"Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens
"I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher." ―Corporal Hicks, Aliens
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.
Basic Weapon Parameters
The following are parameters most weapons have in some combination:
Accuracy: Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. Melee weapons do not use this parameter and always hit their target if it's in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile's accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.
Armor Punch: Determines the probability of a weapon breaking the target's armour. No Longer used
Armor Penetration: Determines the probability of a weapon bypassing the target's armour.
Burst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.
Damage: Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon's Ammunition section.
Damage Falloff: Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.
Effective Range: Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.
Fire/Attack Rate: Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.
Recoil: Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.
Spread: Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.
Weapon Size: Determines what kind of container the weapon can fit into. Most weapons are 'bulky' in size and thus cannot fit into boxes or backpacks normally.
An M4A3 Service Pistol, once the standard issue sidearm of the Colonial Marines but has recently been replaced with the 88 Mod 4 combat pistol. While it is reliable in the arms of a crewmember, it is best used as a fall-back weapon in case 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.
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.
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.
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.
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.
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 have 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 Weyland Yutani's PMCs.
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.
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.
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.
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.
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.
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.
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower calibre 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 3-round burst fire mode.
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.
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.
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.
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.
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.
The L42A Battle Rifle, found commonly around the frontiers of the Galaxy. It's commonly used by colonists for self defence, as well as many colonial militias, whomever they serve due to its rugged reliability and ease of use without much training. This rifle was put up for adoption by the USCM and tested for a time, but ultimately lost to the M4RA already in service.
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.
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.
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.
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.
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.
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.
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. By default this is Unique-Action, bound to Space. You can change this in the Hotkeys menu, however.
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.
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.
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.
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.
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.
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.
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.
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.
Abilities:
Aimed Shot
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
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.
An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.
Using Unique-Action swaps between the fuel tanks as long as you have them in the Boiler-T.
This is only available for Specialists using the Pyrotechnician Loadout.
It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.
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.
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.
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.
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.
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 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.
A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.
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.
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.
A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-personnel. Don't fire it at anyone you'd like to stay alive.
A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 7 points.
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.
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.
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, Weapons Specialists, Fireteam Leaders and the Executive Officer
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.
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.
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.
This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 5 points.
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.
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.
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.
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.
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.
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. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved? A hit to a xenomorph will ignite them, causing burns for roughly 10 seconds.
It additionally has IFF capabilities.
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.
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.
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 and full auto 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.
To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine, You must then close the cover to be able to shoot it again.
Very few marines have training in the M56 Smartgun system. Among them are you, the Commanding Officer, and the Corporate Smartgunners.
The Smartgun has several different options for the operator to configure:
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.
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.
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.
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.
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.
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.
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.
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.
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.
Single Slug Projectile. Effective in ranged combat. Armor Piercing. High damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armouries such as the Armory on Solaris Ridge and in the Surplus Ammo Crate. Holds 25 shells.
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 armoury. Holds 25 shells.
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.
A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area. Holds 3 shells.
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targetting .22lr rounds. The equivalent to buckshot at-range. Holds 3 shells.
Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs. Holds 3 shells.
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 Toggle Gun Safety or Alt+Click the Flamethrower. 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 and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.
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.
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.
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 M4RA, the M41AE2 is chambered in 10x24mm. This can use M41A/M4RA ammo, however the bullets must be transferred manually from the M41A/M4RA mags into the M41AE2 Mags or by refilling it with an ammo box.
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.
An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity magazines. Armour piercing magazines are also available for the MK1 and benefit from the substantially higher capacity magazines. The MK1 cannot use MK2 magazines in spite of them being similar.
Four rifles can be found in the command armory on the Almayer and they're available from requsitions where they're dispensed from their Armament Vendors. It is also one of the possible rifles for the Freelancer Mercenaries.
A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the Toggle Lethal mode. It 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.
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.
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.
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.
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.
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.
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.
An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan.
