be more effective in the use these medical items allowing you to heal other wounded marines in the absence of qualified medical personnel.

Frontline M40 Grenadier

The frontline M40 Grenadier kit provides you access with a belt of explosives, containing the 3 common grenades in the marine arsenal. These explosives are used in tandem with the underslung grenade launcher or they can be hand thrown if you wanted to.

L42 MK1 Sniper Loadout

The L42 MK1 Sniper kit offers you attachments to modify the L42 Pulse Carbine MK1 into an effective designated marksman rifle. This allows you to engage enemies farther away from your usual field of view.

The M240 Pyrotechnician

The M240 Pyrotechnician kit gives you access to the uncommon M240 flamethrower with a spare fuel tank and USCM technician welding pack to refill your flamethrower. The flamethrower will allow you to effectively clear enemy encampments and also providing a weapon for area of deniel. Additional, the kit comes with fire extinguishers to extinguish fires on the ground as well as any friendlies.

JTAC Radio

The JTAC radio kit gives you access to the JTAC radio channel along side a pair of tactical binoculars, signal flares and a flare gun with a holster for it. Being a JTAC operator means you'll be coordinating with dropship pilots and other fire support assets to launch strikes against enemy positions. You'll be mainly coordinating with the close air support dropship to launch devastating airstrikes against entrenched hostiles.

In The Field

When you've deployed to the combat zone you're going to need evaluate the battlefield for key points to call for an airstrike, mortar strike or orbital bombardment. When finding targets, you must take into account which support is available to you, when they'll be ready and the delay between you call for the strike and the time of impact.

Your primary tool you'll be using to co-ordinate these strikes will be the tactical binoculars and the JTAC encryption key :j.

Tactical Binoculars.png

Tactical Binoculars

When lasing a tile you must use the tactical binoculars on the red laser mode. Firstly you must activate it in your hand to zoom out to have a wider field of view. The direction you face will determine where your field of view expands, e.g facing north will expand your field of view north. To finally lase the tile you want, simply ctrl+click the tile.

Tactical Binocular Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.

When you're calling for an airstrike it is best to first contact the dropship assigned to provide close air support on the JTAC channel that you're requesting air support. It's best to confirm that your response has been received and that wait until the dropship is in the air. Once they confirm they're in the sky, you may begin to laze the tile.

You will need to assess the place you're lazing with the follow questions:

  • Where is the enemy?
  • What offsets and directions do I need to relay to the CAS pilot?
  • Is there a way for the enemy to escape?
  • Will the airstrike reach the target in time?
  • Has the enemy moved from where you want to strike?
  • Are there any friendlies in the area and will they be caught in the blast radius?
  • Is the place I want to airstrike in the viewable by the pilot or is it obscured?
  • (Optional) What are the weapons dropship is equipped with.

Etc.

There are more variables in the equation but these are the most common of which you'll need to learn.

Field Intelligence

The field Intelligence kit revolves around collecting documents, retrieving items and scouring the area of operations to find data disks to lower the DEFCON threat level. You're equipped with a document pouch for storing said documents and data disks. In addition to this, you'll be given access to the special Intel channel as well as a pack of Fulton recovery devices to retrieve the fallen as well as alien corpses for study.


Wondering if the below sub classes are really needed

Forward HPR Shield

The forward HPR shield kit provides you with the powerful heavy pulse rifle along side a deployable barricade. This kit revolves around the rapid deployment of the barricade to quickly provide rapid fire support with the HPR. If modified with a quickfire adapter and bipod, it'll give a substantial boost to its fire rate when deployed.

M39 Pointman

The M39 Pointman kit provides the limited submachine gun arm brace for the M39. This allows the effective use of using the SMG with one hand. The kit also comes with a machete for the off hand. This combination allows the user to clear the way for other marines with the machete while also being able to defend themselves effectively.

M-OU53 Sapper

The M-OU53 sapper support kit provides the limited break action shotgun along side the old M15 frag grenade and some grenades. The break action is primarily used as an alternative to the standard M37 for a better fire rate as well as accuracy. Though it can't use buckshot shells, it is quite lethal in using the slugs and flechette shells.

Section 4

Using the Tank

This is where I would write the guide for using the tank, IF I HAD TIME.

