User:Sargeantmuffinman: Difference between revisions

5,370 editsJoined 29 May 2015
 
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= Who am I? =
= Who am I? =


Hi, I'm Sargeantmuffinman, the current wiki maintainer that will add various things to areas of the wiki.
Hi, I'm Sargeantmuffinman, the second former wiki maintainer that has added various things to areas of the wiki.
I mainly work on the marine side of things and will do general grammar changes to here and there. If other things are needed then I'll usually be the person for it.
I mainly worked on the marine side of things and did general grammar changes to here and there. If other things are needed then I'll would usually be the person for it. But alas, my time had come. I had no more time for the wiki. And I just wanted to play the game.


This will also be a place for where I test wiki code.
I still will aid others in either editing the wiki, in-game or on discord.


This will also be a place for where I test wiki code among other secrets I stash here.
bunga
== Note worthy things ==
== Note worthy things ==


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=== To-Do List ===
=== To-Do List ===
* Implement research paper work. 90% done.
* Oversee the medic rework page.
* CMO and Doctor page needs a good bit of touching up.
* Add a section in the tanker's page about all their modules in the new vendor at round start.
* Create a set of video tutorials on each and every occupation that is non-whitelisted.
* Create a set of video tutorials on each and every occupation that is non-whitelisted.
* Make more tea.
* Look through the alien page and update it.
* Update any sprites we have.
<span style="text-decoration: line-through;"></span>


== Proving grounds ==
== Proving grounds ==


The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.
The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.


===Section 1===
===Section 1===
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<span style="color:red;font-size:0.7em;font-weight:bold">(New!)</span>
<span style="color:red;font-size:0.7em;font-weight:bold">(New!)</span>
[[Link:The Baldie|Totally not suspicious link to a joke.]]
[[The Baldie|Totally not suspicious link to a joke.]]


<span style="color:#"> </span>
<span style="color:#"> </span>
 
<span style="font-size:50px"></span>
[x[The page where it is#The Subtitle of where it is|Words]x]
[x[The page where it is#The Subtitle of where it is|Words]x]
Just without the Xs.
Just without the Xs.
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== Section 2 ==
== Section 2 ==
 
[[https://cm-ss13.com/wiki/Marine_Equipment#M41A_Skeleton_Stock|A button]]
{| style="border: 2px solid black;
 
! style="background-color:#A9A9A9;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Flamethrower.png|64.px]]<br>'''2X Flamethrower'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | This is the mighty weapon is used to burn through all that stands before it.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" 10px;" |{{Anchor|M41A Mk2 Pulse Rifle}}[[File:m41a.png|64px]]
'''M41A Mk2 Pulse Rifle'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire.
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|width=150|[[File:M41Amag.png]]
'''M41A Magazine'''
|Holds forty (40) 10x24mm rifle rounds.
|-
|[[File:M41Amag.png]]
'''M41A Extended Magazine'''
|Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|[[File:M41A-AP-mag.png]]
'''M41A Armor Piercing Magazine'''
|Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
|-
|[[File:M41A-Incen-mag.png]]
'''M41A Incendiary Magazine'''
|Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
|}
 
|-
{| style="border: 2px solid black;
 
! style="background-color:#A9A9A9;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Tank.png|64.px]]<br>M34A2 Longstreet light tank
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A giant piece of armor with a big gun, you know what to do.
|}
 
{| style="border: 2px solid black;
 
! style="background-color:#E60000;"|'''Name:'''
! style="background-color:#00BFFF;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:SL.png]]<br>'''Testing Zone'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A generic description would be here.
 
 
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Contents:'''
 
| Item goes here
|-
|}
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|-
|}


= Section 3 =
= Section 3 =
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|}
|}
</tab>
</tab>