It has a special property - when you obtain multiple direct hits in a row, its armour penetration and damage will increase.
These 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 acquired from Requisitions. You will need to attach the gun to its tripod and load a magazine before firing. The M56D has a built-in IFF.
A deployable, heavy machine gun. The M2C 'Chimp' HB is a modified M2 HB reconfigured to fire 10x28 Caseless Tungsten rounds for USCM use. It is capable of recoilless fire and fast-rotating. However it has a debilitating overheating issue due to the poor quality of metals used in the parts, forcing it to be used in decisive, crushing engagements as a squad support weapon.
Click its sprite while behind it without holding anything to man it. Click-drag on NON-GRAB intent to disassemble the gun. Click drag on GRAB INTENT to remove ammo magazines.
A box of 125, 10x28mm tungsten rounds for the M2 Heavy Machinegun System. Click the heavy machinegun while there's no ammo box loaded to reload the M2C.
Deployment and Maintenance:
How To Deploy It:
Deploy the Gun by activating it in your active hand.
Clicking on a tile 180 degrees or more will rotate it to that direction.
Maintenance:
Welder for repairing it if partially damaged or if destroyed.
A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.
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 living mob that enters the mine's tile, or the tile it's facing, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.
How To Deactivate Mines:
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.
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.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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 Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
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 Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
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 5x5 range. 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 Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Sentry Upgrade Kit
Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:
The Mini-Sentry Gun is the smaller brother of the normal one. It 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 mini-sentry has a 135 degree firing arc, 5 tile range and a rapid fire rate. Has 500 bullets.
Stats:
Firerate: 400 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 12
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
The Shotgun 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. Its short range however leads to it being a very close range sentry gun.
The shotgun sentry has a 135 degree firing arc, 2 tile range and a low fire rate. Has 50 buckshot shells.
Stats:
Firerate: 24 RPM
Base Accuracy: 27
Range: 2 Tiles
Ammunition:
12G Buckshot Drum
Capacity: 50
Damage: 60 x 4
Max Range: 4
Fall off: 3
Penetration: 0
Punch: 0
Contains fifty (50) buckshot shells.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
The Sniper 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. Its longer range allows it to cover long flanks without the need for marine presence to back it up.
The sniper sentry has a 135 degree firing arc, 10 tile range and a low fire rate. Has 500 bullets.
Stats:
Firerate: 48 RPM
Base Accuracy: 21.6
Range: 10 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 60
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
UA 55-FA Assault 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 but burns up faster.
Stats:
Firerate: 20 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
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.
This one burns up faster.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
UA 45-FM mini sentry
The Mini 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 slightly faster fire rate. Has 100 units of fuel.
Stats:
Firerate: 60 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of Ultra Thick Napthal Fuel, used in the UA 45-FM. 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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
UA 60-FP Plasma Sentry
The Plasma 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 phosphorus that lingers doesn't.
The flamethrower sentry has a 135 degree firing arc, 10 tile range and a very slow fire rate. Has 100 units of fuel.
Stats:
Firerate: 8.5 RPM
Base Accuracy: 21.6
Range: 10 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of compressed Ultra Thick Napthal Fuel, used in the UA 60-FP. 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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
21S Overclocked 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.
This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
25S Mini 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.
This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Extended 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 11x11 range. 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 Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Warbanner 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 Move, Focus and Hold order buff to all nearby marines within a 5x5 range. 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 Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
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.
Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
Usage:
Anyone with a Trained level of engineering (Level 1 in engineering) can deploy and use the Mortar.
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 by clicking the mortar with a shell in hand and after it has fired notify your spotter to inform you of any corrections that need to be given.
Once the spotter has relayed any 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 or until the spotter tells you to stop.
Example: The flare lands and the spotter notices that it missed the targeted 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.
Dialling Graph:
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 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. Squad 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. Additionally can be vended from the armaments vendor in requisitions. Anyone with Trained level of engineering can plant C4.