Choosing your loadout

The tank has 3 primaries and secondary armaments, a choice between 4 support modules to equip the tank and 5 different kinds of armor. You can only choose one of each category. There a multiple combinations of to choose from but the most common are the most successful in the field of battle.

Loadout 1

STUFF:
Equipment: Description:
TankModule Auto-Cannon.png
AC3-E Autocannon
The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak. Holding 40 flak rounds in its magazine, you won't be frequently reloading, but do keep an eye on your ammunition count.
TankModule Secondary-Flamer-Unit.png
Secondary Flamer Unit
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire. The secondary flamethrower unit excels at warding unwanted guests near your tank. Best used to deter any hostile from getting close to the tank.
TankModule ArtilleryModule.png
Artillery Module
Enables the gunner to see further. Similar to binoculars in function. Though the Artillery module doesn't see as far as standard issue binoculars.

Section 5

Colonists

M41A Pulse Rifle MK2



USCM Weapons

Weapon: Description:
M4a3.png

M4A3 Service Pistol

An M4A3 Service Pistol, the standard issue sidearm of the Colonial Marines. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case if a one doesn't have any more ammo. Fires 9mm pistol rounds.

This is one of the three handguns that the marines have stocked in their combat prep vendors. All Cargo Technicians start with one.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Wielded: 7.2

Accuracy Unwielded: 6

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds nine (9) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds nine (9) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds nine (9) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
88m4.png

88 Mod 4

A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armor piercing pistol rounds and is capable of 3-round burst. It rivals the M4A3 service pistol in capacity, armor penetrating ammunition and its burst fire mode, but loses it in raw damage.

This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the Corporate Liaison for self defense. It is also a standard sidearm for Corporate PMCs.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter: 4

Burst Amount: 3

Effective Range: 4 tiles

Firerate: 240 RPM

Burst Firerate: 205 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Template:88Mod4 Ammuniton SD

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
44magnum.png

M44 Combat Revolver

A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It's usually held in speed-loaders, and holds a maximum of 7 bullets.

This is one of the three handguns that the marines have stocked in their combat prep vendors.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 150 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 5.1

Ammunition:
M44SL.png

M44 Speed Loader

Capacity: 7

Damage: 56

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) .44 rounds.
M44-MM-SL.png

M44 Marksman Speed Loader

Capacity: 7

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 36

Punch: 0.5

Accuracy mod: + 6

Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
M44-HR-SL.png

M44 heavy speed Loader

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44-Incen-SL.png

M44 Incendiary speed Loader

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

M44-Cluster-SL.png

M44 Cluster speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 4

Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M44-Wall-Piercing-SL.png

M44 Wall Piercing speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M44-Toxin-SL.png

M44 Toxin speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Quickfire.pngQuickfire Adapter

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
M39 Variants.gif

M39 Submachine Gun

The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.

The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 9

Scatter Unwielded: 13

Burst Scatter Multiplier: 7

Burst Amount: 3

Effective Range: 5 Tiles

Firerate: 461 RPM

Burst Firerate: 395RPM

Accuracy Wielded: 4.6

Accuracy Unwielded: 2.4

Ammunition:
M39mag.png

M39 HV Magazine

Capacity: 48

Damage: 34

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.


Holds forty eight (48) 10x20mm high-velocity rounds.

M39-extended-mag.png

M39 HV Extended Magazine

Capacity: 72

Damage: 34

Max Range: 22

Fall off: 6

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity extended submachinegun magazine.


Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.

M39-AP-mag.png

M39 Armor Piercing Magazine

Capacity: 48

Damage: 26

Max Range: 22

Fall off: 6

Penetration: 30

Punch: 0.5

A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.


Holds forty eight (48) 10x20mm AP rounds. Has better armour penetration, but lower overall damage.

M39-Incen-mag.png

M39 Incendiary Magazine

Capacity: 48

Damage: 25

Max Range: 22

Fall off: 10

Penetration: 5

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine.

Holds forty eight (48) 10x20mm Incendiary rounds. Obtainable through the Surplus supply crate in Requisitions.

M39-Cluster-mag.png

M39 Cluster Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

Cluster stack: 0.8

A 10x20mm caseless cluster submachinegun magazine.

Holds forty eight (48) 10x20mm cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M39-Wall-Piercing-mag.png

M39 Wall Piercing Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 10

Penetration: 50

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine.

