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Marine Equipment
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"Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks..." - Private Hudson, Aliens
"I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher." ―Corporal Hicks, Aliens
The Colonial Marines are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.
Basic Weapon Parameters
The following are parameters most weapons have in some combination:
Accuracy: Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. Melee weapons do not use this parameter and always hit their target if it's in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile's accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.
Burst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.
Damage: Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon's Ammunition section.
Damage Falloff: Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.
Effective Range: Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.
Fire/Attack Rate: Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.
Recoil: Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.
Spread: Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.
Weapon Size: Determines what kind of container the weapon can fit into. Most weapons are 'bulky' in size and thus cannot fit into boxes or backpacks normally.
An M4A3 Service Pistol, once the standard issue sidearm of the Colonial Marines but has recently been replaced with the 88 Mod 4 combat pistol. Fires 9mm pistol rounds.
A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well as civilian law enforcement. Fires .44 Magnum rounds.
The Armat Battlefield Systems M10 Auto Pistol, a compact, rapid-firing sidearm designed for close-quarters defense. With a 40-round magazine, it emphasizes fire rate over precision, providing effective suppressive fire in short-range engagements.
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines.
The M4RA battle rifle is a designated marksman rifle in service with the USCM. Sporting a bullpup configuration, the M4RA battle rifle is perfect for reconnaissance and fire support teams.
Takes *only* non-high-velocity M4RA magazines.
An Armat Battlefield Systems classic design, the M37A2 combines close-range firepower with long term reliability. Requires a pump, which is a Unique Action.
The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.
Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.
Commonly found in requisitions and the Automated closets of most marines.
A heavy sniper rifle manufactured by Armat Systems. It has a scope system and fires armor penetrating rounds out of a 15-round magazine.
'Peace Through Superior Firepower'
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.
This weapon can punch through thin metal plating and walls, though it'll lose most of its lethality in the process. It can even work for demolitions, with experienced users known to disassemble segments of solid, reinforced walls in the field with just a single standard magazine of 10x99mm. In lieu of explosives or an engineer, they instead use each of the 8 shots to break down vital structural supports, taking the wall apart in the process.
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
Unique Mechanics
Unlike the standard M42A sniper rifle, the XM43E1 does not have unique ammunition types. In exchange, it has unique aimed shot and ammunition mechanics.
XM43E1 rounds are capable of penetrating through targets and through cover such as walls or resin. Over distance, the maximum penetration power decreases, alongside losing damage through targets penetrated - 20% for smaller xenomorphs, and 60% for all walls or large xenomorph castes hit by the round.
The XM43E1 also does percentage damage, rather than flat damage - visible on the chart below for different types of xenomorph. The damage is based off of current health rather than off of total maximum health, alongside a per-shot scaling system that is dependant on how many times a target has been aimed shot prior. For the first aimed shot against a target, it will do only 50% damage - with the second doing 75% total damage, and the third shot doing 100% damage. Once the third shot multiplier has been reached, it will not be reset unless an aimed shot is used on another target - normal shots are fine.
A custom chemical grenade with an M40 casing. This one is made to fit into underslung grenade launchers, but can also be thrown by hand.
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Name
Description
large custom grenade
A custom chemical grenade with an M15 casing. This casing has a higher explosive capacity than the M40 variant.
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Name
Description
M15-F flare grenade
Chemical flare in a grenade form, expanded variant. The casing is too large to fit most launchers.
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Name
Description
metal-foam grenade
Used for emergency sealing of air breaches.
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Name
Description
incendiary grenade
Used for clearing rooms of living things.
Icon
Name
Description
M40-F flare grenade
Chemical flare in a grenade form, designed for compatibility with most standard issue launchers.
Icon
Name
Description
weedkiller grenade
Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents.
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Name
Description
cleaner grenade
BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas.
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Name
Description
M66 teargas grenade
Tear gas grenade used for nonlethal riot control. Please wear adequate gas protection.
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Name
Description
improvised explosive device
An improvised chemical explosive grenade. Designed to kill through fragmentation.
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Name
Description
improvised explosive device (incendiary)
An improvised chemical explosive grenade. Designed to spray incendiary shrapnel across a wide area.
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Name
Description
classic emp grenade
Wide area EMP grenade.
Icon
Name
Description
Dutch's Concoction
Wide area EMP grenade. The label reads, 'CLOAKER DESTROYER - EXTREMELY STRONG'.
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Name
Description
M40 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.
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Name
Description
M40/2 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. This version is stronger.
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Name
Description
M12 blast grenade
A high-explosive grenade produced for private security firms. It explodes around 3 seconds after the pin has been pulled.
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Name
Description
Webley Mk15 stick grenade
A blast grenade produced in the colonies, most commonly using old designs and schematics. It explodes 3 seconds after the pin has been pulled.
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Name
Description
M40 HEFA grenade
High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Capable of being loaded in the M92 Launcher, or thrown by hand.
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Name
Description
M15 fragmentation grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced by the slightly safer M40-series grenades. It is set to detonate in 4 seconds.
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Description
M15 rubber pellet grenade
A relatively harmless version of the M15 grenade designed for riot control and combat exercises.
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Name
Description
Type 6 shrapnel grenade
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes 3 seconds after the pin has been pulled.
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Name
Description
M74 AGM-F 40mm Grenade
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.
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Name
Description
M74 AGM-H 40mm Hornet Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targeting .22lr rounds. The equivalent to buckshot at-range.
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Name
Description
M74 AGM-S Star Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.
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Name
Description
40mm Buckshot Shell
A classic of grenade launchers everywhere, this is a 40mm shell loaded with buckshot; very dangerous, watch your fire.
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Name
Description
40mm HE grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a High-Explosive grenade, watch your fire.
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Description
M07 training grenade
A harmless reusable version of the M40 HEDP, used for training. Capable of being loaded in the M92 Launcher, or thrown by hand.
