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"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
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.
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. May or may not reduce damage falloff from distance travelled by a projectile (will not be confirmed by the Devs).
Armor Penetration: Determines the probability of a weapon bypassing the target's armor.
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.
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.
Standard Marine Weapons
Weapon: | Description: |
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M4A3 Service Pistol |
This is one of two handguns that the marines have stocked in their prep vendors. It is a reliable fallback weapon and it uses 9mm handgun ammunition in a 12 round magazine.. All Staff Officers start with one, including 2 Extended Magazines and a Hollowpoint Magazine.
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M44 Combat Revolver |
This revolver is the standard sidearm for military officers, but is also available as an alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speedloaders, and holds a maximum of 7 bullets.
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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 weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.
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M41A Mk2 Pulse Rifle |
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 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 HEDP grenades (ask RO for grenades).
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M37A2 Pump Shotgun |
An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a Macro.
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M5 Survival Knife |
The standard issue survival knife issued to Colonial Marines. 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. |
M11 Throwing Knife |
A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively. |
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 or armor. Its only available in Cargo's munition vendors. |
Specialist Weapons
Weapon: | Description: | ||||||||||||||||
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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. 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 either the Sniper Loadout.
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M92 Grenade Launcher |
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 a Xenomorph. This weapon is only available for Specialists using the Heavy Grenadier Loadout.
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M5 RPG Rocket Launcher |
A reloadable, single shot rocket launcher. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armour 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 cannot be fired on the Almayer. This is only available for Specialists using the Demolitionist Loadout.
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M4RA Battle Rifle |
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.
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Restricted Weapons
Weapon: | Description: | ||||||||||
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Mateba Autorevolver Special |
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 one is stamped Major Ike Saker, 7th 'Falling Falcons' Battalion.
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88 Mod 4 |
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 Sniper/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.
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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 3-round burst fire 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 lift and will automatically retract to the harness suit storage when the user is knocked down or else loses hold of the weapon. Like the M5 RPG, 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.
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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.
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M240 Incinerator Unit |
The ultra-deadly M240 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 M240 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 M240 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. A big drawback to the M240 is that due to the nature of the tanks, they cannot be refilled unless they are completely empty. Currently, two flamers can be found in a Squad Leader's personal vendor. More flamers can be ordered from cargo.
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M41AE2 Heavy Pulse Rifle |
Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 300-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. The M41AE2 havs 4-round burst fire capabilities but rounds tend to spread more. This can use M41A ammo, however the bullets must be transferred manually from the M41A mags into the M41AE2 Mags. The M41AE2 was originally conceived as a squad support weapon, but was mostly supplanted by the M56 Smartgun. It can be ordered from Cargo via the LMG Crate.
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M41A Mk1 Pulse Rifle |
An older generation Pulse Rifle that has been phased out by the USCM. Still a popular weapon among mercenary groups and nostalgic soldiers. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments. Three rifles can be found in the command armoury on the Almayer. It is also one of the standard rifles for the Freelancer Mercenaries.
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Restricted Defensive Marine Equipment
Weapon: | Description: | ||
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M20 Mine Box |
A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.
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UA 571-C Sentry |
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. Comes with various options, such as 10-round burst fire, single shot and the ability to take control of it. Has 500 bullets.
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M56D Mounted Smartgun |
These engineer-only mounted smartguns 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 armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. Note that this does not have IFF tracking built into it, so you will hit friendlies with it. | ||
M402 Mortar |
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.
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Explosives
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.
Weapon: | Description: |
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C4 Explosive Charge |
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 its 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. Combat Engineers start with 4 per vendor, Demolition Specialists start with 2 in their crate and Squad Leaders start with 1 per vendor. |
Type 5 Shrapnel Grenade |
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. It is used by UPP Personnel. |
Type 8 White Phosphorus Grenade |
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. |
Webley Mk15 Stick Grenade |
A fragmentation grenade prouduced 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. |
Improvised Fire Bomb |
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. |
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 HPDP Grenade |
A powerful phosphorus grenade. |
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. |
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. |
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. |
Ammo Boxes
Mercenary or Black Ops Equipment
Weyland Yutani PMC/Commando Equipment
Weapon: | Description: | ||||||||||
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M42c Anti-Tank Rifle |
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. It also has an ID tracker to
prevent non-Yutani personnel from using it. 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.
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M41A/2 Battle Rifle |
Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. This rifle deals more damage per rifle bullet. It is the standard rifle for Weyland-Yutani PMC Officers and W-Y Commando Units.