Holds forty eight (48) 10x20mm Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M39-Toxin-mag.png

M39 Toxin Magazine

Capacity: 48

Damage: 35

Max Range: 22

Fall off: 10

Penetration: 30

Punch: 0.5

A 10x20mm caseless Toxin submachinegun magazine.

Holds forty eight (48) 10x20mm Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 5 toxin per hit.

Not currently obtainable.

M39-Light Explosive-mag.png

M39 Light Explosive Magazine

Capacity: 48

Damage: 20

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A 10x20mm caseless Light Explosive submachinegun magazine.

Holds forty eight (48) 10x20mm Light explosive rounds. Holds forty (40) 10x24mm Light Explosive rounds, made for armor penetration. Removes five armor per hit.


Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Burstfire.pngBurst Fire Adapter

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

M41A Variants.gif

M41A Pulse Rifle MK2

This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.


Template:M41A MK2 Stats

Template:M41A MK2 Ammunition

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher (Default)

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Burstfire.pngBurst Fire Adapter

Stock Attachments M41astock.pngM41A Solid Stock
L42.gif

L42A Battle Rifle

A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy and superior stopping power compared to other rifles. Can very quickly change barrel attachments. Due to its superior accuracy, all shots, regardless of range, will have no loss in velocity. Holds 25 rounds in a standard magazine.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 4

Scatter Wielded: 1

Scatter Unwielded: 14

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 24.8

Accuracy Unwielded: 10.4

Ammunition:
L42mag.png

L42A Magazine

Capacity: 25

Damage: 52

Max Range: 22

Fall off: 0

Penetration: 5

Punch: 0.2

Holds twenty five (25) 10x24mm rifle rounds.
Uses the same calibre bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
L42 AP mag.png

L42A Armor Piercing Magazine

Capacity: 25

Damage: 39

Max Range: 22

Fall off: 0

Penetration: 31

Punch: 0.5

Holds twenty five (25) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
Uses the same calibre bullets as armour piercing M41A magazines, so it can be refilled using bullets from armour piercing M41A magazines.
L42 Incen mag.png

L42A Incendiary Magazine

Capacity: 25

Damage: 39

Max Range: 22

Fall off: 0

Penetration: 0

Punch: 0.5

Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Uses the same calibre bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines.

Not currently obtainable.

L42 Cluster mag.png

L42A Cluster Magazine

Capacity: 25

Damage: 45.5

Max Range: 22

Fall off: 0

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds twenty five (25) 10x24mm cluster rifle rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

L42-Wall-Piercing-mag.png

L42A Wall Piercing Magazine

Capacity: 25

Damage: 45.5

Max Range: 22

Fall off: 0

Penetration: 50

Punch: 0.5

Holds twenty five (25) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.

Not Currently Available.

L42-Toxin-mag.png

L42A Toxin Magazine

Capacity: 25

Damage: 39

Max Range: 22

Fall off: 0

Penetration: 40

Punch: 0.5

Holds twenty five (25) 10x24mm Toxin rifle rounds.Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments L42Sstock.pngL42A Synthetic Stock (Default)
M37 Variants.gif

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. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a Macro.


Stats:
Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 30 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.13

Accuracy Multiplier Unwielded: 0.89

Base Accuracy: 11

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M37 stock.pngM37 Wooden Stock
Knife.png

M5 'Night Raider' bayonet

The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.
Throwing-knife.png

M11 Throwing Knife

A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.
Machete.png

M2132 Machete

Latest issue of the USCM Machete. Unlike the Survival Knife, this can not 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, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.

Commonly found in requisitions and the Automated closets of most marines.

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, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.

This is only available for Specialists using the Sniper Loadout.


Stats:
Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 37 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 3.08

Accuracy Multiplier Unwielded: 0.63

Base Accuracy: 44

Ammunition:
M42Amag.png

M42A Marksman Magazine

Capacity: 15

Damage: 70

Max Range: 32

Fall off: 0

Penetration: 50

Punch: 0.5

Holds fifteen (15) 10x28mm Caseless sniper rounds.

Aimed Shot: 210 Damage.

M42A Flak mag.png

M42A Flak Magazine

Capacity: 15

Damage: 54

AOE Damage:54

Max Range: 32

Fall off: 0

Penetration: 0

Punch: 0.5

Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.

