Marine Equipment Templates

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Revision as of 20:17, 31 May 2021 by TopHatPenguin (talk | contribs) (Standard Weapon Templates Formatted)
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USCM 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, 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.


Stats:
Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 0.1

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 37 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 3.08

Accuracy Multiplier Unwielded: 0.63

Base Accuracy: 44

Ammunition:
M42Amag.png

M42A Marksman Magazine

Capacity: 15

Damage: 70

Max Range: 32

Fall off: 0

Penetration: 50

Punch: 0.5

Holds fifteen (15) 10x28mm Caseless sniper rounds.

Aimed Shot: 210 Damage.

M42A Flak mag.png

M42A Flak Magazine

Capacity: 15

Damage: 54

AOE Damage:54

Max Range: 32

Fall off: 0

Penetration: 0

Punch: 0.5

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.

M42A Incendiary mag.png

M42A Incendiary Magazine

Capacity: 15

Damage: 61

Max Range: 32

Fall off: 0

Penetration: 23

Punch: 0.5

Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.

Aimed Shot: 61 Damage and Maximum Fire Stack.

Attachments:
Muzzle Attachments None
Rail Attachments Railscope.pngRail Scope (Default - Cannot be removed)
Underbarrel Attachments Bipod.pngBipod
Stock Attachments None
GrenadeLauncher.png

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 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.
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 have these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade

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.
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 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.

M74 Airburst Grenade.png

M74 AGM-F 40mm Grenade

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.

M74 Incen Airburst Grenade.png

M74 AGM-I 40mm Grenade

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.

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 smoke grenades available in their vendors at round start.

CustomGrenade.png

Custom Grenade

A custom grenade developed by the Ordnance Technicians. Explosive power varies depending on the payload they made.
CustomLargeGrenade.png

Custom Large Grenade

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.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness
Underbarrel Attachments None
Stock Attachments None
M5 RPG.png

M5 RPG

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.


Stats:
Recoil Wielded: 3

Recoil Unwielded: N/A

Scatter Wielded: 5

Scatter Unwielded: N/A

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 60 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1

Accuracy Multiplier Unwielded: 1

Base Accuracy: N/A

Ammunition:
M5 RPG HE.png

High Explosive (HE) Rocket

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.

Maximum Range: 7 Tiles

M5 RPG AP.png

Anti-Armor (AA or AP) Rocket

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.

Maximum Range: 6 Tiles

M5 RPG PHS.png

White Phosphorous (PHS) Rocket

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.

Maximum Range: 8 Tiles

CustomRocket.png

Custom Rocket

A custom made rocket developed by the Ordnance Technicians. Payload depends on what they put in. Assume it's very powerful and dangerous.

Maximum Range: 7 Tiles

Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness
Underbarrel Attachments None
Stock Attachments None
M4RA.png

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.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 6

Scatter Wielded: 0.1

Scatter Unwielded: 10

Burst Scatter Multiplier: 3

Burst Amount:2

Effective Range: N/A

Firerate: 120 RPM

Burst Firerate: 141 RPM

Accuracy Wielded: 19.2

Accuracy Unwielded: 8

Minimum Accuracy: 4

Ammunition:
M4RAmag.png

M4RA Magazine

Capacity: 25

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

A magazine of standard 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm rifle rounds.
M4RA-Extended-mag.png

M4RA Extended Magazine

Capacity: 35

Damage: 52

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

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.
M4RA-AP-mag.png

M4RA AP Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

A magazine of armour-piercing 10x24mm rounds for use in the M4RA battle rifle. Holds twenty five (25) 10x24mm armour piercing rifle rounds.
M4RA-Incen-mag.png

M4RA Incendiary Magazine

Capacity: 25

Damage: 39

Max Range: 24

Fall off: 0

Penetration: 5

Punch: 0.5

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.
M4RA-HEAP-mag.png

M4RA High Explosive Armor Piercing Magazine

Capacity: 25

Damage: 71

Max Range: 24

Fall off: 0

Penetration: 40

Punch: 0.5

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.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight

Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Bipod.pngBipod

Flash Grip.pngFlashlight Grip

Stock Attachments None
M240-T Incinerator.png

M240-T Incinerator

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.