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Name
Description
bursting pipe
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.
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Name
Description
R2175/A HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has recently been added to the arsenal of the RMC.
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Name
Description
M40 HIDP incendiary grenade
The M40 HIDP is a small, but deceptively strong incendiary grenade designed to disrupt enemy mobility with long-lasting Type B napalm. It is set to detonate in 4 seconds.
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Name
Description
40mm incendiary grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a incendiary grenade, watch your fire.
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Name
Description
M74 AGM-I 40mm Grenade
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.
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Description
R2175/B HIDP grenade
The R2175/B HIDP is a small, but deceptively strong incendiary grenade designed to rapidly clear areas with fast-acting potent fire. It is set to detonate in 4 seconds.
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Name
Description
M40 HSDP smoke grenade
The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds.
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Name
Description
M74 AGM-S 40mm Grenade
M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. Upon detonation, instantly combines multiple chemicals inside its casing to form a smoke cloud.
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Name
Description
M40 CCDP grenade
The M40 CCDP is a small, but powerful chemical compound grenade, similar in effect to WPDP. Word on the block says that the CCDP doesn't actually release White Phosphorus, but some other chemical developed in W-Y labs.
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Name
Description
M40 WPDP grenade
The M40 WPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.
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Description
Type 8 WP grenade
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
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Description
improvised phosphorus bomb
An improvised version of gas grenade designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
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Description
G2 Electroshock grenade
This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.
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Description
slug shell
It doesn't actually explode. Fancy that.
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Description
HIRR baton slug
Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.
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M40 MFHS grenade
A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Based off the same platform as the M40 HEDP. Has a 2 second fuse.
The M5 RPG is the primary anti-armor weapon of the USCM. Used to take out light-tanks and enemy structures, the M5 RPG is a dangerous weapon with a variety of combat uses.
This is a further improvement upon the already rock-solid M4RA. Made by the USCM armorers on Chinook station - This variant of the M4RA has a specifically milled magazine well to accept A19 rounds. It sports a light-weight titantium-alloy frame, better responsive to the heavy kick of the tailor-made A19 rounds.
The .454 Mateba 6 Unica autorevolver is a semi-automatic handcannon that uses its own recoil to rotate the cylinders. Extremely rare, prohibitively costly, and unyieldingly powerful, it's found in the hands of a select few high-ranking USCM officials. Stylish, sophisticated, and above all, extremely deadly.
Stats:
Recoil Wielded: 4
Recoil Unwielded: 4
Scatter Wielded: 4
Scatter Unwielded: 10
Burst Scatter: 5
Burst Amount: 3
Firerate: 66
Falloff: 1
Burst Firerate: 83
Accuracy Wielded: 7.5
Accuracy Unwielded: 4.5
Maximum Range: 22
Ammunition & Damage:
Ammo Type
Damage Table
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Name
Mateba speed loader (.454)
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Name
High Impact Mateba speed loader (.454)
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Name
High Impact Armor-Piercing Mateba speed loader (.454)
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Name
Mateba explosive speed loader (.454)
Mateba speed loader (.454)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
90
90
90
90
90
81
74
67
61
55
43
High Impact Mateba speed loader (.454)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
90
90
81
74
67
61
55
43
37
31
26
High Impact Armor-Piercing Mateba speed loader (.454)
The handcannon that needs no introduction, the .50-caliber Desert Eagle is expensive, unwieldy, and extremely heavy for a pistol. However, it makes up for it with its powerful shots capable of stopping a bear dead in its tracks. Iconic, glamorous, and above all, extremely deadly.
Stats:
Recoil Wielded: 3
Recoil Unwielded: 4
Scatter Wielded: 5
Scatter Unwielded: 8
Burst Scatter: 7
Burst Amount: 2
Firerate: 85
Falloff: 1
Burst Firerate: 82
Accuracy Wielded: 7.2
Accuracy Unwielded: 3.9
Maximum Range: 22
Ammunition & Damage:
Ammo Type
Damage Table
Icon
Name
Desert Eagle magazine (.50)
Icon
Name
Heavy Desert Eagle magazine (.50)
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Name
High Impact Desert Eagle magazine (.50)
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Name
High Impact Armor-Piercing Desert Eagle magazine (.50)
Desert Eagle magazine (.50)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
63
63
63
63
63
63
63
57
52
47
43
Heavy Desert Eagle magazine (.50)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
84
84
84
84
84
76
69
63
57
52
39
High Impact Desert Eagle magazine (.50)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
84
84
76
69
63
57
52
39
34
29
24
High Impact Armor-Piercing Desert Eagle magazine (.50)
A massive, formidable semi-automatic handgun chambered in 9mm squash-head rounds. A common sight throughout both UA and 3WE space, often held by both Weyland-Yutani PMC units and corporate executives. This weapon is also undergoing limited field testing as part of the USCM's next generation pistol program. The slide is engraved with the Weyland-Yutani logo reminding you who's really in charge.
This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm.
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.
The actual firearm in the 4-piece M56B Smartgun System. Essentially a heavy, mobile machinegun.
You may toggle firing restrictions by using a special action.
Alt-click it to open the feed cover and allow for reloading.
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.
Power usage: None
Frontline Mode
Toggles the IFF to an alternate mode which doesn't allow firing over friendlies, but in exchange enhances weapon performance over distance.
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.
A limited production Kerchner MOU53 triple break action classic. 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. This specific model cannot safely fire buckshot shells.
A lightweight, single-shot low-angle grenade launcher designed to launch non-lethal or concussive ammunition. Used by the Colonial Marines Military Police during riots.
Stats:
Recoil Wielded: 2
Recoil Unwielded: 0.1
Scatter Wielded: 5
Scatter Unwielded: 5
Burst Scatter: 4
Burst Amount: 1
Firerate: 50
Falloff: 0
Burst Firerate: 33
Accuracy Wielded: 0
Accuracy Unwielded: 0
Maximum Range: 0
Ammunition & Damage:
Ammo Type
Damage Table
Grenades:
Icon
Name
Description
M74 AGM-S 40mm Grenade
M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. Upon detonation, instantly combines multiple chemicals inside its casing to form a smoke cloud.