Aimed Shot: 108 Damage, slow down and no flak AOE.

M42A Incendiary mag.png

M42A Incendiary Magazine

Capacity: 15

Damage: 61

Max Range: 32

Fall off: 0

Penetration: 23

Punch: 0.5

Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.

Aimed Shot: 61 Damage and Maximum Fire Stack.

Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
GrenadeLauncher.png

M92 Grenade Launcher

The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.

This weapon is only available for Specialists using the Heavy Grenadier Loadout.


  • This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.
  • This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.
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 have these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
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 it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.

Combat Engineers start with 2 of these in their vendors at round start. Corporate Commando Units start with one as well.

M74 Airburst Grenade.png

M74 AGM-F 40mm Grenade

Exploding in a 30 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses jagged shrapnel in a cone in front of itself, tearing through sinews and armor alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.


You get six of these in a rig. Order more via cargo or your vendor.

M74 Incen Airburst Grenade.png

M74 AGM-I 40mm Grenade

Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperses a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.


You get three of these in a rig. Order more via cargo or your vendor.

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 smoke grenades available in their vendors at round start.

CustomGrenade.png

Custom Grenade

A custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made.
CustomLargeGrenade.png

Custom Large Grenade

A large custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made. Maximum explosive potential is larger than the standard issue M15s the casing is modelled from.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments None
Stock Attachments None
M5 RPG.png

M5 RPG

A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer's M5 RPG model is reusable, but lacks an auto-tracking feature.

By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed. This is only available for Specialists using the Demolitionist Loadout.


Stats:
Recoil Wielded: 3

Recoil Unwielded: N/A

Scatter Wielded: 5

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 60 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1

Accuracy Multiplier Unwielded: 1

Base Accuracy: N/A

Ammunition:
M5 RPG HE.png

High Explosive (HE) Rocket

Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armoured targets.

Maximum Range: 7 Tiles

M5 RPG AP.png

Anti-Armor (AA or AP) Rocket

Deals average damage to target on direct hit. Affects most of armoured targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.

Maximum Range: 6 Tiles

M5 RPG PHS.png

White Phosphorous (PHS) Rocket

Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.

Maximum Range: 8 Tiles

CustomRocket.png

Custom Rocket

A custom made rocket developed by the Ordnance Technicians. Payload depends on what they put in. Assume it's very powerful and dangerous.

Maximum Range: 7 Tiles

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness
Underbarrel Attachments None
Stock Attachments None
M4RA.png

M4RA Battle Rifle

An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.

This is only available for Specialists utilizing the Scout Loadout.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 6

Scatter Wielded: 0.1

Scatter Unwielded: 10

Burst Scatter Multiplier: 3

Burst Amount:2

Effective Range: N/A

Firerate: 120 RPM

Burst Firerate: 141 RPM

Accuracy Wielded: 19.2

Accuracy Unwielded: 8

Minimum Accuracy: 4

Ammunition:
M4RAmag.png

M4RA Magazine

Capacity: 25

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
M4RA-Extended-mag.png

M4RA Extended Magazine

Capacity: 35

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

An extended magazine of 10x24mm rounds for use in the M4RA battle rifle. Holds thirty five (35) 10x24mm rifle rounds. Available through the black market crates.
M4RA-AP-mag.png

M4RA AP Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of armour-piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm armour piercing rifle rounds.
M4RA-Incen-mag.png

M4RA Incendiary Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of incendiary 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
M4RA-HEAP-mag.png

M4RA High Explosive Armor Piercing Magazine

Capacity: 25

Damage: 71

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of high explosive armor piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm high explosive armor piercing rifle rounds.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Bipod.pngBipod

Stock Attachments None
M240-T Incinerator.png

M240-T Incinerator

A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it's compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240's Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refueling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.

This is only available for Specialists using the Pyrotechnician Loadout.

Ammunition:
LargeIncineratorTank.png

Large Incinerator Tank

Holds two hundred and fifty units (250) worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles and will deal thirty (30) damage a second.
IncineratorTanks B Variant.png

Incinerator Tank: B Variant

Holds two hundred and fifty (250) units of Napthal Fuel type B.