</tabs>
</tabs>
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|}
|}
</center>
</center>
= Requisitions Again =
{| style="width: 76%; border: none"
|style="width: 100%; vertical-align: top;" | <tabs>
<tab name="Armaments">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Backpacks:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:USCM_infantry_backpack.png|64px]]
'''Lightweight IMP backpack'''
|style="border: 2px solid black; padding: 5px;"|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
Has to be held in one hand to access items inside. Holds 7 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:G4-1_FuelTank.png|64px]]
'''USCM Pyrotechnician G4-1 Fuel Tank'''
|style="border: 2px solid black; padding: 5px;"|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.
Holds 350 units of fuel.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Welderpack.png|64px]]
'''USCM technician welderpack'''
|style="border: 2px solid black; padding: 5px;"|A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use. Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel.
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Belts:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:G18-Utility-Pouch.png|64px]]
'''G8-A general utility pouch'''
|style="border: 2px solid black; padding: 5px;"|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. '''They can hold 3 items.'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]
'''M276 pattern ammo load rig'''
|style="border: 2px solid black; padding: 5px;"|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.
It is the standard rig for most of the '''USCM combat personnel''', excluding Engineers and Medics. It is one of the belt options of the '''ColMarTech Automated Closet'''.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M276_pattern_M44_holster_rig.png|64px]]
'''M276 pattern M44 holster rig'''
|style="border: 2px solid black; padding: 5px;"|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
It is one of the uncommon rigs inside '''USCM Cargo Vendors or Some Marine Prep Vendors''', and is standard issue for the '''[[Requisitions Officer]]'''.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M276_pattern_M39_holster_rig.png|64px]]
'''M276 pattern M39 holster rig'''
|style="border: 2px solid black; padding: 5px;"|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
It is one of the uncommon rigs inside '''USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialized squad role vendors.'''.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M276_pattern_M4A3_holster_rig.png|64px]]
'''M276 pattern M4A3 holster rig'''
|style="border: 2px solid black; padding: 5px;"|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 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 '''Cargo Technicians, Staff Officers and Pilot Officers'''.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Shotgun_belt.png|64px]]
'''Shotgun shell load rig'''
|style="border: 2px solid black; padding: 5px;"|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells. It is one of the belt options of the '''ColMarTech Automated Closet'''.
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Webbing:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" | [[File:Black_webbing_vest.png|64px]]<br>'''Black Webbing Vest'''
|style="border: 2px solid black; padding: 5px;" | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:brown_webbing_vest.png|64px]]
'''Brown Webbing vest'''
|style="border: 2px solid black; padding: 5px;"|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Can be ordered via crate in [[Requisitions#Webbings and holsters crate|Requisitions]], but not carried typically.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:webbing.png|64px]]
'''Webbing'''
|style="border: 2px solid black; padding: 5px;"|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 support personnel'''. Standard Marines can acquire them through their '''ColMarTech Automated Closet'''. Can be issued out by [[Requisitions#Webbings and holsters crate|Requisitions]].
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Pouches:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:const-pouch.png|64px]]
'''Construction pouch'''
|style="border: 2px solid black; padding: 5px;"|
Designed to holster construction materials. Issued to Engineers, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].
{| border="1" class="wikitable
|[[File:Metal.png|48px]]
[[#Metal Sheets|'''Metal Sheets''']]
||[[File:Plasteel.png|48px]]
[[#Plasteel Sheets|'''Plasteel Sheets''']]
||[[File:Sandbag_Empty.png|48px]]
[[#Empty Sandbags|'''Empty Sandbags''']]
||[[File:Planks.png|48px]]
[[#Wooden Planks|'''Wooden Planks''']]
||[[File:Rods.png|48px]]
[[#Metal Rods|'''Metal Rods''']]
||[[File:CableCoils.png|48px]]
[[#Cable Coil|'''Cable Coil''']]
||[[File:Barbed_Wire.png|48px]]
[[#Barbed Wire|'''Barbed Wire''']]
||[[File:Entrenching_Tool_Unfolded.png|48px]]
[[#Entrenching Tool|'''Entrenching Tool''']]
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:document-pouch.png|64px]]
'''Document pouch'''
|style="border: 2px solid black; padding: 5px;"| A pouch used to hold documents for safe keeping. Can hold 7 items.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:explarge-pouch.png|64px]]
'''Explosive pouch'''
|style="border: 2px solid black; padding: 5px;"|Container designed to hold up to three grenades or other explosives. Issued to Engineers, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Medium-gen-pouch.png|64px]]
'''Medium general pouch'''
|style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the '''ColMarTech Automated Closet''' and can be found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions##Armaments_and_Ammunition_Vendors|Requisitions]].
|-
|style="border: 2px solid black; padding: 5px;"|[[File:aid-pouch.png|64px]]
'''First-aid pouch'''
|style="border: 2px solid black; padding: 5px;"|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships. It is one of the pouch options of the '''ColMarTech Automated Closet'''.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:flare-pouch.png|64px]]
'''Flare pouch'''
|style="border: 2px solid black; padding: 5px;"|Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for lighting the way for your comrades. It is one of the pouch options of the '''ColMarTech Automated Closet'''.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Flame-pouch.png|64px]]
'''Fuel tank strap pouch'''
|style="border: 2px solid black; padding: 5px;"|Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Can be worn by attaching it to a pocket.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:pistol-mag-pouch-large.png|64px]]
'''Large pistol magazine pouch'''
|style="border: 2px solid black; padding: 5px;"|Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].
|-
|style="border: 2px solid black; padding: 5px;"|[[File:medmag-pouch.png|64px]]