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Name
Description
G2 Electroshock grenade
A G2 Electroshock Grenade, looks like it's quite angry! Oh shit!
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Name
Description
cluster flashbang
Use of this weapon may be considered a war crime in your area, consult your local commanding officer.
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Name
Description
cluster flashbang segment
A smaller segment of a clusterbang. Better run.
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Name
Description
flashbang
A hand-held grenade, with an adjustable timer.
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Name
Description
M40 stun grenade
A less-lethal explosive device used to temporarily disorient an enemy by producing a flash of light and an intensely loud "bang", which cause temporary blindness and deafness. More commonly referred to as a "flashbang". Still dangerous if it explodes nearby.
A heavy, low-angle 40mm grenade launcher. It's been in use since the Vietnam War, though this version has been modernized with an IFF enabled micro-computer. The wooden furniture is, in fact, made of painted hardened polykevlon.
A custom chemical grenade with an M40 casing. This one is made to fit into underslung grenade launchers, but can also be thrown by hand.
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Name
Description
large custom grenade
A custom chemical grenade with an M15 casing. This casing has a higher explosive capacity than the M40 variant.
Icon
Name
Description
M15-F flare grenade
Chemical flare in a grenade form, expanded variant. The casing is too large to fit most launchers.
Icon
Name
Description
metal-foam grenade
Used for emergency sealing of air breaches.
Icon
Name
Description
incendiary grenade
Used for clearing rooms of living things.
Icon
Name
Description
M40-F flare grenade
Chemical flare in a grenade form, designed for compatibility with most standard issue launchers.
Icon
Name
Description
weedkiller grenade
Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents.
Icon
Name
Description
cleaner grenade
BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas.
Icon
Name
Description
M66 teargas grenade
Tear gas grenade used for nonlethal riot control. Please wear adequate gas protection.
Icon
Name
Description
improvised explosive device
An improvised chemical explosive grenade. Designed to kill through fragmentation.
Icon
Name
Description
improvised explosive device (incendiary)
An improvised chemical explosive grenade. Designed to spray incendiary shrapnel across a wide area.
Icon
Name
Description
classic emp grenade
Wide area EMP grenade.
Icon
Name
Description
Dutch's Concoction
Wide area EMP grenade. The label reads, 'CLOAKER DESTROYER - EXTREMELY STRONG'.
Icon
Name
Description
M40 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.
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Name
Description
M40/2 HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. This version is stronger.
Icon
Name
Description
M12 blast grenade
A high-explosive grenade produced for private security firms. It explodes around 3 seconds after the pin has been pulled.
Icon
Name
Description
Webley Mk15 stick grenade
A blast grenade produced in the colonies, most commonly using old designs and schematics. It explodes 3 seconds after the pin has been pulled.
Icon
Name
Description
M40 HEFA grenade
High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Capable of being loaded in the M92 Launcher, or thrown by hand.
Icon
Name
Description
M15 fragmentation grenade
An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced by the slightly safer M40-series grenades. It is set to detonate in 4 seconds.
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Name
Description
M15 rubber pellet grenade
A relatively harmless version of the M15 grenade designed for riot control and combat exercises.
Icon
Name
Description
Type 6 shrapnel grenade
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes 3 seconds after the pin has been pulled.
Icon
Name
Description
M74 AGM-F 40mm Grenade
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.
Icon
Name
Description
M74 AGM-H 40mm Hornet Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the hornet shell shoots off holo-targeting .22lr rounds. The equivalent to buckshot at-range.
Icon
Name
Description
M74 AGM-S Star Shell
Functions identically to the standard AGM-F 40mm grenade, except instead of exploding into shrapnel, the star shells bursts into burning phosphor that illuminates the area.
Icon
Name
Description
40mm Buckshot Shell
A classic of grenade launchers everywhere, this is a 40mm shell loaded with buckshot; very dangerous, watch your fire.
Icon
Name
Description
40mm HE grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a High-Explosive grenade, watch your fire.
Icon
Name
Description
M07 training grenade
A harmless reusable version of the M40 HEDP, used for training. Capable of being loaded in the M92 Launcher, or thrown by hand.
Icon
Name
Description
bursting pipe
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has been phasing out the M15 HE grenades alongside the M40 HEFA. Capable of being loaded in the M92 Launcher, or thrown by hand.
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Name
Description
R2175/A HEDP grenade
High-Explosive Dual-Purpose. A small, but deceptively strong blast grenade that has recently been added to the arsenal of the RMC.
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Name
Description
M40 HIDP incendiary grenade
The M40 HIDP is a small, but deceptively strong incendiary grenade designed to disrupt enemy mobility with long-lasting Type B napalm. It is set to detonate in 4 seconds.
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Name
Description
40mm incendiary grenade
This is a 40mm grenade, designed to be launched by a grenade launcher and detonate on impact. This one is marked as a incendiary grenade, watch your fire.
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Name
Description
M74 AGM-I 40mm Grenade
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.
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Name
Description
R2175/B HIDP grenade
The R2175/B HIDP is a small, but deceptively strong incendiary grenade designed to rapidly clear areas with fast-acting potent fire. It is set to detonate in 4 seconds.
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Name
Description
M40 HSDP smoke grenade
The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds.
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Name
Description
M74 AGM-S 40mm Grenade
M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. Upon detonation, instantly combines multiple chemicals inside its casing to form a smoke cloud.
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Name
Description
M40 CCDP grenade
The M40 CCDP is a small, but powerful chemical compound grenade, similar in effect to WPDP. Word on the block says that the CCDP doesn't actually release White Phosphorus, but some other chemical developed in W-Y labs.