Breaching charges are primarily used for tactical entry into a room or building. The breaching charge explodes inwards towards the room it has been planted against. This means that when the charge has exploded it launches shrapnel inside the room, and can be swiftly followed up by a room entry. Unlike C4 you can stand next to the breaching charge when it explodes to take full advantage of the shrapnel launched out and push straight away.
Available to Squad Engineers and Squad Leaders Additionally can be vended from the armaments vendor in requisitions and ordered via ASRS. Anyone with Trained level of engineering can plant a Breaching Charge
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.
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.
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.
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.
Explodes in a 6x6 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 and explosive power than the M40 HEDP.
They're available in the ColMarTech Automated Armament Vendor or by ordering Explosives crates from Cargo.
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 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.
Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre 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.
Exploding in a 60 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 disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
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 disperse 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.
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.
Squad Engineers are able to buy them in their vendors at round start. Corporate Commando Units start with one as well.
Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.
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.
Contains 25 Grenades. A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don't store near the 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. Can only be loaded into a grenade launcher.
Contains 16 speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Contains 16 marksman speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Contains 16 heavy speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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, 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.
To transfer bullets from a magazine into the ammo box, switch to HARM intent and click the ammo box.
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.
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.
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.
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.
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.
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.
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.
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.
A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. The IFF features for this weapon only work for the PMC team.
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.
It is the standard sniper rifle for Corporate PMC snipers.
A special variant of the M56 Smartgun only issued to PMC Gunners. 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 PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.
The PMC variant has the nickname of Dirty because of the irradiated bullets they fire.
Only Corporate PMC Heavy Gunners and Death Squad Terminators can use this weapon, it's only available to them via the Emergency Response Teams.
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.
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.
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. This is a special variant that is much more lethal than the standard issue Smartgun drums.
A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. 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 PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.
Only Corporate PMC Heavy Gunners and Death Squad Terminators can use this weapon, it's only available to them via the Emergency Response Teams.
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.
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.
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. This is a special variant that is much more lethal than the standard issue Smartgun drums.
Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.
It is the standard rifle for Corporate PMC Standards and Black Ops Commando Units.
A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.
Can only be fired in bursts.
It is one of the standard rifles for Corporate PMC Standards.
A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.
It is the standard SMG for Corporate PMC Standards, in addition, it more can be found in the armory of Big-Red, though they are ID locked.
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.
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.
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.
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.
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.
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.
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.
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.
Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.
It is available to the Black Ops Commando Units as their standard sidearm. And thus, this is only available through admin events.
A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.
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.
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.
The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.
This is the standard rifle for UPP soldiers, with their improved variant only given to UPP Officers.
A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It's issued for Scouts, Medics and other UPP combat personnel.
The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.
This is the standard rifle for UPP Officers
A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.
As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.
This is one of the standard firearms for UPP Heavies.
Single Slug Projectile. Effective in ranged combat. Armor Piercing. Extreme Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Comes in handfuls of 4.
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. Comes in handfuls of 4.
These shells fire magnesium (rather than the usual lead) pellets that ignite on contact with the air, setting anything it hits on fire. Its custom design also increases maximum range. Comes in handfuls of 4.
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. Comes in handfuls of 4.
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. Comes in handfuls of 4.
A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.
This is one of the standard firearms for UPP Heavies.
A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.
Can be ordered via Cargo or found in hands of Freelancer Mercenaries, Colonial Liberation Front and UPP medics
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.
It is one of the standard sidearms for UPP Officers and UPP Commandos.
Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.
The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.
While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.
It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.
A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.
It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.
This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.
This gun is levered via Unique-Action, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.
These weapons can be found in the hands of the Colonial Liberation Front.
45-70 lever action blank bullets. Used for training, not much damage from it unless you point blank shoot your enemies with these. The box holds 90 rounds.
The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military's standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.
It can be found around Prison Station and it is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.