A large fuel tank of Ultra Thick Napthal Fuel type B, a wide-spreading sticky combustable liquid chemical that burns up fast with a low temperature, for use in the M240-T incinerator unit. Handle with care. Will deal fifteen (15) damage a second.

IncineratorTanks X Variant.png

Incinerator Tank: X Variant

Holds two hundred and fifty (250) units of Napthal Fuel type X. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range. Has a range of six (6) tiles and will deal forty (40) damage a second.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds two hundred (200) units worth of gel fuel. Will deal (15) damage a second before instantly extinguishing.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher (Default)
Stock Attachments None
Weapon: Description:
CMateba.png

Mateba Autorevolver Custom

This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This one is stamped Major Ike Saker, 7th 'Falling Falcons' Battalion. This autorevolver (as well as its other variants) has a special execution attack that can be achieved by firing point blank into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.

It is issued and only used by the Commanding Officer.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: N/A

Firerate: 85 RPM

Burst Firerate: 82 RPM

Accuracy Wielded: 6.9

Accuracy Unwielded: 4.5

Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Capacity: 6

Damage: 63

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Impact Speedloader.png

Mateba High Impact Speed loader

Capacity: 6

Damage: 63

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Explosive Speedloader.png

Mateba Explosive Speed loader

Capacity: 6

Damage: 104

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution.

Holds six (6) rounds.

Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments None
Stock Attachments None
44magnumC.png

M44 Custom Combat Revolver

A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds. Carried by Senior Enlisted Advisors and Requisition Officers.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 100 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Damage Mod: 1.12

Ammunition:
M44SL.png

M44 Speed Loader

Capacity: 7

Damage: 56

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) .44 rounds.
M44-MM-SL.png

M44 Marksman Speed Loader

Capacity: 7

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 36

Punch: 0.5

Accuracy mod: + 6

Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
M44-HR-SL.png

M44 heavy speed Loader

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44-Incen-SL.png

M44 Incendiary speed Loader

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

M44-Cluster-SL.png

M44 Cluster speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 4

Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M44-Wall-Piercing-SL.png

M44 Wall Piercing speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M44-Toxin-SL.png

M44 Toxin speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Quickfire.pngQuickfire Adapter

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
Vp78.png

VP-78 Pistol

A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets.

It is the standard sidearm for Corporate PMC Officers, Squad Specialists, Intelligence Officers and the Executive Officer

Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
M4a3Commander.png

M4A3 Custom Pistol

This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.

Standard issue to Staff Officers and Pilot Officers.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 1

Scatter Wielded: 3

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Damage Mod: 1.1

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds nine (9) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds nine (9) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds nine (9) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Smartpistol.png

SU-6 Smart Pistol

The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the Experimental Trooper Kits located in squad requisitions or requisitions itself.
Stats:

Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 600 RPM

Burst Firerate: 327 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
SU6 Smart Pistol Magazine.png

Smart Pistol Magazine

Capacity: 15

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 25

Punch: 0.5

Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Quickfire.pngQuickfire Adapter

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Flare Gun.png

M82-F flare gun

A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Cannot be used with signal flares. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved?

It additionally has IFF capabilities.


Ammunition:
Flare.gif

Flares

A red USCM issued flare. There are instructions on the side, it reads 'pull cord, make light'. But in this case, load it into the flare gun. This cannot be used in lit or dead flares. It can be used to light up enemies. Last for roughly 10 minutes.
Signal Flare.gif

Signal Flares

A green USCM issued signal flare. The telemetry computer works on chemical reaction that releases smoke and light and thus works only while the flare is burning. Used to signal for CAS.
Attachments:
Muzzle Attachments None
Rail Attachments Mini Scope.pngS4 2x Telescopic Mini-Scope (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
SmartGun.png

M56 Smartgun

The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. 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 lift.

The Smartgun has several different options for the operator to configure:

Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 8

Scatter Unwielded: N/A

Firerate: 400 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Ammunition:
PowerPack.png

M56 Power Pack

Comes with a high capacity power cell (10000) Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 30 or 20

Max Range: 12

Fall off: 0.8

Penetration: 0 or 40

Punch: 0.5 or 1

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Only Smartgunners, Squad Specialists, the Commanding Officer and Corporate PMC Heavy Gunners can use this weapon, it's only available inside the Smartgunners Equipment vendor.

