User:Mr. Penguin

Colonial Marines Mentor and a resident wiki contributor.

Testing Ground:

Standard Marine Weapons

Weapon: Description:
M4a3.png
M4A3 Service Pistol
This is one of two pistols that the marines have a choice to take. It is a reliable fallback weapon and it uses 9mm pistol ammo with the magazine holding 12 bullets.
All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine.


Ammunition:

M4A3mag.png
M4A3 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3-AP-mag.png
M4A3 Armour Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3mag.png
M4A3 Hollow Point
Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png
M4A3 Incendiary Magazine
Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
44magnum.png
M44 Revolver
This revolver is the standard sidearm for military officers but is also available as a alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3, but it holds less bullets. It uses .44 rounds and holds 7 bullets.


Ammunition:
M44SL.png
M44 Speed Loader
Holds seven (7) .44 rounds.
M44-MM-SL.png
M44 Marksman Speed Loader
Holds seven (7) .44 rounds. Has better armour penetration, but lower overall damage.
M44-HR-SL.png
M44 PW-MX speed Loader
Holds seven (7) .44 rounds. Has better overall damage, but lower penetration.
M39.png
M39 Submachine Gun
This is the standard sub-machine gun. A mediocre firearm that is useful for support marines, such as medics, engineers or specialists with heavy weapons. It is also possible to be used in conjunction with a riot shield. It uses 10x20mm SMG rounds, and holds 48 bullets. This weapon has burst-fire capabilities.


Ammunition:
M39mag.png
M39 Magazine
Holds forty eight (48) 10x20mm rounds.
M39mag.png
M39 Extended Magazine
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M39-AP-mag.png
M39 Armour Piercing Magazine
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-Incen-mag.png
M39 Incendiary Magazine
Holds forty eight (48) 10x20mm Incendiary rounds. Will set ablaze any and all targets hit with this round.
M41a.png
M41A Mk2 Pulse Rifle
This is the standard issue pulse rifle used by many military forces around the universe. A reliable, robust and overall effective standard issue weapon. The M41A must be held in two hands to fire. It uses 10x24mm special rifle rounds and a standard magazine holds 40 rounds. Unlike the M41A Mk1 which holds 95 rounds the Mk2 only holds 40 rounds but offers the user greater capabilities to customize their weapon with attachments. This weapon has burstfire capabilities and it comes equipped with a 2-shot grenade launcher which can't be reloaded once all shots are used.


Ammunition:
M41Amag.png
M41A Magazine
Holds forty (40) 10x24mm rifle rounds.
M41Amag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png
M41A Armour Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
M41A-Incen-mag.png
M41A Incendiary Magazine
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Shotgun.png
M37A2 Pump Shotgun
An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. This is in addition to its good chance to outright stun enemies if you fire at them at very close range. It is, however, difficult to use as the shotgun has to be cocked after ever time its fired. Ammo management can be difficult as well.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plant side armoury.
Knife.png
M5 Survival Knife
The standard issue survival knife issued to Colonial Marines soldiers. 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. Applying cable coil to its grip allows the knife to be used as a regular Bayonet Attachment.
Machete.png
M2132 Machete
Latest issue of the USCM Machete. Unlike the Combat Knife, this cannot 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.
It's only available in Cargo's munition vendors.

Specialist Weapons

Weapon: Description:
M42A Scoped rifle.png
M42A Scoped Rifle
A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges. 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 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.
This is only available for Specialists using either the Scout or Sniper Loadout.


Ammunition:
M42Amag.png
M42A Marksmen Magazine
Holds fifteen (15) 10x28mm Caseless sniper rounds.
M42Amag.png
M42A Flak Magazine
Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will split into multiple small projectiles.
M42Amag.png
M42A Incendiary Magazine
Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set ablaze any and all targets hit with this round
GrenadeLauncher.png
M92 Grenade Launcher
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-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.
This is only available for Specialists using the Heavy Grenadier Loadout.


Ammunition:
Grenade.png
M15 Fragmentation Grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.
They're only available in by ordering Explosives crates from Cargo.
M40 HEDP.png
M40 HEDP Grenade
Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
Incingrenade.png
M40 HIDP Incendiary Grenade
Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if its caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.
Combat Engineers start with 2 of these in their vendors at round start. W-Y Commando Units start with one as well.
Smoke grenade.png
M40 HSDP Smoke Grenade
Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Squad Leaders start with 2 smoke grenades in their vendors at round start.
File:SADAR.png
SADAR Rocket Launcher
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, Armour Piercing, or White Phosphorus 84mm 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. Its not actually homing and its reusable but the user must stay still while reloading. Comes loaded with a HE rocket. It cannot be fired on the Almayer.
This is only available for Specialists using the Demolitionist Loadout.


