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The Colonial Marines are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.
Standard Marine Weapons
The marines get the choice of five weapons. They range from pistol to a heavy M41A. The marines get equipped with guns for any situation they encounter, no matter what the threat will be.When using any weapon it is best to aim for the chest this is because in case you accidentally hit a marine with a stray bullet they will take less damage,On a side note aiming for the head only increases damage against ravagers so unless you are 1v1ing a ravager aim at the chest always.
M4A3 Service Pistol - This is one of two pistols that the marines have a choice to take. It is a reliable fall back weapon and it uses .45-S ammo with the magazine holding 12 bullets. It does 25 brute damage. (Stechtkin on TG)
44 Magnum - This is the Smith and Wesson model 10 victory revolver. This revolver is the standard side arm for military officers but is also avaliable as a alternative sidearm for marines. Unlike the M4A3 the Magnum is heavier and cannot fit inside pockets or small containers. It uses .38-S and holds 7 bullets. It does 45 brute damage per hit. (Mateba on TG)
M39 SMG - The Heckler and Koch MP5. This is the standard sub-machine gun of military soldiers. A mediocre firearm that serves usefully for support marines, such as medics, engineers or specialists with heavy weapons, as well as being used in conjunction with a riot shield. It uses 9mm special rounds, and holds 30 bullets. It does 20 brute damage per hit.
M41A Rifle - This is the standard pulse rifle used by many military forces around the universe. It uses 10mm special rounds and holds 30 rounds. It deals 30 brute damage per shot. A reliable, robust and overall effective standard issue longarm. The M41A must be held in two hands to fire.
M37 Pump Action Shotgun - Marine version of the Remington model 870. It holds uses shotgun special shells and holds 8 rounds. It does 40 damage per hit.
Combat knife - A sharp cutting tool that can be hidden in your marine combat boots. Very useful for cutting through materials, but it should only to be used as a last resort against enemies. In case of being devoured it can be used to cut your way out of an Alien. Does 35 brute damage per hit.
Machinegun - This is a heavy stationary machine gun. It is a well used defensive weapon that can only be used if you wrench it in place.It should have two boxes of ammo containing 100 rounds.They can be found in each squad armoury.Each squad has one heavy machine gun and two boxes of HMG ammo.
Restricted Marine Weapons
These marine weapons are uncommon and usually are only used by specialists or high ranking marine officers.
M42C Scout Rifle - Specialist only. A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. This weapon is limited to seven rounds per magazine, a slow rate of fire, a very obvious and loud firing noise and that it is ineffective in close range combat as bullets fired too close to the user will miss.
M92 Grenade Launcher - Specialist only. A midpoint between a shotgun and the rocket launcher, the grenade launcher is a one-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler.
File:SADAR.png M83 SADAR - Specialist only. A reloadable, single shot, rocket launcher. This weapon carries the most powerful and deadliest ordnance available to marine infantry in the form of either high explosive or armour piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ.
M56 Smartgun - Specialist only. The most complicated weapon available to a marine. Sadly the Smartgun lacks any auto-tracking capabilities. However it has a impressive 250 round ammo pool to draw from, a inbuilt infrared sensor allowing great visibility in low-light conditions, it deals a good amount of damage per bullet with a high rate of fire, an automatic reloading system and the coup de grace being that due to the gun's complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of allied marines without fear of hitting any of them.
Grenade - Exploding in a 3x3 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! Five grenades are available in the Squad Leader and Specialist Preparation rooms.
Flamethrower - Capable of shooting flames by lighting plasma, this weapon is capable of shooting around corners and dealing massive damage to Xenos and Marines alike. Unlike bullets, this weapon doesn't stop on the first mob hit and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! This weapon deals most of its damage during the initial burst.
Weapon Attachments
Marine's can acquire attachments to attach to some of their weapons. Most attachments must be acquired via the Requisitions Officer located on the east side of the Sulaco. Most RO's usually only give one or two attachments to most marines, though some may grant more to squad leaders or specialists.