An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.
It is one of the standard SMGs for the Colonial Liberation Front. This can also be found inside the Big-Red's Administration Armory or more can be ordered by the Blackmarket crate.
The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
The Basira-Strongarm rifle is civilian grade hunting rifle named after it's eccentric creator. It's lightweight and legendary accuracy made it popular in the outercolonies, despite it's mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.
It can be found in the hands of the Colonial Liberation Front.
A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics.
An archaic design, but one that's stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.
It is one of the standard SMGs for Freelancer Mercenaries and Corporate PMC Standards. This weapon can be ordered via the Blackmarket crate.
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.
This weapon can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.
The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.
It is one of the standard shotguns for Freelancer Mercenaries, Colonial Liberation Front. More can be ordered by the Blackmarket crate.
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.
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.
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.
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.
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.
A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.
Can be found in armories on all maps. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries, Colonial Liberation Front Milita and Colonists.
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.
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.
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.
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.
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.
A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.
Can be found in LV-624's old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of Freelancer Mercenaries and the Colonial Liberation Front. More can be ordered via the Blackmarket crate.
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.
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.
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.
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.
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.
A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.
It is found in the hands of Freelancer Mercenaries and Colonial Liberation Front.
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.
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.
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.
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.
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.
An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.
It is one of the standard sidearms for Colonial Liberation Front.
Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.
A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.
Can be ordered via Cargo or found in hands of Freelancer Mercenaries, Colonial Liberation Front and UPP medics
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is NOT compatible with the SU-6 smartpistol. It is one of the available sidearms for the Freelancer Mercenaries. They can also be ordered by the Blackmarket crate.
A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, "Peace Through Superior Firepower." Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.
It is one of the available sidearms for the Freelancer Mercenaries. More can be ordered by the Blackmarket crate.
A heavy variant of Desert Eagle magazines specially-tuned to fit a high-ranking officer. This variant is optimized for anti-personnel. Don't fire it at anyone you'd like to stay alive.
The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can't go wrong with this handcannon.
It is one of the standard sidearms for Colonial Liberation Front. It can also be found in the hands of Survivors.
A lean .357 revolver made by Smith & Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.
It is one of the standard sidearms for Freelancer Mercenaries. More can be ordered by the Blackmarket crate.
A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.
Can be found in both LV-624 and on Big-Red. More can be ordered by the Blackmarket crate and it is found in hands of Freelancer Mercenaries and Colonial Liberation Front.
The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the Blackmarket crate or found in hands of Freelancer Mercenaries and Colonial Liberation Front.
A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.
Can be commonly found in colonies, space stations and in the hands of Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.
The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.
A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.
Normally found in the hands of Survivors and the Colonial Liberation Front
A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user's face was not an apparent concern of the designer. A true hero's weapon.
Uncommonly found in the hands of very brave (or stupid)Colonial Liberation Front soldiers.
A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.
A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.
A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it'll do for Colonial Marines and xenomorphs as well.
A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn't have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.
Was a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.
The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch's Dozens.
A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn't anything there, that's just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.
Commonly found in the Area of Operations, usually in the engineering department.
A large magazine of oversized plasteel nails. Unfortunately, the production cost of those nail makes them ill-affordable for most military projects, and only some specific construction projects requires them.
Utility:
The nailgun fires armor-piercing nails with stats similar to the M39 AP rounds, with a similar ROF, though with no burst. It has slightly higher falloff and has poor accuracy further than 4 tiles out, but can be used as a weapon in a pinch. It slows target on hit for one second (The duration stacks!)
Hitting a enemy that is directly perpendicular to a wall (Projectile -> Target -> Wall) or an obstacle that would've blocked it with the nailgun does bonus damage (50%) and cause a larger slow for a short duration. To clarify, obstacle here refers to object (doors, barricade, windows, etc).