Ammunition:
LargeIncineratorTank.png

Large Incinerator Tank

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.
IncineratorTanks B Variant.png

Incinerator Tank: B Variant

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.

IncineratorTanks X Variant.png

Incinerator Tank: X Variant

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.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

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.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher (Default - Cannot be removed)
Stock Attachments None
Weapon: Description:
CMateba.png

Mateba Autorevolver Custom

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. 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.

It is issued and only used by the Commanding Officer.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: N/A

Firerate: 85 RPM

Burst Firerate: 82 RPM

Accuracy Wielded: 6.9

Accuracy Unwielded: 4.5

Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Capacity: 6

Damage: 63

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Impact Speedloader.png

Mateba High Impact Speed loader

Capacity: 6

Damage: 63

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

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.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Explosive Speedloader.png

Mateba Explosive Speed loader

Capacity: 6

Damage: 104

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

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.

Holds six (6) rounds.

Attachments:
Barrel Attachments Mateba standard barrel.pngMateba Standard Barrel (Default)

Mateba short barrel.pngMateba Short Barrel

Mateba marksman barrel.pngMateba Marksman Barrel

Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
44magnumC.png

M44 Custom Combat Revolver

A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds. Carried by Senior Enlisted Advisors and Requisition Officers.


Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 100 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Damage Mod: 1.12

Ammunition:
M44SL.png

M44 Speed Loader

Capacity: 7

Damage: 56

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) .44 rounds.
M44-MM-SL.png

M44 Marksman Speed Loader

Capacity: 7

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 36

Punch: 0.5

Accuracy mod: + 6

Holds seven (7) .44 rounds. Has better armor penetration and accuracy but slightly lower damage.
M44-HR-SL.png

M44 heavy speed Loader

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
M44-Incen-SL.png

M44 Incendiary speed Loader

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

M44-Cluster-SL.png

M44 Cluster speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 4

Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M44-Wall-Piercing-SL.png

M44 Wall Piercing speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) Wall Piercing .44 rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M44-Toxin-SL.png

M44 Toxin speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Not currently obtainable.

Attachments:
Muzzle Attachments Knife.pngBayonet

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Quickfire.pngQuickfire Adapter

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
Vp78.png

VP-78 Pistol

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, Squad Specialists, Squad Radio Telephone Operators and the Executive Officer

Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

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.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

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.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

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.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None
M4a3Commander.png

M4A3 Custom Pistol

This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.

Standard issue to Staff Officers, Pilot Officers, Squad Radio Telephone Operators and Vehicle Crewmen.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 1

Scatter Wielded: 3

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Damage Mod: 1.1

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds nine (9) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds nine (9) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds nine (9) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Smartpistol.png

SU-6 Smart Pistol

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.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 600 RPM

Burst Firerate: 327 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
SU6 Smart Pistol Magazine.png

Smart Pistol Magazine

Capacity: 15

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 25

Punch: 0.5

Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.
Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Flare Gun.png

M82-F flare gun

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. Cannot be used with signal flares. 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.


Ammunition:
Flare.gif

Flares

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.
Signal Flare.gif

Signal Flares

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.
Attachments:
Muzzle Attachments None
Rail Attachments Mini Scope.pngS4 2x Telescopic Mini-Scope (Default - Cannot be removed)
Underbarrel Attachments None
Stock Attachments None
SmartGun.png

M56 Smartgun

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 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 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.

Only Smartgunners, Squad Specialists, the Commanding Officer and Corporate PMC Heavy Gunners can use this weapon, it's only available inside the Smartgunners Equipment vendor.


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.

Power usage: Low

Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Wielded: 8

Scatter Unwielded: N/A

Firerate: 400 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Ammunition:
PowerPack.png

M56 Power Pack

Comes with a high capacity power cell (10000) Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 30 or 20

Max Range: 12

Fall off: 0.8

Penetration: 0 or 40

Punch: 0.5 or 1

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.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments None
Stock Attachments None
Wytacshotgun.png

Mk221 Tactical Shotgun

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.