'''Magazine pouch'''
|style="border: 2px solid black; padding: 5px;"|Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. Contains 2 slots.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:medic-pouch.png|64px]]
'''Medical pouch'''
|style="border: 2px solid black; padding: 5px;"|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].
Contains 4 slots.
{| border="1" class="wikitable style="width: 80%;"
|[[File:Dexalin.png|48px]]
[[#Autoinjectors|'''Autoinjectors''']]
||[[File:Ointment.png|48px]]
[[#Ointment|'''Ointment''']]
||[[File:Gauze.png|48px]]
[[#Gauze|'''Gauze''']]
||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]
[[#Advanced Kits|'''Advanced Kits''']]
||[[File:Healthanalyzer.png|48px]]
[[#Health Analyzer|'''Health Analyzer''']]
|[[File:PillBottle.png|48px]]
[[#Pill Bottles|'''Pill Bottles''']]
|[[File:Hypospray.png|48px]]
[[#Hyposprays|'''Hyposprays''']]
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:medkit-pouch.png|64px]]
'''Medkit pouch'''
|style="border: 2px solid black; padding: 5px;"|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].
{| border="1" class="wikitable style="width: 10%;"
|[[File:First-aid_kit.png|48px]]
[[#Medkits|'''Medkits''']]
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:pistol-pouch.png|64px]]
'''Sidearm pouch'''
|style="border: 2px solid black; padding: 5px;"|A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. It is one of the common pouches inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
|-
|style="border: 2px solid black; padding: 5px;"|[[File:syringe-pouch.png|64px]]
'''Syringe pouch'''
|style="border: 2px solid black; padding: 5px;"|Uncommon issue pouch, able to hold an array of syringes. Issued to Medics, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Tool_Pouch.png|64px]]
'''Tools Pouch'''
|style="border: 2px solid black; padding: 5px;"|
Designed to hold all your different types of tools. Issued to Engineers, or found inside the '''ColMarTech automated armaments vendor''' in [[Requisitions]].
{| border="1" class="wikitable style="width: 80%;"
|[[File:Screwdriver.png|48px]]
[[#Screwdriver|'''Screwdriver''']]
||[[File:Welder.gif|48px]]
[[#Blowtorch|'''Blowtorch''']]
||[[File:Crowbar.png|48px]]
[[#Crowbar|'''Crowbar''']]
||[[File:Wrench.png|48px]]
[[#Wrench|'''Wrench''']]
||[[File:CableCoils.png|48px]]
[[#Cable Coil|'''Cable Coil''']]
||[[File:Multitool.png|48px]]
[[#Multitool|'''Multitool''']]
||[[File:Wirecutters.png|48px]]
[[#Wirecutters|'''Wirecutters''']]
||[[File:Entrenching_Tool_Unfolded.png|48px]]
[[#Entrenching Tool|'''Entrenching Tool''']]
|}
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Firearms:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M4A3_Variants.gif|64px]]
'''M4A3 service pistol'''
|style="border: 2px solid black; padding: 5px;"|This is one of two handguns that the marines have stocked in their combat prep vendors. The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine.
All '''[[Cargo Technician|Cargo Technicians]]''' start with one, including 3 Extended Magazines (One loaded) and a Hollowpoint Magazine.
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M4a3_45.png|64px]]
'''M1911 Service Pistol'''
|style="border: 2px solid black; padding: 5px;"|A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is '''NOT''' compatible with the SU-6 smartpistol. More can be ordered by the '''Blackmarket crate''' and found in '''requisitions'''.
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Smartpistol.png|64px]]
'''SU-6 Smart Pistol (.45)'''
|style="border: 2px solid black; padding: 5px;"|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.
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|-
|style="border: 2px solid black; padding: 5px;"|[[File:44magnum.png|64px]]
'''M44 combat revolver'''
|style="border: 2px solid black; padding: 5px;"|This revolver is the standard sidearm for some 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 speed-loaders, and holds a maximum of 7 bullets.
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39_Variants.gif|64px]]
'''M39 sub machine gun'''
|style="border: 2px solid black; padding: 5px;"|This is the standard sub-machine gun. Useful for support roles, such as [[Squad Medic|medics]], [[Combat Engineer|engineers]] or specialists with heavy weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41A_Variants.gif|64px]]
'''M41A pulse rifle MK2'''
|style="border: 2px solid black; padding: 5px;"|This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A Mk2 might jam and will fail to fire for a second.
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|-
|style="border: 2px solid black; padding: 5px;"|[[File:L41A.png|64px]]
'''L42 MK1 Pulse Carbine'''
|style="border: 2px solid black; padding: 5px;"|A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy, but usually overlooked in favor of firearms with better stopping power. Chambered in 10x24mm caseless. Can very quickly change barrel attachments.
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M37_Variants.gif|64px]]
'''M37A2 pump shotgun'''
|style="border: 2px solid black; padding: 5px;"|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 [[Macros | Macro]].
To learn more about the weapon's attachments and ammunition click [[Marine_Equipment#Standard_Marine_Weapons|here]]
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Kits:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Exp_Trooper_kit.png|64px]]
'''Experimental Trooper Kit'''
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''.
* SU-6 Smartpistol
* 5 SU-6 Smartpisol Magazines
* Extended Barrel
* Quick Fire Attachment
* Laser Sight
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_JTAC_kit.png|64px]]
'''Mini JTAK Kit'''
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''.
* 2x Signal flares packs
* Tactical Binoculars
* JTAC encryption key (Use :j to speak on this radio channel)
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Heavy_Support_kit.png|64px]]
'''Heavy Support Kit'''
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''.
* HPR
* 1 HPR magazine
* MB-6 Folding Barricade
* Bipod
* Welding goggles
* Welder
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Intel_kit.png|64px]]
'''Mini Intel Kit'''
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''.
* Document pouch
* Data Detector
* Intel Radio Encryption Key
* Fulton recovery device.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Pursuit kit.png]]
'''M39 Point Man Kit'''
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''.
* M39 SMG, comes pre-loaded
* Sub-Machine gun arm brace
* Magnetic Harness
* H5 Pattern M2132 Machete Scabbard
* 1 M39 Extended magazine
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Sapper kit.png]]
'''M-OU53 Field Test Kit'''
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''.
* M-OU53 Break Action Shotgun
* M-OU53 Tactical Stock
* Box of shotgun slugs