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Name
Description
M40 WPDP grenade
The M40 WPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.
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Name
Description
Type 8 WP grenade
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
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Name
Description
improvised phosphorus bomb
An improvised version of gas grenade designed to spill white phosphorus on the target. It explodes 2 seconds after the pin has been pulled.
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Name
Description
G2 Electroshock grenade
This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.
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Name
Description
slug shell
It doesn't actually explode. Fancy that.
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Name
Description
HIRR baton slug
Cousin to the M15 Rubber pellet, the HIRR baton slug was recalled from military and civilian police forces due to over-packed propellant in the sabot casing. Now it is utilized as a less-than-lethal option in engagements with human, and sometimes non-human, forces. Historically, the HIRR was incredibly popular during the Arcturus conflict, as the impact force was found to reliably incapacitate Arcturian resistance forces by breaking their ribs into their lungs.
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Name
Description
M40 MFHS grenade
A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Based off the same platform as the M40 HEDP. Has a 2 second fuse.
M240A1 incinerator unit has proven to be one of the most effective weapons at clearing out soft-targets. This is a weapon to be feared and respected as it is quite deadly.
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 it's smaller brothers, the M41A MK2 and M4RA, the M41AE2 is chambered in 10mm.
Stats:
Recoil Wielded: 1
Recoil Unwielded: 5
Scatter Wielded: 8
Scatter Unwielded: 11
Burst Scatter: 6
Burst Amount: 5
Firerate: 133
Falloff: 4
Burst Firerate: 203
Accuracy Wielded: 12
Accuracy Unwielded: 8
Maximum Range: 24
Ammunition & Damage:
Ammo Type
Damage Table
Icon
Name
M41AE2 ammo box (10x24mm)
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Name
M41AE2 ammo box (10x24mm holo-target)
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Name
M41AE2 ammo box (10x24mm armor-piercing)
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Name
M41AE2 ammo box (10x24mm high-explosive armor-piercing)
M41AE2 ammo box (10x24mm)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
40
40
36
33
30
22
18
15
11
8
5
M41AE2 ammo box (10x24mm holo-target)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
30
30
27
24
18
15
12
9
6
3
1
M41AE2 ammo box (10x24mm armor-piercing)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
30
30
30
30
30
30
30
30
30
27
24
M41AE2 ammo box (10x24mm high-explosive armor-piercing)
The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun's performance is identical to the standard-issue M56B.
Alt-click it to open the feed cover and allow for reloading.
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.
Power usage: None
Frontline Mode
Toggles the IFF to an alternate mode which doesn't allow firing over friendlies, but in exchange enhances weapon performance over distance.
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.
An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot.
It has a special property - when you obtain multiple direct hits in a row, its armor penetration and damage will increase.
An experimental shotgun model going through testing trials in the USCM. Based on the original civilian and CMB version, the XM51 is a mag-fed, pump-action shotgun. It utilizes special 16-gauge breaching rounds which are effective at breaching walls and doors. Users are advised not to employ the weapon against soft or armored targets due to low performance of the shells.
These 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 acquired from Requisitions. You will need to attach the gun to its tripod and load a magazine before firing. The M56D has a built-in IFF.
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.
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.
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 for repairing it if partially damaged or if destroyed.
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:
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.
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.
Stats:
Firerate: 150 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 30
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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.
Stats:
Firerate: 20 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
21S Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Sentry Upgrade Kit
Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:
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.
Stats:
Firerate: 400 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 12
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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.
Stats:
Firerate: 24 RPM
Base Accuracy: 27
Range: 2 Tiles
Ammunition:
12G Buckshot Drum
Capacity: 50
Damage: 60 x 4
Max Range: 4
Fall off: 3
Penetration: 0
Punch: 0
Contains fifty (50) buckshot shells.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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, 10 tile range and a low fire rate. Has 500 bullets.
Stats:
Firerate: 48 RPM
Base Accuracy: 21.6
Range: 10 Tiles
Ammunition:
M30 Ammo Drum (10x28mm Caseless)
Capacity: 500
Damage: 60
Max Range: 22
Fall off: 0
Penetration: 36
Punch: 0
Contains five hundred (500) 10x28 caseless rounds.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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.
Stats:
Firerate: 20 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
This one burns up faster.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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.
Stats:
Firerate: 60 RPM
Base Accuracy: 27
Range: 5 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of Ultra Thick Napthal Fuel, used in the UA 45-FM. Contains 100 units of fuel.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
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, 10 tile range and a very slow fire rate. Has 100 units of fuel.
Stats:
Firerate: 8.5 RPM
Base Accuracy: 21.6
Range: 10 Tiles
Ammunition:
Sentry Incinerator Fuel Tank
A fuel tank of compressed Ultra Thick Napthal Fuel, used in the UA 60-FP. Contains 100 units of fuel.
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 for anchoring/unanchoring the sentry, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).
21S Overclocked Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
25S Mini Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Extended JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 11x11 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Warbanner JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Move, Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
Simply click on the Defensive Structure to turn it on.
Maintenance:
Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
Welder for repairing.
Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).
Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Has a minimum range of 10 tiles. Can only be obtained via Requisitions.
Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.
Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.
Usage:
Anyone with a Trained level of engineering (Level 1 in engineering) can deploy and use the Mortar.
Recruit a squad member to be your spotter and make sure they have tactical binoculars.
Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then Ctrl Click an enemy position and wait, once the binoculars beep you'll be given coordinates in chat.
Upon receiving the longitude and latitude coordinates, enter them into the Target section.
Note: After entering in a target the mortar will fire upon being loaded.
Load a flare shell by clicking the mortar with a shell in hand and after it has fired notify your spotter to inform you of any corrections that need to be given.
Once the spotter has relayed any corrections to you, enter them into the Dial section.
Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.
Keep firing on that position until new coordinates are given or until the spotter tells you to stop.
Example: The flare lands and the spotter notices that it missed the targeted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.