Most attachments offer a advantage, and many also counter that with some disadvantage.
Most guns have three attachment locations, the rail, under barrel and the muzzle. Only one attachment can be on one of these locations at a time.
Muzzle Attachments
Suppressor
+ Greatly reduces firing sound
+ Removes text messages about user firing gun
- Slightly reduces accuracy
Mounts on: M41, M42C Scout Rifle, M39, and M4A3 Pistol.
Bayonet
+ Greatly increases weapon melee damage (Around 30 brute)
+ Easier to destroy fortifications
- Slightly reduces accuracy
Mounts on: M41 and M37
Rail Attachments
Flashlight
+ Generates a light source
No Drawbacks. Can be custom created by using a screwdriver on a flashlight to convert the flashlight to a rail attachment.
Mounts on: M41, M37, M4A3, and M39
Red Dot Sight
+ Significantly increases accuracy
No Drawbacks. Very rare in number on station, usually reserved for squad leaders unless persuasive.
Mounts on: M41, M39, M37, and M4A3
Underbarrel Attachments
Forward Magazine Grip
+ Doubles magazine size
+ Increases accuracy
- Makes one handed weapons two handed
- Reduces weapon damage
Mounts on: M41, M37, M39, and M42C Scout
Gyroscopic Stabilizer
+ Makes two handed weapons one handed
- Decreases accuracy
- Causes weapon recoil (shakes screen)
- Halves magazine size
Mounts on: M41, M37, M42C Scout
Standard Marine Clothing
Helmet - Protect's your head. Not very effective in stopping bullets. There are several variants of helmets available.
Marine Armour - This armor protects from most damage. Do try to avoid friendly fire, however marine armour will block most damage dealt from a bullet. There are several variants of armour available.
Combat boots - These boots prevent marines from slipping and getting a concussion. A sheath allows a knife to be stored in them.
Jumpsuit - This can vary depending on the current squad.
Gloves - Tactical gloves that are coloured for the squad. Not very useful if you're an engineer, take the insulated gloves instead.
File:Belt.png Marine Belt - It holds ammo and small items. Yeah not that helpful for shotguns.
Flare - Much more useful than the flashlight in terms of brightness, but burns out over time. Make sure to take multiple flares and keep them in your pocket. If you see a flare lying on the ground and you need light you can always pull it behind you.
Flashlight - For dark places, preventing the marines from going crazy. Using a screwdriver on this will make it attachable, allowing you to attach it to a variety of weapons such as the M4A1 and M4A3.
Marine Armour
There are several different kinds of armour available to marines, depending on which role a marine is fulfilling.
M3 Pattern Personal Armour - Standard Issue armour used by most marine infantry. Provides modest protection from bullet and melee attacks. The M10 Helmet will stop exactly one alien facehugger attack before breaking.
M12 Pattern Personal Armour - Unique armour worn by squad leaders. The main difference with the squad leaders armour is that the armour has a attached, and powerful, personal flashlight that can be activated at will. In addition the M11 Helmet
B18 Experimental Personal Armour - One of the equipment options available to specialists. This armour has the best personal protection of any armour, in addition the helmet can block three facehugger's before breaking.
Engineer Extra Clothing
Tool belt - As a engineer you will most likely replace the marine belt with this as it can carry all your tools which are :
+++++ When you have these tools you should be set for hacking open doors and building defenses in a Forward Operating Base(FoB).
File:Mesons.png Meson Goggles -Meson Goggles are very useful especially when slicing down walls due to how they allow you to see the layout of the station even in pitch black.
Welding Goggles - Something that every engineer should wear. Allows you to weld things without damaging your eyes.
Insulated Gloves - These gloves are essential to any engineer as they protect you from electric shocks,Wear them at all times.
Medic Extra Clothing
- This is used for carrying all your medical appliances to help patch up wounded and make sure everyone returns at some healthy state.
- The Medical Hud Allows the player to see the vitals of fellow players, which is useful to you as it means you know who you will need to focus on.