Weapon:
|
Description:
|
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:
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 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
|
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 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 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 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 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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
40 |
40 |
40 |
36 |
33 |
30 |
22 |
18 |
15 |
11 |
8
|
Armor Piercing |
25 |
25 |
25 |
25 |
25 |
25 |
25 |
25 |
25 |
22 |
20
|
Hollow Point |
55 |
50 |
45 |
41 |
32 |
27 |
23 |
19 |
15 |
12 |
8
|
Incendiary |
20 |
18 |
14 |
11 |
8 |
6 |
3 |
1 |
0 |
0 |
0
|
Cluster |
40 |
40 |
40 |
36 |
33 |
30 |
22 |
18 |
15 |
11 |
8
|
Toxin |
25 |
25 |
25 |
25 |
25 |
25 |
25 |
25 |
25 |
22 |
20
|
Wall Piercing |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30
|
|
88 Mod 4
|
A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that has armor piercing ammo available to it in the vendors.
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
|
Ammunition:
88M4 AP Magazine
|
Capacity: 18
Damage: 30
Max Range: 22
Fall off: 7
Penetration: 40
Punch: 0.5
|
Holds eighteen (18) armour piercing rounds. Has better armour penetration, but lower overall damage.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
|
88M4 Incendiary Magazine
|
Capacity: 18
Damage: 24
Max Range: 22
Fall off: 7
Penetration: 40
Punch: 0.5
|
Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.
|
88M4 Cluster Magazine
|
Capacity: 18
Damage: 30
Max Range: 22
Fall off: 7
Penetration: 40
Punch: 0.5
Cluster stack: 1.5
|
Holds eighteen (18) 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.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.
Not currently obtainable.
|
88M4 Wall Piercing Magazine
|
Capacity: 18
Damage: 36
Max Range: 22
Fall off: 7
Penetration: 50
Punch: 0.5
|
Holds eighteen (18) Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Wall Piercing M4A3 Magazine.
Not currently obtainable
|
88M4 Toxin Magazine
|
Capacity: 18
Damage: 30
Max Range: 22
Fall off: 7
Penetration: 40
Punch: 0.5
|
Holds eighteen (18) 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.
Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.
Not currently obtainable.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Armor Piercing |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
27 |
24
|
Toxin |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
27 |
24
|
Wall Piercing |
36 |
36 |
36 |
36 |
36 |
36 |
36 |
36 |
36 |
36 |
36
|
Incendiary |
24 |
21 |
17 |
14 |
11 |
8 |
6 |
3 |
1 |
0 |
0
|
Cluster |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
27 |
24
|
|
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:
M44 Speed Loader
|
Capacity: 7
Damage: 56
Max Range: 22
Fall off: 1
Penetration: 5
Punch: 0.5
|
Holds seven (7) .44 rounds.
|
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 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 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 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 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 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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
55 |
55 |
50 |
45 |
41 |
32 |
27 |
23 |
19 |
15 |
12
|
Heavy |
35 |
35 |
35 |
35 |
35 |
31 |
28 |
22 |
18 |
15 |
12
|
Marksman |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
50 |
45 |
41
|
Toxin |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
50 |
45 |
41
|
Cluster |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55
|
Wall Piercing |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55 |
55
|
Incendiary |
40 |
40 |
36 |
33 |
30 |
22 |
18 |
15 |
11 |
8 |
5
|
|
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:
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 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 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 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 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 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 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 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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
34 |
34 |
30 |
28 |
21 |
18 |
14 |
11 |
8 |
5 |
3
|
Armor Piercing |
26 |
26 |
26 |
26 |
26 |
26 |
26 |
23 |
21 |
15 |
12
|
Incendiary |
25 |
25 |
22 |
20 |
15 |
12 |
9 |
6 |
4 |
1 |
0
|
Cluster |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30
|
Wall Piercing |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30
|
Toxin |
28 |
28 |
28 |
28 |
28 |
28 |
28 |
25 |
23 |
17 |
14
|
Light Explosive |
20 |
20 |
20 |
20 |
20 |
18 |
14 |
11 |
8 |
6 |
3
|
|
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
Template:M41A MK2 Attachments
Template:M41A MK2 damage against armor
|
L42A Battle Rifle
|
A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. The L42A is known for its higher lethality, due primarily to the significant increase in barrel length over the M41A. It can quickly change barrel attachments because it features a larger muzzle ring quick detach than the M41A. The increased barrel length increases muzzle velocity which leads to significantly better ballistic coefficients, drastically increasing the accuracy of the weapon. The L42 holds significantly less ammunition in each magazines, only 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:
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Regular |
52 |
52 |
47 |
42 |
39 |
30 |
26 |
21 |
17 |
14 |
10
|
Armor Piercing |
39 |
39 |
39 |
39 |
39 |
39 |
39 |
39 |
39 |
35 |
32
|
Incendiary |
39 |
35 |
32 |
25 |
21 |
17 |
14 |
11 |
8 |
5 |
2
|
Toxin |
39 |
39 |
39 |
39 |
39 |
39 |
39 |
39 |
39 |
35 |
32
|
Cluster |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
|
Wall Piercing |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45 |
45
|
|
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:
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.
|
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.
|
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.
|
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 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.
|
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.
|
Damage versus Armor:
Armor Value |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50
|
Buckshot |
60 |
54 |
49 |
45 |
40 |
31 |
26 |
22 |
17 |
14 |
10
|
Slugs |
70 |
70 |
70 |
70 |
70 |
63 |
57 |
52 |
47 |
37 |
32
|
Flechette |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
27 |
24 |
18
|
Incendiary |
55 |
55 |
50 |
45 |
41 |
32 |
27 |
23 |
19 |
15 |
12
|
Incendiary Buckshot |
60 |
54 |
49 |
45 |
40 |
31 |
26 |
22 |
17 |
14 |
10
|
|
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.
Stats:
Damage:
|
25
|
Throwing Damage:
|
25
|
|
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.
Stats:
Damage:
|
5
|
Throwing Damage:
|
55
|
|
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.
Stats:
Damage:
|
35
|
Throwing Damage:
|
10
|
|