* Box of flechette slugs
* Shotgun shell loading rig
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Explosives:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Grenade.png|64px]]
'''M15 fragmentation grenade'''
|style="border: 2px solid black; padding: 5px;"|Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M20Claymore.png|64px]]
'''M20 Claymore anti-personnel mine'''
|style="border: 2px solid black; padding: 5px;"|The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for killing or heavily wounding any would be trouble makers who dare attempt to invade your base.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M40_HEDP_box.png|64px]]
'''M40 HEDP grenade box'''
|style="border: 2px solid black; padding: 5px;"|
'''Contains 25 Grenades.''' A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M40_HEFA_box.png|64px]]
'''M40 HEFA grenade box'''
|style="border: 2px solid black; padding: 5px;"|
'''Contains 25 Grenades.''' A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:incingrenade.png|64px]]
'''M40 HIDP incendiary grenade'''
|style="border: 2px solid black; padding: 5px;"|Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it's caught in the fire. Difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Smoke_grenade.png|64px]]
'''M40 HSDP smoke grenade'''
|style="border: 2px solid black; padding: 5px;"|Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Miscellaneous:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Flashlight.png|64px]]
'''Combat flashlight'''
|style="border: 2px solid black; padding: 5px;"|It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Entrenching_Tool_Unfolded.png|64px]]
'''Entrenching Tool'''
|style="border: 2px solid black; padding: 5px;"|Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack or certain pouches.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Gasmask.png|64px]]
'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;"|Gas masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]
'''H5 Pattern M2132 Machete Scabbard'''
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M89 Signal FlarePack.png|64px]]
'''M89-S signal flare pack'''
|style="border: 2px solid black; padding: 5px;"|A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M94FlarePack.png|64px]]
'''M94 marking flare pack'''
|style="border: 2px solid black; padding: 5px;"|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.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:MB-6_Folding_Barricade.png|64px]]
'''MB-6 Folding Barricade'''
|style="border: 2px solid black; padding: 5px;"|A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.
|}
|}
</tab>
<tab name="Ammunition">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Regular Ammunition:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M4A3mag.png|64px]]
'''M4A3 Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds nine (9) 9mm pistol rounds.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M44SL.png|64px]]
'''M44 Speed Loader'''
|style="border: 2px solid black; padding: 5px;"|Holds seven (7) .44 rounds.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39mag.png|64px]]
'''M39 Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds forty eight (48) 10x20mm rounds.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:L42mag.png|64px]]
'''L42-MK1 magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds twenty (20) 10x24mm rifle rounds.
Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41Amag.png|64px]]
'''M41A Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds forty (40) 10x24mm rifle rounds.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:buckbox.png|64px]]
'''Buckshot Shells'''
|style="border: 2px solid black; padding: 5px;"|Fires multiple small projectiles. Deals massive damage, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Box_of_flechette_shells.png|64px]]
'''Flechette Shells'''
|style="border: 2px solid black; padding: 5px;"|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.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:slugbox.png|64px]]
'''Slug Shells'''
|style="border: 2px solid black; padding: 5px;"|Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Armor-Piercing Ammunition:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:88M4AP_Magazine.png|64px]]
'''88M4 AP Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39-AP-mag.png|64px]]
'''M39 Armor Piercing Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:L42_AP_mag.png|64px]]
'''L42-MK1 AP Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds twenty (20) AP rifle rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41A Armor Piercing Magazine Box.png|64px]]
'''M41A Armor Piercing Magazine Box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 10 armor piercing magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Extended Ammunition:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39-extended-mag.png|64px]]
'''M39 Extended Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:L42_extended_mag.png|64px]]
'''L42-MK1 Extended Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds thirty (35) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41A-extended-mag.png|64px]]
'''M41A Extended Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Special Ammunition:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M44-HR-SL.png|64px]]
'''M44 Heavy Speed Loader'''
|style="border: 2px solid black; padding: 5px;"|Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M44-MM-SL.png|64px]]
'''M44 Marksman Speed Loader'''
|style="border: 2px solid black; padding: 5px;"|Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:SU6_Smart_Pistol_Magazine.png|64px]]
'''SU-6 Smart Pistol Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds fifteen (15) .45 pistol rounds. Has specially made bullets for IFF capabilities.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:VP78_Magazine.png|64px]]
'''VP 78 Pistol Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds fourteen (14) 9mm squash-head pistol rounds.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39-le-mag.png|64px]]
'''M39 Light Explosive Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds forty eight (48) 10x20mm light explosive rounds. Designed to rapidly shred armor but has lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Smartgun_Drum.png|64px]]
'''Smartgun Drum'''
|style="border: 2px solid black; padding: 5px;"|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. By default the reload mode is set to loading from drum magazines. Click on the smartgun with the Drum magazine. You must have an empty belt slot in order to use the drum magazine. Once done, you'll be able to fire five hundred rounds (500) without stopping.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:IncineratorTanks.png|64px]]
'''Incinerator Tank'''