Ammunition:
File:SADAR HE.png
High Explosive (HE) Rocket
Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. Ineffective against heavily armoured targets.
File:SADAR AP.png
Anti-Armor (AA or AP) Rocket
Deals massive damage to any target hit directly by the rocket. Deals very little to no splash damage. Rocket MUST hit a target directly to do damage. Very effective against heavily armoured targets.
File:SADAR PHS.png
Phosphorous (PHS) Rocket
Generates very high heat levels on target. High heat will generally kill any Alien hit directly, as well as deal heat damage to anyone nearby for a extended period, human or otherwise. Effective against heavily armoured targets.

Restricted Weapons

Weapon: Description:
M4a3Commander.png
M4A3 Commander Pistol
Unique variant of the M4A3 Service Pistol. Has a unique appearance but is otherwise identical to a M4A3. It starts loaded with hollow-point rounds.


It is issued and only used by the Commander.

Ammunition:

M4A3mag.png
M4A3 Magazine
Holds twelve (12) 9mm pistol rounds.
M4A3mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3-AP-mag.png
M4A3 Armour Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3mag.png
M4A3 Hollow Point
Holds twelve (12) 9mm pistol rounds. Has lower overall penetration but better damage.
M4A3-Incen-mag.png
M4A3 Incendiary Magazine
Holds twelve (12) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.
88M4AP Magazine.png
88M4 AP Magazine
A powerful sidearm issued mainly to Weyland-Yutani response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armour piercing pistol rounds and is capable of 3-round burst.
It is typically used by Specialists employing the usage of the Scout Loadout, or the Corporate Liaison, Executive Officer and the Pilot Officer for self defence. It is also a standard sidearm for Weyland-Yutani PMC soldiers.


Ammunition:
88M4AP Magazine.png
88M4 AP Magazine
Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
SmartGun.png
M56 Smartgun
The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. 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 even lift and will automatically retract to the harness suit storage when the user is knocked down. Like the SADAR, the user must stand still while reloading.
Only Smartgunners and Weyland-Yutani PMC Heavy Gunners can use this weapon, it's also available inside the Commander's secure box inside the Command Armoury.


Ammunition:
PowerPack.png
M56 Power Pack
Carries two hundred and fifty (250) smartgun rounds and can pass through friendlies by IFF. Click the icon in the top left to reload your M56 and be sure to stand still while reloading.
Wytacshotgun.png
Mk221 Tactical Shotgun
A unique Weyland-Yutani semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher.
Can be found in the Military Police armoury and Combat Information Centre's armoury. It is also one of the standard shotguns for Dutch's Dozen Mercenaries.


Ammunition:
Slugbox.png
Slug Shells
Single Slug Projectile. Effective in ranged combat. Armour piercing. Less damage.
Buckbox.png
Buckshot Shells
Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius.
Incinbox.png
Incendiary Slug Shells
Single Slug Projectile. Will set ablaze any and all targets hit with this round. Rare, only found in the plantside armoury.
Flamethrower.png
M240 Incinerator Unit
Capable of shooting flames by lighting welding fuel or the custom napthal manufacturers mix to fuel it, this weapon is capable of dealing massive damage to Ailens and Humans alike who stand in its fires. Unlike bullets, this weapon doesn't stop on the first mob hit, it can pass through metal grilles and girders, and can light narrow hallways ablaze, potentially damaging multiple enemies. Beware of friendly fire and make sure you have a Medic equipped with Kelotane or Dermaline if you decide to go this route! Fire protection is definitely something to consider as it lessens the effects of the burning liquid but it'll still hurt. The longer the enemy stands in the flames, the more they are damaged and have a chance of being set alight. Furthermore, the flamer has a high chance of setting both humans and aliens on fire, forcing them to roll to put themselves out. Be careful when you are using this weapon around friendlies, lest you doom them to a fiery grave. In the right hands this is a powerful weapon. The tank can be refueled only with welder fuel after you use up all of the napalm mix which came straight from the manufacturing line.
Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.


Ammunition:
IncineratorTanks.png
Incinerator Tank
Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.