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M39B/2 SMG |
A more versatile SMG variant and a upgraded M39 variant. This SMG uses specially issued 48 round armour piercing SMG magazines, making the SMG far more viable to use against armoured hostile targets. It has an ID tracker to prevent non-Yutani personnel from using it. It is the standard SMG for Weyland-Yutani PMC Standards, in addition, more can be found in the armory of Big-Red.
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VP-78 Pistol |
A massive, formidable automatic handgun chambered in 9mm rounds and contains 18 pistol rounds in the magazine. In addition, this sidearm has 3-burst capabilities. It is a standard sidearm for Weyland-Yutani PMC Officers.
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Mateba Autorevolver |
Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The 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 Weyland-Yutani Commando Units as their standard sidearm. And thus, this is only available through admin events.
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Union of Progressive People Equipment
Weapon: | Description: | ||||||||||||||
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Type 71 Pulse Rifle |
The Type 71 is chambered with 40 7.62x39mm heavy rifle rounds that has become a staple in the arsenal of the UPP (Union of Progressive Peoples). Firing only in two round bursts to conserve ammunition, the Type 71 was originally designed to be an aerodynamic, lightweight, and compact rifle to be used in multiple types of operations. The Type 71 suffers some reliability issues, and is prone to jamming in terrestrial climates, but makes up for this with a high number of variants and ease of production. This is the standard rifle for UPP soldiers.
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Type 71 Pulse Carbine |
A carbine variant of the standard Type 71 Pulse Rifle, issued for Scouts and other UPP combat personnel.
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Type 71 'Commando' Pulse Carbine |
As a much rarer variant of the standard Type 71 rifle, this version adds an integrated suppressor, a scope, and a high degree of fine-tuning to the internal mechanisms. Many parts have been replaced, filed down, and/or improved upon. As a result, this variant is rarely seen issued outside of commando units and officer cadres. This is the standard rifle for UPP Officers.
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Korovin PK-9 Pistol |
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 inside the magazine and appears to be a UPP model. It is one of the standard sidearms for UPP Leaders.
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Freelancer Mercenary / Colonial Liberation Front Equipment
Weapon: | Description: | ||||||||||||
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MAR-40 Battle Rifle |
While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 60 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the USSR 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.
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MAR-30 Battle Carbine |
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. It is one of the standard rifles for the Freelancer Mercenaries and the Colonial Liberation Front.
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MP27 SMG |
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 Armoury or more can be ordered by the Blackmarket crate.
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FN FP9000 Submachine Gun |
An archaic design, but one that's stood the test of time. Fires fast armor piercing rounds and can fire in bursts. It is one of the standard SMGs for Freelancer Mercenaries. This weapon can be ordered via the Blackmarket crate.
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CZ-81 Submachinegun |
A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine.
Can be ordered via Cargo or found in hands of Freelancer Mercenaries, UPP Medics and Colonial Liberation Front
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MAC-15 Machine Pistol |
A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower. 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.
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Custom Built Shotgun |
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 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.
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HG Pump Shotgun |
Four round pump shotgun that uses a internal magazine for quick reloading, typically used by Colonial Marshals and similar security forces. Can be found on the both planets LV-624 and Big-Red. More can be ordered by the Blackmarket crate or it is found in hands of Freelancer Mercenaries and the Colonial Liberation Front.
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Double Barrel Shotgun |
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. Can only be found in LV-624's old shack and in the hands of Freelancer Mercenaries and the Colonial Liberation Front. More can be ordered via the Blackmarket crate.
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Sawn-Off Shotgun |
A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. It is found in the hands of Freelancer Mercenaries, Colonial Liberation Front and Survivors.
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Vintage Desert Eagle |
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 the main sidearm of the Freelancer Mercenaries Captain. More can be ordered by the Blackmarket crate'.
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KT-42 Automag |
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.
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Smith & Wesson Revolver |
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. It is one of the standard sidearms for Freelancer Mercenaries. More can be ordered by the Blackmarket crate.
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CMB Spearhead AutoRevolver |
Uses .357 rounds and holds 6 pistol rounds inside the chamber. Weaker then the standard .44 magnum, but has a 3 round burst fire. Standard sidearm of the colonial marshals. 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.
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Holdout Pistol |
Easily concealable pistol, a tiny weapon that can fit in small containers or even pockets. 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.
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Highpower Automag |
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 only be found in LV-624's security armoury and in the hands of Freelancer Mercenaries and Colonial Liberation Front. More can be ordered by the Blackmarket crate.
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Miscellaneous ERT Equipment
Weapon: | Description: | ||||||||||||
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SVD Dragunov-033 Sniper Rifle |
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.
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PPSh-17b SMG |
Very outdated, but classic USSR weapon, commonly used by known terrorist organizations. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.
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Nagant-Yamasaki Revolver |
Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber.