|style="border: 2px solid black; padding: 5px;"|Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Ammunition boxes:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Big_Ammo_Box_9mm.png|64px]]
'''SMG Ammunition Box (10x20mm)'''
|style="border: 2px solid black; padding: 5px;"|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Big_Ammo_Box_9mm AP.png|64px]]
'''SMG Ammunition Box (10x20mm AP)'''
|style="border: 2px solid black; padding: 5px;"|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Big_Ammo_Box_SMG_LE.png|64px]]
'''SMG Ammunition Box (10x20mm LE)'''
|style="border: 2px solid black; padding: 5px;"|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. '''Contains 600 rounds''' to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Big_Ammo_Box_10mm.png|64px]]
'''Rifle Ammunition Box (10x24mm)'''
|style="border: 2px solid black; padding: 5px;"|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42-MK1 magazines.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Big_Ammo_Box_AP_Rifle.png|64px]]
'''Rifle Ammunition Box (10x24mm AP)'''
|style="border: 2px solid black; padding: 5px;"|These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42-MK1 armor piercing magazines.
|}
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Ammunition boxes:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39 Magazine Box.png|64px]]
'''M39 Magazine Box'''
|style="border: 2px solid black; padding: 5px;"|Contains 12 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39 Armor Piercing Magazine Box.png|64px]]
'''M39 Armor Piercing Magazine Box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 12 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M39 Extended Magazine Box.png|64px]]
'''M39 Extended Magazine Box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 10 extended magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41A Magazine Box.png|64px]]
'''M41A Magazine Box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 10 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41A Extended Magazine Box.png|64px]]
'''M41A Extended Magazine Box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 8 extended magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M41A-AP-mag.png|64px]]
'''M41A Armor Piercing Magazine'''
|style="border: 2px solid black; padding: 5px;"|Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:L42 Magazine Box.png|64px]]
'''L42-MK1 Magazine Box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 16 magazines.''' All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:L42_MK-1_AP_Magazine_Box.png|64px]]
'''L42-MK1 AP magazine box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 16 magazines'''. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42 MK-1 Armor Piercing magazine can be loaded into the standard L42 MK-1 magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:L42_MK-1_Extended_Magazine_Box.png|64px]]
'''L42-MK1 extended magazine box'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 16 magazines'''. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42 MK-1 Armor Piercing magazine can be loaded into the standard L42 MK-1 magazine box if a space is available.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Slug Shell Box.png|64px]]
'''Slug Shell Box X100'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 100 slug shells, 20 handfuls.'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Buckshot Shell Box.png|64px]]
'''Buckshot Shell Box X100'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 100 buckshot shells, 20 handfuls.'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Flechette Shell Box.png|64px]]
'''Flechette Shell Box X100'''
|style="border: 2px solid black; padding: 5px;"|'''Contains 100 Flechette shells, 20 handfuls.'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:PowerPack.png|64px]]
'''M56 Power Pack'''
|style="border: 2px solid black; padding: 5px;"|Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system. Click the icon in the top left to reload your M56 and be sure to stand still while reloading. Notably can be refilled by restocking into the Requisition's Automated Munitions Vendor.
|-
</tab>
<tab name="Surplus Uniforms">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Surplus Uniforms:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Generic_Headset.png|64px]]
'''Marine radio headset'''
|style="border: 2px solid black; padding: 5px;"|Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. Doesn't come with an encryption keys.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Generic_Gloves.png|64px]]
'''Marine Combat Gloves'''
|style="border: 2px solid black; padding: 5px;"|Generic marine combat gloves. Doesn't have any color to signify being from a squad.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:E-Key.png|64px]]
'''Various Encryption Keys'''
|style="border: 2px solid black; padding: 5px;"|Various Encryption keys that allow you to have access to other departments or squads when inserted into a headset. Contains:
* Alpha Squad radio encryption key.
* Bravo Squad radio encryption key.
* Charlie Squad radio encryption key.
* Delta Squad radio encryption key.
* Supply radio encryption key.
* Engineering radio encryption key.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:USCM_infantry_backpack.png|64px]]
'''Lightweight IMP backpack '''
|style="border: 2px solid black; padding: 5px;"|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.
Has to be held in one hand to access items inside. Holds 7 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:USCM_satchel.png|64px]]
'''USCM Satchel'''
|style="border: 2px solid black; padding: 5px;"|A heavy-duty satchel carried by most USCM soldiers.
It is standard gear for most of the USCM. Holds 5 normal size items.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]
'''M276 Pattern Ammo Load Rig'''
|style="border: 2px solid black; padding: 5px;"|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Boots.png|64px]]
'''USCM Combat Boots'''
|style="border: 2px solid black; padding: 5px;"|Standard issue combat boots used by the USCM for combat situations.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Jumpsuit.png|64px]]
'''USCM uniform'''
|style="border: 2px solid black; padding: 5px;"|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]]
'''M3 Pattern Personal Armor'''
|style="border: 2px solid black; padding: 5px;"|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.
Has multiple variants of the standard armor, mainly for decoration:
* Padded
* Padless
* Ridged
* Carrier
* Skull
* Smooth
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M10_pattern_marine_helmet.png|64px]]
'''M10 pattern marine helmet'''
|style="border: 2px solid black; padding: 5px;"|Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Heat_absorbent_coif.png|64px]]
'''Heat absorbent coif'''
|style="border: 2px solid black; padding: 5px;"| A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.
|}
</tab>
</tabs>
|}