Dialling Graph:
Weapon:
Description:
To use a grenade, simply prime it by clicking it (or pressing Z if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do NOT toggle throw mode after priming as priming a grenade automatically activates throw mode.
Do NOT throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can't and will bounce back to you.
There are two kinds of explosive grenades:
Blast: Standard explosive grenades that deal damage once they detonate.
Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.
WARNING: Many explosives are amplified in small and condensed rooms.
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it's also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius. Combat Technicians and Squad Leaders start with 1 in their vendor though they can buy additional blocks for 5 points, Demolition Specialists and Scout Specialists start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with Trained level of engineering can plant C4.
Breaching charges are primarily used for tactical entry into a room or building. The breaching charge explodes inwards towards the room it has been planted against. This means that when the charge has exploded it launches shrapnel inside the room, and can be swiftly followed up by a room entry. Unlike C4 you can stand next to the breaching charge when it explodes to take full advantage of the shrapnel launched out and push straight away.
Available to Squad Engineers and Squad Leaders Additionally can be vended from the armaments vendor in requisitions and ordered via ASRS. Anyone with Trained level of engineering can plant a Breaching Charge
A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.
A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.
A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.
It is used by the Freelancer Mercenaries and the Colonial Liberation Front.
A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.
It is used by the Colonial Liberation Front and Survivors.
Explodes in a 6x6 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 and explosive power than the M40 HEDP.
They're available in the ColMarTech Automated Armament Vendor or by ordering Explosives crates from Cargo.
This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it's sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.
They're available in the ColMarTech Automated Armament Vendor or by ordering Explosives crates from Cargo.
Exploding in a 5x5 blast 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! It is set to detonate in 5 seconds.
Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.
Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.
Exploding in a 60 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 disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.
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 disperse 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.
Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.
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. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.
Combat Technicians are able to buy them in their vendors at round start. Corporate Commando Units start with one as well.
A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.
Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.
Contains 25 Grenades. A secure box holding 25 M40 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. Don't store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.
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. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.
Contains 25 Grenades. A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don't store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.
Contains 16 speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Contains 16 marksman speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
Contains 16 heavy speed loaders. A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.
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.
Note:
Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.
To pick the mag box backup from the ground after it's been opened you'll need to click drag the mag box onto your character.
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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.
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.
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.
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.
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.
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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.
Contains 12 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 M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.
Contains 10 incendiary 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.
Contains 16 incendiary magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.
Contains 12 light explosive magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.
Not available during normal gameplay.
Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.
After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.
To pick the shell box backup from the ground after it's been opened you'll need to click drag the shell box onto your character.
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, and M4RA magazines.
Note:
To reload an M41A mag just click on the ammo box with the mag in your hand and it'll fill it up if there is ammo left.
To transfer bullets from a magazine into the ammo box, switch to HARM intent and click the ammo box.
Keep in mind you can't fill Armor piercing mags with this ammo box.
Can be worn on the backpack slot for convenience of carrying.
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 M4RA armor piercing magazines.
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 light explosive magazines and M4RA light explosive magazines.
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 incendiary magazines and M4RA incendiary magazines.
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.
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.
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.
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 incendiary magazines.
Not available during normal gameplay.
Third Party Military/Paramilitary or Black Ops Equipment
A high-end superheavy magrail sniper rifle from Weyland-Armat chambered in a specialized variant of the heaviest ammo available, 10x99mm Caseless. This weapon requires a specialized armor rig for recoil mitigation in order to be used effectively.
Stats:
Recoil Wielded: 5
Recoil Unwielded: 4
Scatter Wielded: 0.1
Scatter Unwielded: 10
Burst Scatter: 4
Burst Amount: 1
Firerate: 19
Falloff: 0
Burst Firerate: 12
Accuracy Wielded: 99.2
Accuracy Unwielded: 20.8
Maximum Range: 32
Ammunition & Damage:
Ammo Type
Damage Table
Icon
Name
M42C marksman magazine (10x99mm)
M42C marksman magazine (10x99mm)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
150
150
150
150
150
150
150
150
150
150
150
Abilities:
Aimed Shot
A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.
To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you'll be able to fire it.
The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.
Toggle Laser
A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 50% faster without a spotter, and 15% faster with a spotter mark.
Once activated, it will automatically trigger when you use Aimed Shot on a target.
The actual firearm in the 4-piece M56D Smartgun System. If you have this, you're about to bring some serious pain to anyone in your way.
You may toggle firing restrictions by using a special action.
Alt-click it to open the feed cover and allow for reloading.
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.
Power usage: None
Frontline Mode
Toggles the IFF to an alternate mode which doesn't allow firing over friendlies, but in exchange enhances weapon performance over distance.
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.
The actual firearm in the 4-piece M56T Smartgun System. If you have this, you're about to bring some serious pain to anyone in your way.
You may toggle firing restrictions by using a special action.
Alt-click it to open the feed cover and allow for reloading.
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.
Power usage: None
Frontline Mode
Toggles the IFF to an alternate mode which doesn't allow firing over friendlies, but in exchange enhances weapon performance over distance.
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.
A modified version M41A Pulse Rifle MK2, re-engineered for better weight, handling and accuracy. Fires precise two-round bursts. Given only to elite units.
A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.
A massive, formidable semi-automatic handgun chambered in 9mm squash-head rounds. A common sight throughout both UA and 3WE space, often held by both Weyland-Yutani PMC units and corporate executives. This weapon is also undergoing limited field testing as part of the USCM's next generation pistol program. The slide is engraved with the Weyland-Yutani logo reminding you who's really in charge.
An old design, but one that's stood the test of time. A leaked and unencrypted 3D-printing pattern alongside an extremely robust and reasonably cheap to manufacture frame have ensured this weapon be a mainstay of rim colonies and private security firms for over a century.
The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.