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Miscellaneous Equipment
Weapon: | Description: | ||||||||||
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Auto-9 Machine Pistol |
An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit. Not available during normal gameplay. Only available during admin events.
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MP5 SMG |
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. Not available during normal gameplay. Only available during admin events.
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M4A3 Service Pistol .45 |
One of the standard USCM service pistols chambered in .45 caliber. But only issued in small numbers and reserved for high military personnel. It functions similar to the standard-issue M4A3, but deals greater damage with a smaller magazine size of 7. One pistol can be found inside Cargo's armaments vendor. More can be ordered by the Blackmarket crate.
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M16 Assault Rifle |
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 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.
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Beretta 92FS Pistol |
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.
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Mateba Autorevolver Custom++ |
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.
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Ol' Painless Minigun |
Its 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.
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M57-A4 'Lightning Bolt' Quad Thermobaric Missile Launcher |
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.
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Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer located in the center of the Almayer's lower deck. Most ROs usually only give one or two attachments to most marines, though some may grant more to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.
Most guns have three attachment locations: the rail, under barrel 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 Masterkey shotgun are affected by other attachments on the weapon they're attached to, and inherit their effects where applicable: the Barrel Charger will make them do more damage, Red Dot Sight will make them more accurate, Bayonet less accurate, etc...
Muzzle Attachments
Attachment | Benefits | Drawbacks |
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Suppressor |
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Bayonet |
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Extended Barrel |
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Barrel Charger |
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Recoil Compensator |
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Rail Attachments
Attachment | Benefits | Drawbacks |
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Rail Flashlight |
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Red Dot Sight |
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Quickfire Adapter |
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Magnetic Harness |
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Rail Scope |
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Underbarrel Attachments
Attachment | Benefits | Drawbacks |
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Forward Grip |
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Gyroscopic Stabilizer |
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Bipod |
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Underslung Grenade Launcher |
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Mini Flamethrower |
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Masterkey Shotgun |
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Burst Fire Adapter |
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Stock Attachments
Attachment | Benefits | Drawbacks |
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M41A Skeleton Stock |
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M44 Magnum Sharpshooter Stock |
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M37 Wooden Stock |
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Pouches
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.
Storage Equipment
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one.
Equipment: | Description: |
---|---|
Webbing |
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items. It is the standard webbing for most of the USCM combat personnel, excluding Standard Marines. |
File:Blackwebbing.png Black Webbing |
Robust black synthcotton vest with lots of pocket. Has five slots. |
Brown Webbing Vest |
Worn brownish synthcotton vest with lots of pockets to unburden your hands. |
M276 Pattern Ammo Load Rig |
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. It is the standard rig for most of the USCM combat personnel, excluding Engineers and Medics. |
Shotgun Shell Load Rig |
An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells. |
M276 Pattern Knife Rig |
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. This holds 4 throwing knives. It is one of the uncommon rigs inside USCM Vendors. |
M276 Pattern M40 HEDP Rig |
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 HEDP Grenades. It is the standard rig for Heavy Grenadier Specialists. |
M276 Pattern Toolbelt Rig |
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 Combat Engineers and Maintenance Technicians to do their work. It is the standard rig for Combat Engineers. |
M276 Pattern Medical Storage Rig |
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 ammunitions.Note that this rig can additionally hold a roller bed and defibrillator. It is one of the standard rigs for Combat Medics. |
M276 Pattern Lifesaver Bag |
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. It is one of the standard rigs for Combat Medics. |
USCM Lightweight IMP Backpack |
The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
Have to be held in one hand to access items inside. Holds 7 normal size items. |
USCM Satchel |
A heavy-duty satchel carried by most USCM soldiers. It is standard gear for most of the USCM. Holds 5 normal size items. |
Light Weight Combat Pack |
A small lightweight pack for expeditions and short-range operations.
Its a standard pack for Colonial Liberation Front and UPP Soldiers. |
Holsters and Scabbards
This is a list of Holsters and Scabbard, some holsters can carry magazines with their respective firearm as well.
Equipment: | Description: |
---|---|
Shoulder Holster |
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun. |
M276 Pattern M4A3 Holster Rig |
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 or the WY MK88 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 both Commanders and Staff Officers. |
M276 Pattern M44 Holster Rig |
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. |
Type 41 Pistol Holster Rig |
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. It is the standard rig for UPP Officers. |
M276 Pattern M39 Holster Rig |
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 Vendors. |
L44 M37A2 Scabbard |
A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage. It is one of the scabbards inside USCM Vendors. |
H5 Pattern M2132 Machete Scabbard |
A large leather scabbard used to carry a M2132 machete. It can be strapped to the back or the armor. It is one of the scabbards inside USCM Vendors. They all start with machetes inside. |
Support Equipment
This is a list of equipment to aid Marines during the operation.