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter
Stock Attachments None
Wytacshotgun.png

Mk221 Tactical Shotgun

A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.

Can be found in the Military Police armory and each department's Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge's Lambda Labs, Prison Station's Research Armory, and Corsat's Security Department Armories.


Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 50 RPM

Burst Firerate: N/A

Accuracy Wielded: 6.9

Accuracy Unwielded: 3

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Undernade.pngUnderslung Grenade Launcher (Default - Cannot be removed)
Stock Attachments MK221 Tactical Stock.pngMK221 Tactical Stock
MOU53.png

MOU53 break action shotgun

A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.

Can be found in MOU53 Kits in Requisitions.

Stats:

Recoil Wielded: 3

Recoil Unwielded: 4

Scatter Wielded: 1

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 3

Ammunition:
Slugbox.png

Slug Shells

Damage: 54

Max Range: 15.4

Fall off: 1

Penetration: 12

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 37

Max Range: 11

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories such as the Armory on Solaris Ridge and in the Surplus Ammo Crate. Holds 25 shells.
Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 3

Max Range: 11

Fall off: 1

Penetration: 36

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Mini Scope.pngS4 2x Telescopic Mini-Scope

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Gyro.pngGyroscopic Stabilizer

Stock Attachments MOU53 Stock.pngMOU53 Tactical Stock
M81 Riot GL.png

M81 Riot Grenade Launcher

A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.

Can be found in the Military Police armory.


Ammunition:
M66 Tear Gas Grenade.png

M66 Tear Gas Grenade

Forms a rough 7x7 area of pepperspray smoke. Effective against humans.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Flamethrower.png

M240A1 Incinerator Unit

The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the Pyrotechnician to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a Macro.


They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.


Ammunition:
IncineratorTanks.png

Incinerator Tank

Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit. Has a range of five (5) tiles, And will deal thirty (30) damage a second.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast, but it doesn't burn anywhere near as hot. Handle with exceptional care. Holds ninety (90) units worth of gel fuel. Has a range of seven (7) and will deal fifteen (15) damage before instantly extinguishing.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher
Stock Attachments None
M41ae2.png

M41AE2 Heavy Pulse Rifle

A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like its smaller brothers, the M41A MK2 and L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an ammo box.

It can be ordered from Cargo via the LMG Crate or in Forward HPR Shield Kits.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0

Scatter Wielded: 6

Scatter Unwielded: N/A

Burst Scatter Multiplier: 6

Burst Amount: 4

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 240 RPM

Accuracy Wielded: 16

Accuracy Unwielded: N/A

Ammunition:
M41AE2 Magazine.png

M41AE2 Ammo Box

Capacity: 300

Damage: 40

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.

Uses the same calibre bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.

M41AE2 holo magazine.png

M41AE2 Holo-Targeting Ammo Box

Capacity: 200

Damage: 30

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds two hundred (200) 10x24mm rounds.

Holo-targeting rounds apply a stack of 1% increased damage to the target from all sources, up to 10%. After 5 seconds of not being hit by a holo-targeting round, This effect starts wearing off. For more magazines you'll need to ask requisitions.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Stock Attachments None
M41amk1.png

M41A Mk1 Pulse Rifle

An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments.

Four rifles can be found in the command armory on the Almayer as well as the Veteran Kits available at the Colonial Marines Automated Vendor. It is also one of the standard rifles for the Freelancer Mercenaries.


Template:M41A MK1 Stats

Template:M41A MK1 Ammunition

Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight
Underbarrel Attachments Undernade.pngUnderslung Grenade Launcher

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments None
M46C.png

M46C Pulse Rifle

A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. In addition to 3-round burstfire, this rifle is capable of firing 5-rounds in one burst which can be set after 3-round burstfire mode and is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2.

Only available inside the Commanding Officer's secure box inside the Command Armory when there is a Commanding Officer around.

Spawns with its underbarrel, muzzle and rail attachments randomized.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 6

Scatter Wielded: 1

Scatter Unwielded: 14

Burst Scatter Multiplier: 3

Burst Amount: 5

Firerate: 200 RPM

Burst Firerate: 375 RPM

Accuracy Multiplier Wielded: 1.43

Accuracy Multiplier Unwielded: 0.5

Base Accuracy: 16

Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions.
M41AMK1-Incendiary-mag.png

M41A MK1 Incendiary Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41AMK1-Wall-Piercing-mag.png

M41A MK1 Wall Piercing Magazine

Capacity: 95

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41AMK1-Toxin-mag.png

M41A MK1 Toxin Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.

