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

User:FrankTheMagicPotato

49 editsJoined 10 January 2021

Frank's test page

Here i shall test my formatting, to make sure it isnt bad!

Spoiler alert: It's still bad



Ammunition:
88M4AP Magazine.png

88M4 AP Magazine

Capacity: 18

Damage: 32.67

Max Range: 22

Fall off: 1

Penetration: 31

Punch: 0.5

Holds eighteen (18) armor piercing rounds. Has better armor penetration, but lower overall damage.

Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.

Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Example Example Example Example Example Example Example Example Example Example Example








Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular Example Example Example Example Example Example Example Example Example Example Example
Armor Piercing Example Example Example Example Example Example Example Example Example Example Example






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
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
88m4.png

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:
88M4AP Magazine.png

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-Incen-Magazine.png

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.png

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.png

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-ToxinMagazine.png

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.

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
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
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

Ifts Scope.pngB8 Smart Scope

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

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

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 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

Template:M41A MK2 Attachments

Template:M41A MK2 damage against armor


L42.gif

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:
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

Flash Grip.pngFlashlight Grip

Bipod.pngBipod

Stock Attachments L42Sstock.pngL42A Synthetic Stock (Default)
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
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
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


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.
Stats:
Damage: 25
Throwing Damage: 25
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.
Stats:
Damage: 5
Throwing Damage: 55
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.

Stats:
Damage: 35
Throwing Damage: 10





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
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
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
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
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
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

Template:M41A MK2 damage against armor