= Paper Work Template =
= Paper Work Template =
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|}
|}


= Squad Marine Sub Roles =
= Section 4 =
Marine specialization kits allow you to acquire a set of equipment from your Colmartech Automated Closets at the cost of 45 points. These sub roles give you access to an array of weapons, support equipment and utilities. Some are specifically made for certain purposes. Like the First Response Medical Support kit, it gives you access to medical equipment and the ability to use more medical items efficiently though not as well as your designated squad counterparts.
== Using the Tank ==
This is where I would write the guide for using the tank, IF I HAD TIME.


=== Combat Technician ===
=== Choosing your loadout ===
The tank has 3 primaries and secondary armaments, a choice between 4 support modules to equip the tank and 5 different kinds of armor. You can only choose one of each category. There a multiple combinations of to choose from but the most common are the most successful in the field of battle.


The Combat Technician kit offers you the knowledge and abilities to construct metal barricades, barbed wire and tools to help fortify locations.
=== Loadout 1===
You are given knowledge on how to repair and construct metal barricades and use C4. This allows you to be more versatile in the battlefield when the need to breach or fortifying is needed.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''STUFF:'''
|width=100|
{| style="border: 2px solid black;


=== First Response Medical Support ===
  ! style="background-color:#A9A9A9;"|'''Equipment:'''
The first response medical support kit gives you access to knowledge on the effective use of auto-injectors, pill bottle access and a limited amount of medical supplies. You'll be more effective in the use these medical items allowing you to heal other wounded marines in the absence of qualified medical personnel.
  ! style="background-color:#A9A9A9;"|'''Description:'''
 
|-
=== Frontline M40 Grenadier ===
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:TankModule_Auto-Cannon.png]] <br> '''AC3-E Autocannon'''
The frontline M40 Grenadier kit provides you access with a belt of explosives, containing the 3 common grenades in the marine arsenal. These explosives are used in tandem with the underslung grenade launcher or they can be hand thrown if you wanted to.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak. Holding 40 flak rounds in its magazine, you won't be frequently reloading, but do keep an eye on your ammunition count.
 
|-
=== L42 MK1 Sniper Loadout ===
The L42 MK1 Sniper kit offers you attachments to modify the L42 Pulse Carbine MK1 into an effective designated marksman rifle. This allows you to engage enemies farther away from your usual field of view.


=== The M240 Pyrotechnician ===
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:TankModule_Secondary-Flamer-Unit.png]] <br> '''Secondary Flamer Unit'''
The M240 Pyrotechnician kit gives you access to the uncommon M240 flamethrower with a spare fuel tank and USCM technician welding pack to refill your flamethrower. The flamethrower will allow you to effectively clear enemy encampments and also providing a weapon for area of deniel. Additional, the kit comes with fire extinguishers to extinguish fires on the ground as well as any friendlies.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire. The secondary flamethrower unit excels at warding unwanted guests near your tank. Best used to deter any hostile from getting close to the tank.
 
=== JTAC Radio ===
The JTAC radio kit gives you access to the JTAC radio channel along side a pair of tactical binoculars, signal flares and a flare gun with a holster for it. Being a JTAC operator means you'll be coordinating with dropship pilots and other fire support assets to launch strikes against enemy positions. You'll be mainly coordinating with the close air support dropship to launch devastating airstrikes against entrenched hostiles.
 
====In The Field====
When you've deployed to the combat zone you're going to need evaluate the battlefield for key points to call for an airstrike, mortar strike or orbital bombardment. When finding targets, you must take into account which support is available to you, when they'll be ready and the delay between you call for the strike and the time of impact.
 
Your primary tool you'll be using to co-ordinate these strikes will be the tactical binoculars and the JTAC encryption key ''':j'''.
 
{| class="wikitable"
|-
|-
![[File:Tactical_Binoculars.png|64px]]


[[#Tactical Binoculars|'''Tactical Binoculars''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:TankModule_ArtilleryModule.png]] <br>  '''Artillery Module'''
|{{Anchor|Tactical Binoculars}}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Enables the gunner to see further. Similar to binoculars in function. Though the Artillery module doesn't see as far as standard issue binoculars.
|}
|}


When lasing a tile you must use the tactical binoculars on the red laser mode. Firstly you must activate it in your hand to zoom out to have a wider field of view. The direction you face will determine where your field of view expands, e.g facing north will expand your field of view north. To finally lase the tile you want, simply ctrl+click the tile.
= Section 5 Links to pages=


{| border="1"
[[Test Page]]
|+ style="text-align:left;"|'''Tactical Binocular Different Modes:'''
|


*'''Rangefinder Mode:'''  After Ctrl + Clicking the desired target a green laser will appear after which that tiles Longitude and Latitude coordinates will be displayed in chat. Coordinates used for '''Mortars''' and '''Orbital Bombardments'''
[[Colonists]]


