Requisitions

From CM Wiki

The Elevator

Requisitions obtain new supplies primarily from the Automated Storage and Retrieval System. This system consists of a few Supply Consoles in which supply crates are ordered using Money, and a Supply Elevator that retrieves ordered crates from the sublevel cargo hold and delivers them to the requisitions bay.

Elevator.gif


however, there are some events that can happen ie a spider nest with Giant spiders



There are five sources of Money:

  • The department begins the mission with several thousand dollars. This scales with marine population, with a formula of (marine population / 30) * 12,000
  • Money is gained over time passively, at around 300 dollars per minute.
  • Any crates sent down on the elevator reward 200 dollars.
  • Supply manifests from ordered crates, stamped with the RO's stamp and sent down on the elevator in a crate, reward 100 dollars each.


To access the black market crates you'll want to ask an engineer to Use a screwdriver, crowbar, wire cutters, screwdriver, crowbar to get the Supply Console circuit board out, then use a Security Access Tuner on the circuit and set access to "BROAD", put the circuit back, screwdriver it, use cable coil, use glass and use screwdriver again to finalize it. Congratulations, you have access to the black market. However, neither the RO nor CT's have the ability to do so as they do not have high enough engineering skill.

Weapons rack.png Armaments, Ammunition and Surplus Uniform Vendors Weapons rack.png

Located next to the attachments vendor there is a surplus armaments and ammunition vendor. The room to the south houses the spare uniforms vendor. These contain all the spare weapons and ammo the USCM may require during an operation. They hold various kinds of weapons and ammunition such armor-piercing rounds or various kinds of grenades for the marines to use, if they request any.


Backpacks: Description:
USCM infantry backpack.png

Lightweight IMP backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

L44 M37A2 scabbard.png

L44 M37A2 Scabbard

A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.
G4-1 FuelTank.png

USCM Pyrotechnician G4-1 Fuel Tank

A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you'll be refilling.

Holds 350 units of fuel.

Welderpack.png

USCM technician welderpack

A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refuelling and use.

Has to be held in one hand to access items inside.

Holds 7 normal size items and 260 units of welder fuel.

USCM mortar shell backpack.png

USCM mortar shell backpack

|A backpack specifically designed to carry ammunition for the M402 mortar.
Weldersatchel.png

USCM Technician Welder-Satchel

A specialized satchel worn by USCM technicians and engineers. It carries two small fuel tanks for quick welder refueling and use.

Holds 4 normal sized items. Contains 100 units of fuel.

Belts: Description:
G18-Utility-Pouch.png

G8-A general utility pouch

A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. They can hold 3 items.
M276 Pattern Ammo Load Rig.png

M276 pattern ammo load rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines 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.

M276 pattern M4A3 holster rig.png

M276 Pattern General Pistol Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
M276 pattern knife.png

M276 Pattern Knife Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service 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.
M276 pattern M39 holster rig.png

M276 pattern M39 holster rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.

It is one of the uncommon rigs inside USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialized squad role vendors..

M276 pattern M44 holster rig.png

M276 pattern M44 holster rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.

It is one of the uncommon rigs inside USCM Cargo Vendors or Some Marine Prep Vendors, and is standard issue for the Requisitions Officer.

Shotgun belt.png

Shotgun shell load rig

An ammunition belt designed to hold shotgun shells or individual bullets. This holds 10 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
M276 pattern mortar operator belt.png

M276 pattern mortar operator belt

A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.

Holds 4 mortar shells of any kind and reserves a slot for a pistol.

Webbing: Description:
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Brown webbing vest.png

Brown Webbing vest

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.

Can be ordered via crate in Requisitions, but not carried typically.

Shoulder Holster.png

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png

Webbing

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.

Pouches: Description:
Const-pouch.png

Construction pouch

Designed to holster construction materials. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.

Metal.png

Metal Sheets

Plasteel.png

Plasteel Sheets

Sandbag Empty.png

Empty Sandbags

Planks.png

Wooden Planks

Rods.png

Metal Rods

CableCoils.png

Cable Coil

Barbed Wire.png

Barbed Wire

Entrenching Tool Unfolded.png

Entrenching Tool

Explarge-pouch.png

Explosive pouch

Container designed to hold up to three grenades or other explosives. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Aid-pouch.png

First-Aid Pouch (Injector)

Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Flare-pouch.png

Flare pouch

Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for lighting the way for your comrades. It is one of the pouch options of the ColMarTech Automated Closet.
Flame-pouch.png

Fuel tank strap pouch

Two rings straps that loop around M240 variety napalm tanks. Handle with care.

Can be worn by attaching it to a pocket.