Hitting a T1 xeno or a human with a point-blank hit with the nailgun while there's a wall or an obstacle that would've blocked it behind them immobilize the target for 3 seconds. You cannot have your frozen duration reset while already immobilized.
Using the nailgun on a wall or reinforced wall sporting a hole will fix it after 6 seconds at the cost of three sheet of wood/metal/plasteel, and 12 nails and a 6s channel. It also restores 5% integrity.
Using the nailgun on a damaged wall or reinforced wall will repair integrity at the cost of 1 sheet of material and 4 nails, 2 second channel. Wood repairs 5%, metal repairs 10% and plasteel repairs 20%.
The above applies to wooden barricade, folding barricade, barricade and plasteel barricade. This can be used to fix barricade below the welder threshold. Wood on wood : 100%, Metal on folding, metal barricade: 20%, plasteel on folding, metal barricade: 25%. Plasteel on plasteel barricade: 20%. This consumes 4 nails and 1 unit of material and takes 2 seconds.
Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.
Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.
In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren't permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.
One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.
A stubby and wide, high capacity double stack magazine used in the M40-SD pulse rifle. Fires 10x24mm Armor Piercing rounds, holding up to 60 + 1 in the chamber.
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying Surplus supply crate in Requisitions.
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.
Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn't satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it's fully automatic and made of stamped medal. Truly an engineering marvel.
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.
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.
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.
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.
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.
A high power focusing blue laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market.
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.
It's a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don't stand in front of it. Don't stand beside it. Just don't stand anywhere close to one and you've got a chance to survive. Possibly.
Not available during normal gameplay. Only available during admin events.
This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.
Not available during normal gameplay. Only available during admin events.
A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.
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.
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.
The M57-A4 'Lightning Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don't point it in the general direction of anything you want to survive.
Not available during normal gameplay. Only available during admin events.
Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it's used up.
Holds three hundred (300) live monkey rounds. Will set ablaze any and all targets hit with this round as well as knocking them down. Also spawns a live monkey to any targets hit.
Ingame Description: That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.
Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.
Not available during normal gameplay. Only available during admin events.
An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.
Not available during normal gameplay. Only available during admin events.
Stats:
Wielded Damage:
45
One handed Damage:
25
Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer or the vendors located in your squad's main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they're attached to, and don't inherit their effects.
Requires 2 seconds of setup time if there's no surface to put the bipod on or on flipped tables and barricades by Activating Weapon Attachment while facing the object before you get the benefits
When undeploying the bipod, the user is slowed down for a bit
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the ColMarTech automated armaments vendor in Requisitions or in the pockets of mercenaries and CLF.
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the ColMarTech Automated Closet and can be found inside the ColMarTech automated armaments vendor in Requisitions.
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by Squad Leaders and Staff Officers. Not stocked in requisitions by default.
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the ColMarTech automated armaments vendor in Requisitions.
A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.
A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of Civilians.
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 4 slots.
Can hold the following items below:
Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 6 slots.
Can hold the following items below:
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.
Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the ColMarTech automated armaments vendor in their mini-medical kits.
Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.
A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor's lockers in medbay and in the Squad Medic'sColMarTech automated equipment vendors.
This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.
Worn by MARSOC Operators.
Can be worn by attaching it to a pocket.
Contains 8 slots.
Holds the following items below:
Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Storage Equipment
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
It is the standard webbing for most of the USCM support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.
It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics. It is one of the belt options of the ColMarTech Automated Closet.
An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM's more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.
It is one of the belt options of the ColMarTech Automated Closet.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.
It is one of the belt options of the ColMarTech Automated Closet.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators.
The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.
The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner.
It is found in the M2C Heavy Gunner kit and can only be obtained through Requisitions.
Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don't, adding further to the myth of 'Smartgun Personalities'), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system's drum munitions. When the carry catch on the drum isn't getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn't that what being a Marine is all about?"
An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.
A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.