*'''CAS Mode:''' After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.
[[Weapon Page Template]]
|}
|}


When you're calling for an airstrike it is best to first contact the dropship assigned to provide close air support on the JTAC channel that you're requesting air support. It's best to confirm that your response has been received and that wait until the dropship is in the air. Once they confirm they're in the sky, you may begin to laze the tile.
[[M41A Pulse Rifle MK2]]


You will need to assess the place you're lazing with the follow questions:
[[Hunter/Human relationship]]
* Where is the enemy?
* What offsets and directions do I need to relay to the CAS pilot?
* Is there a way for the enemy to escape?
* Will the airstrike reach the target in time?
* Has the enemy moved from where you want to strike?
* Are there any friendlies in the area and will they be caught in the blast radius?
* Is the place I want to airstrike in the viewable by the pilot or is it obscured?
* (Optional) What are the weapons dropship is equipped with.
Etc.


There are more variables in the equation but these are the most common of which you'll need to learn.
[[Muffin's Sniper Spec Guide]]


=== Field Intelligence ===
[[Muffin's Loadouts]]
The field Intelligence kit revolves around collecting documents, retrieving items and scouring the area of operations to find data disks to lower the DEFCON threat level. You're equipped with a document pouch for storing said documents and data disks. In addition to this, you'll be given access to the special Intel channel as well as a pack of Fulton recovery devices to retrieve the fallen as well as alien corpses for study.


[[Marine Combat Doctrine]]


'''Wondering if the below sub classes are really needed'''
[[Xeno Combat Doctrine]]


=== Forward HPR Shield ===
'''Fire damage calculation:'''
The forward HPR shield kit provides you with the powerful heavy pulse rifle along side a deployable barricade. This kit revolves around the rapid deployment of the barricade to quickly provide rapid fire support with the HPR. If modified with a quickfire adapter and bipod, it'll give a substantial boost to its fire rate when deployed.


=== M39 Pointman===
Being set on fire by flaming projectile:
The M39 Pointman kit provides the limited submachine gun arm brace for the M39. This allows the effective use of using the SMG with one hand. The kit also comes with a machete for the off hand. This combination allows the user to clear the way for other marines with the machete while also being able to defend themselves effectively.


=== M-OU53 Sapper ===
3 * Fire Intensity
The M-OU53 sapper support kit provides the limited break action shotgun along side the old M15 frag grenade and some grenades. The break action is primarily used as an alternative to the standard M37 for a better fire rate as well as accuracy. Though it can't use buckshot shells, it is quite lethal in using the slugs and flechette shells.


== Alien Commands ==
Walking into fire


{| class="wikitable mw-collapsible mw-collapsed"
2 / Fire Intensity
|-
! Key !! Command !! Function
|-
| N/A || Plant Weeds || Plants Weeds
|-
| N/A || Show Minimap || Shows the minimap
|-
| N/A || Toggle Spit Type || Switches between spit types
|-
| N/A || Regurgitate || Regurgitates a host
|-
| N/A || Choose Resin Structure || Opens up a choice between different resin structures
|-
| N/A || Secrete Resin || Secretes a selected resin structure
|-
| N/A || Corrosive Acid || Toggles the corrosive acid ability to be able to melt objects
|-
| N/A || Spray Acid || Toggles the acid spray ability
|-
| N/A || Toggle Agility || Toggles the Warrior's agility mode
|-
| N/A || Lunge || Toggles the lunge ability to be used.
|-
| N/A || Fling || Toggles the fling ability to be used.
|-
| N/A || Punch || Toggles the fling ability to be used.
|-
| N/A || Jab || Toggles the jab ability to be used
|-
| N/A || Burrow || Toggles the burrow ability to be used
|-
| N/A || Tremor || Toggles the tremor ability to be used
|-
| N/A || Headbutt || Toggles the headbutt ability to be used
|-
| N/A || Tail Sweep || Toggles the tail sweep ability to be used
|-
| N/A || Toggle Crest Defense || Toggles the crest defense ability
|-
| N/A || Fortify || Fortifies yourself
|-
| N/A || Pounce || Toggles the pounce ability to be used
|-
| N/A || Xeno Spit || Toggles the x ability to be used
|-
| N/A || Hide || Hides yourself
|-
| N/A || Emit Pheromones || Opens a menu for you to select what pheromones you'll use.
|-
| N/A || Transfer Plasma || Toggles the transfer plasma ability to be used
|-
| N/A || Toggle Long Range Sight || Toggles the long range sight ability
|-
| N/A || Toggle Bombard Type || Toggles the bombard type you'll be using
|-
| N/A || Bombard || Toggles the bombard ability to be used
|-
| N/A || Throw Facehugger || Toggles the ability to throw a face hugger.
|-
| N/A || Retrieve Egg || Retrieves an egg from storage
|-
| N/A || Place resin hole || Plants a resin hole where you stand
|-
| N/A || Lay Egg || Spawns an egg into your hand, ready to be planted.
|-
| N/A || Stomp || Toggles the stomp ability to be used
|-
| N/A || Toggle Charging || Toggles the charging ability
|-
| N/A || Earthquake || Toggles the x ability to be used
|-
| N/A || Resin Walker || Toggles the resin walker ability.
|-
| N/A || Dig Tunnel || Toggles the dig tunnel ability to be used
|-
| N/A || Screech || Toggles the screech ability to be used
|-
| N/A || Gut || Guts any marine you've grabbed
|-
| N/A || Watch Xenomorph || Brings up a menu to select a xenomorph to watch
|-
| N/A || Heal Xenomorph || Heals the xenomorph you're watching
|-
| N/A || Give Plasma || Give's plasma to the xenomorph you're watching
|-
| N/A || Charge || Toggles the charge ability to be used
|-
| N/A || Spin Slash || Toggles the spin slash ability to be used
|-
| N/A || Transfer Health || Toggles the transfer health ability to be used
|-
| N/A || Praetorian-Screech || Toggles the Praetorian's screech ability to be used
|-
| N/A || Praetorian-Dance || Toggles the Praetorian's dance ability
|-
| N/A || Praetorian-Tail-Attack || Toggles the Praetorian's tail attack ability to be used
|-
| N/A || Praetorian-Shift-Tail-Attack || Toggles the Praetorian's shift tail attack ability
|-
| N/A || Praetorian-Switch-Spray-Types || Toggles the Praetorian's switch spray types ability to be used
|-
| N/A || Praetorian-Punch || Toggles the Praetorian's Punch ability to be used
|-
| N/A || Praetorian-Bomb || Toggles the Praetorian's Bomb ability to be used
|-
| ` || Hive-Status || Open Hive Status window
|-
| Space || Crawl-Through-Vent || Start crawling into vent
|-
| Shift + 1 || Say "*hiss" || Hiss emote
|-
| Shift + 2 || Say "*growl" || Growl emote
|-
| Shift + 3 || Say "*tail" || Tail whip emote
|-
| Shift + 4 || Say "*roar"|| Roar emote
|-
| Shift + 6 || Say ":a Heal" || Say Heal in hivemind so the Queen can heal you in time
|-
| Shift + 7 || Say "*dance" || Dance emote
|-
| Shift + Z || Say "MOVE" || Life saving phase when you are body blocked by fellow sisters
|-
| Shift + X || Say "Capture" || Urge fellow sisters to capture/let you capture the host
|-
| Shift + C || Say "Don't" || Urge fellow sisters to not do something, etc
|-
| O || Evolve || Open Evolve window
|}