Stats:

Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 50 RPM

Burst Firerate: N/A

Accuracy Wielded: 6.9

Accuracy Unwielded: 3

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 6 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 65 x 4

Max Range: 4

Fall off: 3

Penetration: 5

Punch: 0

Fires multiple small projectiles. Deals massive damage up close, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Use harm intent and click on xenomorphs directly next to you to point blank them, it will cause all of the 4 buckshot pellets to land. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

Single Slug Projectile. Will set ablaze any targets it hits and slightly damages everyone else around them. Can be found in certain planetside armouries such as the Armoury on Solaris Ridge, Fiorina Science Annex and in the Surplus Ammo Crate. Holds 25 shells.
Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire.

Not currently obtainable.

Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armory. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Undernade.pngUnderslung Grenade Launcher (Default - Cannot be removed)
Stock Attachments MK221 Tactical Stock.pngMK221 Tactical Stock
MOU53.png

MOU53 break action shotgun

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.

Can be found in MOU53 Kits in Requisitions.

Stats:

Recoil Wielded: 3

Recoil Unwielded: 4

Scatter Wielded: 1

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 3

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. High damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
Incinbox.png

Incendiary Slug Shells

Damage: 37

Max Range: 11

Fall off: 1

Penetration: 5

Punch: 0.5

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.
Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. It does 0 damage but causes pain crit. Only found in the brig armoury. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn't stun or knock back. Holds 25 shells.
Attachments:
Muzzle Attachments Knife.pngBayonet
Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Mini Scope.pngS4 2x Telescopic Mini-Scope
Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Gyro.pngGyroscopic Stabilizer

Stock Attachments MOU53 Stock.pngMOU53 Tactical Stock
M81 Riot GL.png

M81 Riot Grenade Launcher

A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew. It is also notable for being able to fire M15 pattern grenades, including custom varients.

Can be found in the Military Police armory.


Ammunition:
M66 Tear Gas Grenade.png

M66 Tear Gas Grenade

Forms a rough 7x7 area of pepperspray smoke. Effective against humans.
Attachments:
Muzzle Attachments None
Rail Attachments None
Underbarrel Attachments None
Stock Attachments None
Flamethrower.png

M240A1 Incinerator Unit

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.


Ammunition:
IncineratorTanks.png

Incinerator Tank

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.
IncineratorTanks Gel.png

Large Incinerator Tank (Gel)

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.
Attachments:
Muzzle Attachments None
Rail Attachments Mountedflash.pngRail Flashlight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Underbarrel Extinguisher.pngUnderbarrel Extinguisher
Stock Attachments None
M41ae2.png

M41AE2 Heavy Pulse Rifle

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 L42, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an ammo box.

It can be ordered from Cargo via the LMG Crate or in Forward HPR Shield Kits.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0

Scatter Wielded: 6

Scatter Unwielded: N/A

Burst Scatter Multiplier: 6

Burst Amount: 4

Effective Range: 7 Tiles

Firerate: 300 RPM

Burst Firerate: 240 RPM

Accuracy Wielded: 16

Accuracy Unwielded: N/A

Ammunition:
M41AE2 Magazine.png

M41AE2 Ammo Box

Capacity: 300

Damage: 40

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.

Uses the same calibre bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an ammo box.

M41AE2 holo magazine.png

M41AE2 Holo-Targeting Ammo Box

Capacity: 200

Damage: 30

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

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.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Bipod.pngBipod

Burstfire.pngBurst Fire Adapter

Stock Attachments None
M41amk1.png

M41A Mk1 Pulse Rifle

An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 armour piercing 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 armour piercing magazines. It is also notable for being able to use a wide variety of ammunition, taking both MK1 and MK2 magazines.


Four rifles can be found in the command armory on the Almayer and it is issued to Squad Leaders and where they're available at their Colonial Marines Automated Vendors. It is also one of the possible rifles for the Freelancer Mercenaries.


Template:M41A MK1 Stats

Template:M41A MK1 Ammunition

Template:M41A MK1 Attachments

M46C.png

M46C Pulse Rifle

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.


Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 6

Scatter Wielded: 1

Scatter Unwielded: 14

Burst Scatter Multiplier: 3

Burst Amount: 5

Firerate: 200 RPM

Burst Firerate: 375 RPM

Accuracy Multiplier Wielded: 1.43

Accuracy Multiplier Unwielded: 0.5

Base Accuracy: 16

Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

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.
M41AMK1-Incendiary-mag.png

M41A MK1 Incendiary Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

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.
M41AMK1-Wall-Piercing-mag.png

M41A MK1 Wall Piercing Magazine

Capacity: 95

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

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.