Equipment: | Description: |
---|---|
Squad Supply Beacon |
A rugged, glorified laser pointer capable of sending a beam into space. Activate and throw this to call for a supply drop. |
Orbital Beacon |
A bulky device that fires a beam up to an orbiting vessel to send local coordinates for a fire mission. |
Tactical Binoculars |
A pair of binoculars, with a laser targeting function. It is used to send a CAS mission to the targeted location. Double click to target something. |
M94 Marking Flare Pack |
A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp. |
Motion Detector |
A device that detects movement, but ignores marines. It has a mode selection button on the side. Issued for Squad Leaders. |
USCM Military Clothing
This is a list of clothing available for USCM personnel.
Clothing: | Description: |
---|---|
USCM Marine Uniform |
A standard-issue Marine uniform, only worn by any Combat Marine personnel. There are also variants of this uniform issued to other Marine personnel. |
Requisitions Officer Uniform |
A nicely-fitting military suit for any Requisition Officer on their supply job. |
Staff Officer Uniform |
A uniform worn by commissioned officers of the USCM. Do the corps proud. |
Chief Engineer Uniform |
A uniform for a military engineer. Often found covered in oil or engine grease. |
Executive Officer Uniform |
A uniform typically worn by a first-lieutenant Executive Officer in the USCM. |
Commander Uniform |
The well-ironed uniform of a USCM commander. Even looking at it the wrong way could result in being court-marshalled. |
Miscellaneous Clothing
Other pieces of clothing that may or may not be found elsewhere.
Clothing: | Description: |
---|---|
SWAT Mask |
A close-fitting tactical mask that can be connected to an air supply.
Can be ordered by Cargo |
Military Helmets
A list of helmets which are paired with Military Armour.
Helmet: | Description: |
---|---|
M10 Pattern Marine Helmet |
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also one internal slot 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.
|
M11 Pattern Squad Leader Helmet |
The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for Squad Leaders. |
UM4 Helmet |
A skirted helmet designed for use with the UM/UH system. |
UH7 Helmet |
A skirted helmet designed for use with the UM/UH system. |
Armored Militia Cowl |
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. |
X-13 Helmet |
A fully enclosed, armored helmet made for Weyland Yutani elite commandos. |
Military Armour
A list of 12 different military armour sets which range from commonplace in a combat operation to experimental and rare to see.
Armour: | Description: |
---|---|
M3 Pattern Personal Armor |
Standard Issue Armour used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for nighttime combat and a HUD to see their Marine roles.
|
M3-S Light Armor |
A custom modified set of M3 Armor designed for recon missions. Allows more mobility to the wearer. Must be worn to put on the M68 Thermal Cloak. |
M3-T Light Armor |
A custom set of M3 armour designed for users of long ranged explosive weaponry. |
B12 Pattern Personal Armour |
An upgraded version of the M3 Pattern Armour. The main difference is that it has a stronger flashlight than the standard M3 pattern, and provides a bit of extra defense. This armour is worn by Squad Leaders. |
M2 Pattern Personal Armor |
Older generation of the M3 Pattern Armour. M2 Armour offers higher protection against melee attacks but less protection against projectile attacks. This armour is worn by the Military Police. |
M56 Combat Harness |
A M56 Combat Harness is especially made for Smartgunners, and is required for use of the M56 Smartgun system. This armour is worn by Squad Smartgunners and Commanders for emergencies. |
B18 Experimental Personal Armor |
This Armour has the best personal protection of any armour 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". This armour is worn by Heavy Grenadier Specialists. |
M4 Pattern PMC Armor |
A modification of the standard M3 Pattern armour, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits. This armour is worn by most Weyland-Yutani PMC personnel. |
Freelancer Cuirass |
A armoured protective chestplate scrapped together from various armour plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armours in the UPP and the USCM. The many skilled craftsmen in the freelancers ranks produce these vests at about one a month. This armour is worn by the Freelancer Mercenaries. |
UM5 Personal Armor |
The UM5 (Union Medium Mk5) is a medium-sized body armour, roughly on par with the venerable M3 Pattern Body Armour with 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. This armour is worn by the UPP soldiers. |
UH7 Heavy Plated Armor |
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 armour is worn by the UPP Officers. |
Colonial Militia Hauberk |
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 armour is worn by the Colonial Liberation Front. |
X-13 Apesuit |
A heavy prototype combat armour. It is the most powerful personal armour available, it has an extremely high armour value that makes it very resistant to melee and projectile attacks. In addition, the armour is utterly acid proof, thus making acid spit useless for most aliens. This armour is worn by the Weyland-Yutani Commando unit. And thus, this is only available through admin events. |