A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. Worn by USCM Synthetic Units
The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. A fire extinguisher or acid sprayed at you will make you visible. Required to be worn over the M3-S Light Armor and equipped like a backpack in your inventory. To cloak yourself, go to the Scout tab and click Activate-Cloak, you may also assign a Macro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. Worn by USCM Scout Specialists
A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Sniper Specialists
A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. Worn by USCM Pyrotechnician Specialists
You can assign a Macro for the Broiler in order to switch fuel types.
Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Demolition Specialists
A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.
A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander's Locker at round start. Holds more items then a regular backpack.
The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.
A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their ColMarTech Automated Closet.
Can be ordered via crate at Requisitions, and Military Police lockers contain one, but not carried normally.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the Experimental Trooper Kit
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
It is one of the uncommon rigs inside USCM Cargo Vendors, in the Marine Prep Vendors, or standard issue for the Requisitions Officer.
The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.
A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
It is one of the uncommon rigs inside USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors..
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
Laser Designators Different Modes:
Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. 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.
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Grants you the ability to see in the dark at the expense of battery power.This item is fragile and can break if you are slashed in the head. If broken you will need an engineer to repair it using a screwdriver.
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
Motion Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.
You can switch modes with Alt+Click.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
Long Range: The Data Detector will detect movement on your whole screen and further at a slow rate.
Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.
There are 20 uses in the stack.
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot and stacked up to 3 times once folded.
Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.
Gas masks are available in ColMarTech Automated Closets for all marines. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards.
A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.
Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&D team five days to develop. It is more expensive than the entire Almayer...probably.
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs.
Spawns at the Automated Closet as Standard Equipment if the map is Sorokyne Strata or Corsat. Otherwise available at the Surplus Uniform Vendor.
An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.
Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.
Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.
The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for Vehicle Crewmen. Features a toggle-able welding screen for eye protection.
An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work.
A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM's M10 Pattern Marine Helmet.
A skirted helmet designed for use with the UM/UH system. Worn by the UPP's elite Specialist soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man's B18 helmet.
A sturdy freelancer's beret. More protective than it seems. For the use of making sure your Freelancers know who's in charge of the team. That should be you by the way.
This armor is worn by the Freelancer Mercenary Leaders.
A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.
This armor is worn by the Colonial Liberation Front.
This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the "front". Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the Colonial Liberation Front.
For some reason, seeing this helmet causes you to feel extremely distressed.
Wait a minute, there's a button on the helmet...
This helmet is worn by the HEFA Knights. One helmet is found in Fiorina - Science Annex.
Stats:
Armor Melee = 0
Armor Bullet = 0
Armor Bomb = 100
Armor Internal Damage = 0
Armor Bio = 0
Military Armor
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.
Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.
A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user's guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.
An activatable ability that allows the user to camouflage themselves. After 4 seconds uninterrupted by anything, enter a cloak-like state. You will be granted IFF protection against friendly bullets as well as allowing anyone to walkthrough you. The user becomes near-invisible when activated. Moving breaks the cloak entirely, and shooting make you more slightly visible for 5 seconds. The shooting visibility debuffs stack and only resets once you stop firing for 5 seconds to slowly fade back into near-invisibility.
A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by Heavy Grenadier Specialists
A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The Commanding Officer has a special set in the CIC armory.
A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.
This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb "Create-Injector". Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts.
Not available during normal gameplay. Only available during admin events.
A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by Squad Radio Telephone Operators
Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.
A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.
This armor is worn by most Weyland Yutani PMC personnel.
A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the PMC Sniper and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.
This armor is worn by most Weyland Yutani PMC Snipers.
A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the PMC Smartgunners.
A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer.
This armor is worn by most Weyland Yutani PMC Team Leaders.
A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.
The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives.
An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn't protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.
This armor is worn by the UPP Officers and UPP Minigunner.
An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer's ranks produce these vests at about one a month.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.
This armor is worn by the Colonial Liberation Front.
Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the Colonial Liberation Front.