Not currently obtainable.

M41AMK1-Toxin-mag.png

M41A MK1 Toxin Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

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.

Applies 10 toxin per hit.

Not currently obtainable.

M41Amag.png

M41A Magazine

Capacity: 40

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

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.
M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

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.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments


Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness (Integrated into weapon)

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Skeleton Stock (Default - Cannot be removed)
CeremonialSword.png

Ceremonial Sword

A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.


Weapon: Description:
M56D.png

M56D Mounted Heavy Machine Gun

These engineer-only 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 bought from the ColMarTech Automated Closet's Mini-Engineer Kits. They come pre-assembled.


Stats:

Burst Scatter Multiplier: 4

Burst Amount: 3

Firerate: 300 RPM

Burst Firerate: ?

Base Accuracy: 13

Ammunition:
M56D Drum Magazine.png

M56D Drum Magazine

Capacity: 700

Damage: 35

Max Range: 12

Fall off: 1

Penetration: 50

Punch: 0.5

A box of 700(Seven Hundred), 10x28mm caseless tungsten rounds for the M56D heavy machine gun system. Just click the M56D with this to reload it.
Construction and Maintenance:
How To Construct It:
  • Click on the mount once it's in your hand to deploy it,
  • Screwdriver.png Screwdriver it,
  • Mount the Gun,
  • Screwdriver.png Screwdriver it,
  • Apply Ammo Drum.
  • Drag the gun on yourself to man it

Tripod Construction

  • Make 5 plasteel rods.
  • Click on the 5 plasteel rods with 10 metal.
  • Weld the Tripod to finish construction.

Maintenance:

  • To toggle burst fire, Ctrl-click the M56D while you are manning it
  • Screwdriver.png Screwdriver for disassembling.
  • Wrench.png Wrench for rotating.
  • Welder.gif Welder for repairing.
M2C HMG.png

M2C Heavy Machine Gun

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.

Video Demonstration

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.


Stats:

Health: 230

Firerate:500 RPM

Base Accuracy: 40

Ammunition:
M2C Ammunition Box.png

M2C Ammunition Box

Capacity: 125

Damage: 50

Max Range: 15

Effective Range: 7 Tiles

Fall off: 3

Penetration: 30

Punch: 0.5

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.gif Welder for repairing it if partially damaged or if destroyed.
M20 mine box.png

M20 Mine Box

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:

  • Multitool.png 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.
SentryGun.png

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. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.


Template:UA 571-C Sentry Stats

Template:UA 571-C Sentry Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
SentryGun.png

UA 512-M Mini-Sentry

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.


Template:UA 512-M Mini-Sentry Stats

Template:UA 512-M Mini Sentry Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
SentryGun.png

UA 12 Shotgun Sentry

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.


Template:UA 12 Shotgun Sentry Stats

Template:UA 12 Shotgun Sentry Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
SentryGun.png

UA 725-D Sniper Sentry

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, 20 tile range and a low fire rate. Has 50 buckshot shells.


Template:UA 725-D Sniper Sentry Stats

Template:UA 725-D Sniper Sentry Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Flamer-Sentry-Gun.png
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.

Template:UA 42-F Sentry Flamer Stats

Template:UA 42-F Sentry Flamer Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Flamer-Sentry-Gun.png
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.

Template:UA 55-FA Flamer Assault Sentry Stats

Template:UA 55-FA Flamer Assault Sentry Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Flamer-Sentry-Gun.png
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.

Template:UA 45-FM Mini Sentry Stats

Template:UA 45-FM Mini Sentry Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Flamer-Sentry-Gun.png
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, 14 tile range and a very slow fire rate. Has 100 units of fuel.

Template:UA 60-FP Plasma Sentry Stats

Template:UA 60-FP Plasma Sentry Ammunition

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.png Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder.gif Welder for repairing.
  • Multitool.png Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
Tesla-Coil.png
Defense Static Deloyment and Maintenance

Template To Edit Is Here


I should really just make a new table instead of using marine equipment so that it suits my needs.