Latest revision as of 23:46, 14 March 2023

Under Construction.png

Who am I?

Hi, I'm Sargeantmuffinman, the second former wiki maintainer that has added various things to areas of the wiki. I mainly worked on the marine side of things and did general grammar changes to here and there. If other things are needed then I'll would usually be the person for it. But alas, my time had come. I had no more time for the wiki. And I just wanted to play the game.

I still will aid others in either editing the wiki, in-game or on discord.

This will also be a place for where I test wiki code among other secrets I stash here.

bunga

Note worthy things

If you're uploading a new image from the map and want to add text. The font we use is city light.

To-Do List

  • Create a set of video tutorials on each and every occupation that is non-whitelisted.

Proving grounds

The areas below are usually the place where I test and learn wiki code. Hopefully it might be useful to others if anyone actually reads this.

Section 1

(New!) Totally not suspicious link to a joke.

[x[The page where it is#The Subtitle of where it is|Words]x] Just without the Xs. Flamer Pack

Example link

Section 2

[button]

Section 3

Example heading: Description:
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

-

Generic description goes here. This will extend the box so there's no need for extra spaces.
Example Heading: Description:
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
Example Heading: Description:
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.
File:Image Goes Here.png

Name of Image goes here

Generic description goes here. This will extend the box so there's no need for extra spaces.


Paper Work Template

Title:

Description of use.

How To: Outcome:

All the written stuff goes here.


image here

Section 4

Using the Tank

This is where I would write the guide for using the tank, IF I HAD TIME.

Choosing your loadout

The tank has 3 primaries and secondary armaments, a choice between 4 support modules to equip the tank and 5 different kinds of armor. You can only choose one of each category. There a multiple combinations of to choose from but the most common are the most successful in the field of battle.

Loadout 1

STUFF:
Equipment: Description:
TankModule Auto-Cannon.png
AC3-E Autocannon
The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak. Holding 40 flak rounds in its magazine, you won't be frequently reloading, but do keep an eye on your ammunition count.
TankModule Secondary-Flamer-Unit.png
Secondary Flamer Unit
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire. The secondary flamethrower unit excels at warding unwanted guests near your tank. Best used to deter any hostile from getting close to the tank.
TankModule ArtilleryModule.png
Artillery Module
Enables the gunner to see further. Similar to binoculars in function. Though the Artillery module doesn't see as far as standard issue binoculars.

Section 5 Links to pages

Test Page

Colonists

Weapon Page Template

M41A Pulse Rifle MK2

Hunter/Human relationship

Muffin's Sniper Spec Guide

Muffin's Loadouts

Marine Combat Doctrine

Xeno Combat Doctrine

Fire damage calculation:

Being set on fire by flaming projectile:

3 * Fire Intensity

Walking into fire

2 / Fire Intensity