A carbine variant of the Type 71, easier to handle at the cost of lesser damage, but negative soldier reviews have shifted it out of active use, given only to reserves or troops not expected to face much combat.
A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.
As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.
A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.
The QYJ-72 is the standard GPMG of the Union of Progressive Peoples, chambered in 7.62x54mmR, it fires a hard-hitting cartridge with a high rate of fire. With an extremely large box at 250 rounds, the QJY-72 is designed with suppressing fire and accuracy by volume of fire at its forefront.
Alt-click it to open the feed cover and allow for reloading.
The HJRA-12 Handheld Anti-Tank Grenade Launcher is the standard Anti-Armor weapon of the UPP. It is designed to be easy to use and to take out or disable armored vehicles.
The standard issue DMR of the UPP, the Type 88 is sought after by competitive shooters and terrorists alike for its high degree of accuracy. Typically loaded with armor-piercing 7.62x54mmR rounds in a 12 round magazine.
The standard submachinegun of the UPP, sporting an unusual 64 round helical magazine, it has a high fire-rate, but is unusually accurate. This one has a faux-wood grip, denoting it as civilian use or as an export model.
An outdated, but reliable and powerful, submachinegun originating in the Union of Progressive Peoples, it is still in limited service in the UPP but is most often used by paramilitary groups or corporate security forces. It is usually used with a 35 round stick magazine, or a 71 round drum.
The standard issue sidearm of the UPP. The NP92 is a small but powerful sidearm, well-liked by most it is issued to, although some prefer the weapon it was meant to replace, the Type 73. Takes 12 round magazines.
The Type 73 is the once-standard issue sidearm of the UPP. Replaced by the NP92 in UPP use, it remains popular with veteran UPP troops due to familiarity and extra power. Due to an extremely large amount being produced, they tend to end up in the hands of forces attempting to arm themselves on a budget. Users include the Union of Progressive Peoples, Colonial Liberation Front, and just about any mercenary or pirate group out there.
The Type 74 is the designation for a specially modified Type 73 with an integrated laser sight system, multiple lightning cuts to reduce weight in order to allow a higher pressure round to be used with the same recoil sping, and a more comfortable grip. Due to the adoption of the NP92, the Type 74 was produced in limited numbers, because of this it is typically only issued on request to high-ranking officers.
The ZHNK-72 is a UPP designed revolver. The ZHNK-72 is used by the UPP armed forces in a policing role as well as limited numbers in the hands of SNCOs.
A rare sight, this rifle is seen most commonly in the hands of Three World Empire RMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance. This one is painted in RMC's purple-blue camouflage
A rare sight, this rifle is seen most commonly in the hands of Three World Empire RMCs. This particular model was modified to facilitate RMC operations in tight quarters, allowing for it to be fired one-handed. This however crippled its stopping power due to a shorter barrel needed to make it compact. Burst fire still kicks like a mule. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance. This one is painted in RMC's purple-blue camouflage
The actual firearm in the 2-piece L56A2 Smartgun System. This Variant is used by the Three World Empires Royal Marines Commando units.
You may toggle firing restrictions by using a special action.
Alt-click it to open the feed cover and allow for reloading.
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.
Power usage: None
Frontline Mode
Toggles the IFF to an alternate mode which doesn't allow firing over friendlies, but in exchange enhances weapon performance over distance.
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.
A massive, formidable semi-automatic handgun chambered in 9mm squash-head rounds. A common sight throughout both UA and 3WE space, often held by both Weyland-Yutani PMC units and corporate executives. This weapon is also undergoing limited field testing as part of the USCM's next generation pistol program. The slide is engraved with the Weyland-Yutani logo reminding you who's really in charge.
This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.
An old, reliable design first adopted by the U.S. military in the 1960s. Something like this belongs in a museum of war history. It is chambered in 5.56x45mm.
An archaic design going back almost a century, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. An extremely ergonomic and lightweight design allows easy mass production and surpisingly good handling, but the cheap materials used hurt the weapon's scatter noticeably.
Named after its eccentric designers, the Basira-Armstrong is a cheap but reliable civilian bolt-action rifle frequently found in the outer colonies. Despite its legally-mandated limited magazine capacity, its light weight and legendary accuracy makes it popular among hunters and competitive shooters.
A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics.
An old design, but one that's stood the test of time. A leaked and unencrypted 3D-printing pattern alongside an extremely robust and reasonably cheap to manufacture frame have ensured this weapon be a mainstay of rim colonies and private security firms for over a century.
A eight-round pump action shotgun with four-round capacity dual internal tube magazines allowing for quick reloading and highly accurate fire. Used exclusively by Colonial Marshals. You can switch the active internal magazine by toggling the shotgun tube.
A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. For some reason it seems that someone tried to saw through the barrel and gave up halfway through. This probably isn't going to be the greatest gun for combat..
A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. It has been artificially shortened to reduce range but increase damage and spread.
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.
The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can't go wrong with this handcannon.
A lean .38 made by Smith & Wesson. A timeless classic, from antiquity to the future. This specific model is known to be wildly inaccurate, yet extremely lethal.
The M83A2 SADAR is a lightweight one-shot anti-armor weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket's launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip. It is sighted and fired from the shoulder.
Originally designed as a replacement for the USCM's M44 combat revolver, it was rejected at the last minute by a committee, citing its need to be cocked after every loaded magazine to be too cumbersone and antiquated. The design has recently been purchased by the Henjin-Garcia company, refitted for .45 ACP, and sold to the Colonial Marshals and other various unscrupulous armed groups.
A popular police firearm in the 20th century, often employed by hardboiled cops while confronting terrorists. A classic of its time, chambered in 9mm. This specific pistol is a burst-fire, limited availability, police-issue 93FR type Beretta. Not too accurate, aftermarket modififcations are recommended.
A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user's face was not an apparent concern of the designer. A true hero's weapon.
Uncommonly found in the hands of very brave (or stupid)Colonial Liberation Front soldiers.