Applies 10 toxin per hit.

Not currently obtainable.

M41Amag.png

M41A Magazine

Capacity: 40

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments


Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Skeleton Stock (Default - Cannot be removed)
Weapon: Description:
M56D.png

M56D Mounted Heavy Machine Gun

These engineer-only mounted machineguns 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 armor penetration. They can be bought from the ColMarTech Automated Closet's Mini-Engineer Kits. They come pre-assembled.
Construction and Maintenance:
How To Construct It:
  • Click on the mount once it's in your hand,
  • Screwdriver.png Screwdriver it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Tripod Construction

  • Make 5 plasteel rods.
  • Click on the 5 plasteel rods with 10 metal.
  • Weld the Tripod to finish construction.

Maintenance:

  • To toggle burst fire, Ctrl-click the M56D while you are manning it
  • Screwdriver.png Screwdriver for disassembling.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.
M20 mine box.png

M20 Mine Box

A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.


Deployment and Deactivation:
How To Deploy A Mine:
  • Take an M20 mine out of the box with an empty hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand.

Keep in mind that any mob that enters the mine's tile, or the tile it's facing, living or dead, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.


How To Deactivate Mines:

  • Multitool.png Use a security access tuner (multitool) on the deployed mine.
Tactics:
  • Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.
  • The trigger area is two tiles, the mine's tile and the tile it's facing. Cover the whole two tiles corridor instead of leaving one tile open.
  • Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.
  • Deploy the mines facing north or west, because they can easily be concealed with a lit flare.
SentryGun.png

UA 571-C Sentry

The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.


Ammunition:
M30 Ammo Drum.png

M30 Ammo Drum (10x28mm Caseless)

Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.


Flamer-Sentry-Gun.png
UA 42-F Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.


Ammunition:
M30 Ammo Drum.png

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.
Tesla-Coil.png
21S Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Tesla Coil to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.
Bell-Tower.png
R-1NG bell tower
A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won't trigger it. It will only trigger when a different hostile entity enters the bell tower's range.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Bell Tower in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Bell to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Bell Tower, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Bell Tower to disassemble it for pickup.
Defence-Flag.png
JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Flag in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Flag to turn it on.

Maintenance:

  • Wrench.png Wrench for anchoring/unanchoring the Flag, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.


M402 Mortar.png

M402 Mortar

Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Can only be obtained via Requisitions.
Ammunition:
80mm Flare Shell.png

80mm Flare Shell

Deploys a flare to the target area which can't be melted or destroyed however it doesn't last as long as traditional flares.
80mm Flash Powder Shell.png

80mm Flash Powder Shell

Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.

Currently Unavailable

80mm Smoke Shell.png

80mm Smoke Shell

Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.

Currently Unavailable

80mm High Explosive Shell.png

80mm High Explosive Shell

Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.
80mm Napalm Shell.png

80mm Napalm Shell

Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
80mm Fragmentation Shell.png

80mm Fragmentation Shell

Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
Usage:
  • Anyone with Trained level of engineering can deploy the Mortar but you'll need Expert level of engineering to use it.
  • Recruit a squad member to be your spotter and make sure they have tactical binoculars.
  • Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then Ctrl Click an enemy position and wait, once the binoculars beep you'll be given coordinates in chat.
  • Upon receiving the longitude and latitude coordinates, enter them into the Target section.

Note: After entering in a target the mortar will fire upon being loaded.

  • Load a flare shell and after it has fired notify your spotter to inform you of any corrections that need to be given. For more accurate spotter adjustments it's better to fire a smoke/flash shell as they both only leave an explosion mark on the impacted tile.
  • Once the spotter has relayed the corrections to you, enter them into the Dial section.

Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.

  • Keep firing on that position until new coordinates are given.

Example: The flare lands and the spotter notices that it missed the targetted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.


Dialing Graph:


Mortar Graph.jpg

Weapon: Description:

To use a grenade, simply prime it by clicking it (or pressing Z if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do NOT toggle throw mode after priming as priming a grenade automatically activates throw mode. Do NOT throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can't and will bounce back to you.