A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.
A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.
An enormously heavy double-barreled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don't aim for the head.
The recoil is apocalyptic: if you aren't highly experienced with it and braced using a Specialist Activation, you won't get a second shot.
A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it'll do for Colonial Marines and xenomorphs as well.
A military version of the iconic HG 37-12, this design can fit one extra shell in each of its dual-tube internal magazines, and fires shells with increased velocity, resulting in more damage. Issued to select USCM vessels and stations in the outer veil. A button on the side toggles the internal tubes.
An old, reliable design first adopted by the U.S. military in the 1960s. Something like this belongs in a museum of war history. It is chambered in 5.56x45mm.
An old, reliable design first adopted by the U.S. military in the 1960s. Something like this belongs in a museum of war history. It is chambered in 5.56x45mm. This one has an irremovable M203 grenade launcher attached to it, holds one propriatary 40mm shell at a time, it lacks modern IFF systems and will impact the first target it hits; introduce your little friend.
A double barrel shotgun produced by Spearhead. Archaic, sturdy, affordable. For some reason it seems that someone tried to saw through the barrel and gave up halfway through. This probably isn't going to be the greatest gun for combat..
An earlier version of the more widespread M16 rifle. Considered to be the father of the 20th century rifle. How one of these ended up here is a mystery of its own. It is chambered in 7.62x51mm.
A timeless classic since the first World War, the M1911A1 has limited use with the USCM, and is often used as a sidearm by non-governmental bodies due to its reliability. This is a modernized version with an ammo counter and a polymer grip, designated M48A4. Chambered in .45 ACP.
A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn't anything there, that's just a very sharp nail launching at high velocity...
One of the experimental predecessors to the M41 line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burstfire mode.
Way back in 2168, Wey-Yu began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM Special Operations Forces wasn't satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, designated XM38, a lightweight folding shotgun that snaps to the belt. And to boot, it's fully automatic, made of stamped medal, and keeps the UGL. Truly an engineering marvel.
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.
Boasting a gold-plated frame and grips made of a critically-endangered rosewood tree, this heavily-customized Mateba revolver's pretentious design rivals only the power of its wielder. Fit for a king. Or a general.
Stats:
Recoil Wielded: 4
Recoil Unwielded: 4
Scatter Wielded: 0.1
Scatter Unwielded: 10
Burst Scatter: 5
Burst Amount: 3
Firerate: 42
Falloff: 1
Burst Firerate: 62
Accuracy Wielded: 7.8
Accuracy Unwielded: 4.5
Maximum Range: 22
Ammunition & Damage:
Ammo Type
Damage Table
Icon
Name
Mateba speed loader (.454)
Icon
Name
High Impact Mateba speed loader (.454)
Icon
Name
High Impact Armor-Piercing Mateba speed loader (.454)
Icon
Name
Mateba explosive speed loader (.454)
Mateba speed loader (.454)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
90
90
90
90
90
81
74
67
61
55
43
High Impact Mateba speed loader (.454)
Armor Value:
0
5
10
15
20
25
30
35
40
45
50
Damage:
90
90
81
74
67
61
55
43
37
31
26
High Impact Armor-Piercing Mateba speed loader (.454)
The M57-A4 'Lightning Bolt' is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 thermobaric missiles. Enough said.
Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.
Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.
In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren't permitted past the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.
A high power focusing laser pistol designed for Extra-Vehicular Activity, though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market.
Ingame Description: That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.
Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.
Not available during normal gameplay. Only available during admin events.
An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.
Not available during normal gameplay. Only available during admin events.
Stats:
Wielded Damage:
45
One handed Damage:
25
Weapon Attachments
Marines can acquire attachments for weapons. Most attachments must be acquired via the Requisitions Officer or the vendors located in your squad's main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they're attached to, and don't inherit their effects.
Requires 2 seconds of setup time if there's no surface to put the bipod on or on flipped tables and barricades by Activating Weapon Attachment while facing the object before you get the benefits
When undeploying the bipod, the user is slowed down for a bit
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.
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. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the ColMarTech automated armaments vendor in Requisitions or in the pockets of mercenaries and CLF.
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.
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by Squad Leaders and Staff Officers. Not stocked in requisitions by default.
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the ColMarTech automated armaments vendor in Requisitions.
A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
A pouch that can hold up to 5 throwing knives. A very uncommon sight on the battlefield. It is one of the pouch options of the ColMarTech Automated Closet or are usually found in the pockets of the UPP Soldiers.
A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of Civilians.
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 4 slots.
Can hold the following items below:
Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 6 slots.
Can hold the following items below:
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.
Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also found inside the ColMarTech automated armaments vendor in Requisitions.
Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the ColMarTech automated armaments vendor in their mini-medical kits.
Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.
A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor's lockers in medbay and in the Hospital Corpsman'sColMarTech automated equipment vendors.
This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.
Worn by MARSOC Operators.
Can be worn by attaching it to a pocket.
Contains 8 slots.
Holds the following items below:
Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.
Storage Equipment
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
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.
An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by Requisitions.
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.
An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM's more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.
It is one of the belt options of the ColMarTech Automated Closet.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.
It is one of the belt options of the ColMarTech Automated Closet.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.
The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can also hold folding medical beds and defibrillators.
The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.
The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.
It is found in the M2C Heavy Gunner kit and can only be obtained through Requisitions.
Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don't, adding further to the myth of 'Smartgun Personalities'), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system's drum munitions. When the carry catch on the drum isn't getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn't that what being a Marine is all about?"
An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.
A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.
A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. Worn by USCM Synthetic Units
The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. A fire extinguisher or acid sprayed at you will make you visible. Required to be worn over the M3-S Light Armor and equipped like a backpack in your inventory. To cloak yourself, go to the Scout tab and click Activate-Cloak, you may also assign a Macro to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. Worn by USCM Scout Specialists
A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Sniper Specialists
A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. Worn by USCM Pyrotechnician Specialists
You can assign a Macro for the Broiler in order to switch fuel types.
Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. Worn by USCM Demolition Specialists
A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.
A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander's Locker at round start. Holds more items then a regular backpack.
The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.
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.
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their ColMarTech Automated Closet.
Can be ordered via crate at Requisitions, and Military Police lockers contain one, but not carried normally.
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, 88M4, or the M1911 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 Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.
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 SU-6 smartpistol. Available only in the SU-6 Smartgun kit.
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, in the Marine Prep Vendors, or standard issue for the Requisitions Officer.
The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.
It is issued to USCM Smartgunners and can be found in their vendors.
A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.
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 specialised squad role vendors..
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
Laser Designators Different Modes:
Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
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.
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu
Grants you the ability to see in the dark at the expense of battery power.This item is fragile and can break if you are slashed in the head. If broken you will need an engineer to repair it using a screwdriver.
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
Motion Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.
You can switch modes with Alt+Click.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
Long Range: The Data Detector will detect movement on your whole screen and further at a slow rate.
Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.
There are 20 uses in the stack.
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 and stacked up to 3 times once folded.
Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.
Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&D team five days to develop. It is more expensive than the entire Almayer...probably.
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.
Part of the marine uniform on snow planets.
Spawns at the Automated Closet as Standard Equipment.
An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.
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.
Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.
Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.
A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you're facing a crime syndicate or a mutiny, this bucket will keep your brains intact.
The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for Vehicle Crewmen. Features a toggle-able welding screen for eye protection.
An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work or for your fantastic leadership.
A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM's M10 Pattern Marine Helmet.
A skirted helmet designed for use with the UM/UH system. Worn by the UPP's elite Specialist soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man's B18 helmet.
A High-cut ballistic helmet. Designed by Lindenthal-Ehrenfeld Militärindustrie it is intended to be used by Royal Marines Commando as part of the kestrel armour system.
A green beret belonging to the royal marines commando. This beret symbolizes a royal marines ability to fight in any environment, desert, sea, artic or space a royal marine will always be ready.
A sturdy freelancer's beret. More protective than it seems. For the use of making sure your Freelancers know who's in charge of the team. That should be you by the way.
This armor is worn by the Freelancer Mercenary Leaders.
A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.
This armor is worn by the Colonial Liberation Front.
This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the "front". Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the Colonial Liberation Front.
For some reason, seeing this helmet causes you to feel extremely distressed.
Wait a minute, there's a button on the helmet...
This helmet is worn by the HEFA Knights. One helmet is found in Fiorina - Science Annex.
Stats:
Armor Melee = 0
Armor Bullet = 0
Armor Bomb = 100
Armor Internal Damage = 0
Armor Bio = 0
Military Armor
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.
Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.
Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.
A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:
This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.
An activatable ability that allows the user to camouflage themselves. After 4 seconds uninterrupted by anything, enter a cloak-like state. You will be granted IFF protection against friendly bullets as well as allowing anyone to walkthrough you. The user becomes near-invisible when activated. Moving breaks the cloak entirely, and shooting make you more slightly visible for 5 seconds. The shooting visibility debuffs stack and only resets once you stop firing for 5 seconds to slowly fade back into near-invisibility.
A custom piece of M3 armor designed to be highly flame retardant. Has an activate-able ability called "Fire Walk" which allows the user to walk through flames unharmed for 6 seconds with a 15 second cooldown. In order to activate fire walk yourself, go to the Pyro tab and click Activate-Fire-Shield, you may also assign a Macro to toggle the ability as well.
Allows the user to also walk through fire without being set on fire even when Fire Walk is not activated.
Though you'll still take damage from the fire.
A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by Heavy Grenadier Specialists
An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system. Takes up the suit slot and the backpack slot.
A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The Commanding Officer has a special set in the CIC armory.
A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.
This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wrist guards, accessible with the verb "Create-Injector". Being much heavier than the other armour types, it's able to allow the wearer to stand and counter against alien pounce attempts.
Not available during normal gameplay. Only available during admin events.
A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by Fireteam Leaders and Intelligence Officers.
Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.
A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.
This armor is worn by most Weyland Yutani PMC personnel.
A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the PMC Sniper and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.
This armor is worn by most Weyland Yutani PMC Snipers.
A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the PMC Smartgunners.
A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer.
This armor is worn by most Weyland Yutani PMC Team Leaders.
A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.
The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as 'tin men'. A stealth modification of the UM5 is only available to selected operatives.
An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn't protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.
This armor is worn by the UPP Officers and UPP Minigunner.
A customizable personal armor system used by the Three World Empire's Royal Marines Commandos. Designers from a Weyland Yutani subsidary, Lindenthal-Ehrenfeld Militärindustrie, iterated on the USCMC's M3 pattern personal armor in their Tokonigara lab to create an armor system to suit the unique needs of the Three World Empire's smaller but better equipped Royal Marines.
Provides slightly stronger protection than standard issue USCM medium armour, but at the benefit of faster movement speed comparable to light armor. Comes with three internal storage slots.
This armor is worn by the RMC Riflemen and RMC Marksman.
A heavier version of the armor system used by the Three World Empire's Royal Marines Commandos. Provides greater physical protection and seven internal storage slots for equipment, at the cost of a slight movement speed reduction akin to USCM medium armor.
Smartgun harness variant of the kestral armour. Similar in function to regular kestral armour outside of its ability to holster and operate a smartgun.
Special issue varient of the kestral armour issued to officers and squad leaders. Offers seven internal storage slots for equipment, but otherwise offers the same level of protection and movement speed as its more commonly issued armour.
This armor is worn by the RMC Officers and RMC Team Leaders.
An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer's ranks produce these vests at about one a month.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.
This armor is worn by the Colonial Liberation Front.
The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.
This armor is worn by the Colonial Liberation Front.
Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the Colonial Liberation Front.