There are two kinds of explosive grenades:

  • Blast: Standard explosive grenades that deal damage once they detonate.
  • Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.

WARNING: Many explosives are amplified in small and condensed rooms.

C4.png

C4 Explosive Charge

C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective 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 and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Anyone with Trained level of engineering can plant C4.
Type5.png

Type 5 Shrapnel 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 produced 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 and Survivors.

M12 Blast grenade.png

M12 Blast Grenade

A high-explosive grenade produced for private security firms.

It is used by the PMCs

Grenade.png

M15 Fragmentation Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. 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. Better radius than the M40 HEDP.

They're available in the ColMarTech Automated Armament Vendor or by ordering Explosives crates from Cargo.

M40 HPDP.png

M40 HPDP Grenade

The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.

It is light blue, while the smoke nade is dark blue (Currently not implemented in the main branch of the game yet, not yet obtainable)

M40 HEDP.png

M40 HEDP Grenade

Exploding in a 5x5 blast 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! It is set to detonate in 3-5 seconds.

Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.
Incingrenade.png

M40 HIDP Incendiary Grenade

Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.

Combat Engineers are able to buy them in their vendors at round start. Corporate 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.

Weapon: Description:
M40 HEDP box.png

M40 HEDP Box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.

M40 HEFA box.png

M40 HEFA Box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.

M07 Training Grenade Box.png

M07 Training Grenade Box

Contains 25 Training Grenades. A secure box holding 25 M07 training grenades. Harmless and reusable.

Not available during normal gameplay.

M4A3 Magazine Box.png

Magazine Box (M4A3 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

88Mod4 AP Magazine Box.png

Magazine Box (88 Mod 4 AP x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

SU-6 Magazine Box.png

Magazine Box (SU-6 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

VP78 Magazine Box.png

Magazine Box (VP78 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Magazine Box.png

M41A Magazine Box

Contains 10 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

Note:

  • Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
  • After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.
  • To pick the mag box backup from the ground after it's been opened you'll need to click drag the mag box onto your character.
L42 Magazine Box.png

L42A Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.

M39 Magazine Box.png

M39 Magazine Box

Contains 12 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M41A Extended Magazine Box.png

M41A Extended Magazine Box

Contains 8 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

L42 MK-1 Extended Magazine Box.png

L42A Extended Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available. Not available during normal gameplay.

M39 Extended Magazine Box.png

M39 Extended Magazine Box

Contains 10 extended magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

M4A3 Armor Piercing Magazine Box.png

M4A3 Armor Piercing Magazine Box

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground.

M41A Armor Piercing Magazine Box.png

M41A Armor Piercing Magazine Box

Contains 10 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

L42 MK-1 AP Magazine Box.png

L42A AP Magazine Box

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.

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M39 Armor Piercing Magazine Box

Contains 12 armor piercing magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.

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M41A Incendiary Magazine Box

Contains 10 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.

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L42A Incendiary Magazine Box

Contains 16 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.

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M39 Light Explosive Magazine Box

Contains 12 light explosive magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available. Not available during normal gameplay.

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Slug Shell Box

Contains 100 slug shells, 20 handfuls.


Note:

  • Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
  • After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.
  • To pick the shell box backup from the ground after it's been opened you'll need to click drag the shell box onto your character.
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Buckshot Shell Box

Contains 100 buckshot shells, 20 handfuls.

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Flechette Shell Box

Contains 100 flechette shells, 20 handfuls.

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BeanbagShell Box

Contains 100 Beanbag shells, 20 handfuls.

Not available during normal gameplay.

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Incendiary Shell Box

Contains 100 Incendiary shells, 20 handfuls.

Not available during normal gameplay.

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Rifle Ammunition 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 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42A 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 Armor piercing mags with this ammo box.
  • Can be worn on the backpack slot for convenience of carrying.
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AP Rifle Ammunition 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 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.
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LE Rifle Ammunition 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 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.

Not available during normal gameplay.

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Incendiary Rifle Ammunition 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 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.

Not available during normal gameplay.

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SMG Ammunition 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 600 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.
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AP SMG Ammunition 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 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.
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LE SMG Ammunition 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 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.

Not available during normal gameplay.

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LE SMG Ammunition 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 600 rounds to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.

Not available during normal gameplay.