Pistol-mag-pouch-large.png

Large pistol magazine pouch

Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Medmag-pouch.png

Magazine pouch

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.
Medic-pouch.png

Medical pouch

Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots.

Dexalin.png

Autoinjectors

Ointment.png

Ointment

Gauze.png

Gauze

Advtraumakit.pngAdvburnkit.png

Advanced Kits

Healthanalyzer.png

Health Analyzer

PillBottle.png

Pill Bottles

Hypospray.png

Hyposprays

Medium-gen-pouch.png

Medium general pouch

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.
Medkit-pouch.png

Medkit pouch

Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
First-aid kit.png

Medkits

Pistol-pouch.png

Sidearm pouch

A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Syringe-pouch.png

Syringe pouch

Uncommon issue pouch, able to hold an array of syringes. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions. Contains 6 slots.
Tool Pouch.png

Tools Pouch

Designed to hold all your different types of tools. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

CableCoils.png

Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Firearms: Description:
M37 Variants.gif

M37A2 pump shotgun

An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Alien when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a Macro.
Stats:
Recoil Wielded: 2

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 10

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 30 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.13

Accuracy Multiplier Unwielded: 0.89

Base Accuracy: 11

Capacity: 10

Ammunition:
Slugbox.png

Slug Shells

Damage: 70

Max Range: 8

Fall off: 1

Penetration: 20

Punch: 2

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Heavy damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. It will slow down enemies hit by it and will prevent them from swapping abilities for a second. Holds 25 shells.
Buckbox.png

Buckshot Shells

Damage: 60 x 4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0

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

Incendiary Slug Shells

Damage: 55

Max Range: 12

Fall off: 1

Penetration: 5

Punch: 0.5

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

Obtainable through Techweb's.

Incinbox.png

Incendiary Buckshot Shells

Damage: 60x4

Max Range: 11

Fall off: 1

Penetration: 5

Punch: 0.5

Fires multiple blazing small projectiles. Will set ablaze any targets it hits. Only the main buckshot pellet group will set targets on fire. Obtainable through Techweb's. Holds 25 shells.


Beanbag box.png

Beanbag Slugs

Damage: 0

Max Range: 11

Fall off: 1

Penetration: 0

Punch: 0.5

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

Flechette Shells

Damage: 30 x 4

Max Range: 12

Fall off: 1

Penetration: 35

Punch: 0.5

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


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Underflame.pngMini Flamethrower

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M37 stock.pngM37 Wooden Stock
M39 Variants.gif

M39 sub machine gun

This is the standard sub-machine gun. Useful for support roles, such as medics, engineers or specialists with heavy weaponry. The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 3-round burst fire mode.
Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 9

Scatter Unwielded: 13

Burst Scatter Multiplier: 10

Burst Amount: 5

Firerate: 600 RPM

Burst Firerate: 545 RPM

Accuracy Wielded: 6.9

Accuracy Unwielded: 3.6

Ammunition:
M39mag.png

M39 HV Magazine

Capacity: 48

Damage: 40

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.


Holds forty eight (48) 10x20mm high-velocity rounds.

M39-extended-mag.png

M39 HV Extended Magazine

Capacity: 72

Damage: 40

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

A 10x20mm caseless high-velocity extended submachinegun magazine.


Holds seventy two (72) 10x20mm high-velocity rounds. Holds more ammunition than the standard magazines.

M39-AP-mag.png

M39 Armor Piercing Magazine

Capacity: 48

Damage: 35

Max Range: 22

Fall off: 3

Penetration: 30

Punch: 0.5

A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.


Holds forty eight (48) 10x20mm AP rounds. Has better armour penetration, but lower overall damage.

M39-Incen-mag.png

M39 Incendiary Magazine

Capacity: 48

Damage: 25

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine.

Holds forty eight (48) 10x20mm Incendiary rounds. Obtainable through modifying full standard magazines with the ammunition via Techweb's conversion kits.

M39-Cluster-mag.png

M39 Cluster Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 3

Penetration: 50

Punch: 0.5

Cluster stack: 0.8

A 10x20mm caseless cluster submachinegun magazine.

Holds forty eight (48) 10x20mm cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target. Obtainable through modifying standard magazines with the ammunition conversion kits.

Obtainable through modifying full standard magazines with the ammunition via Techweb's conversion kits.

M39-Wall-Piercing-mag.png

M39 Wall Piercing Magazine

Capacity: 48

Damage: 30

Max Range: 22

Fall off: 2

Penetration: 50

Punch: 0.5

A 10x20mm caseless incendiary submachinegun magazine.

Holds forty eight (48) 10x20mm Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

M39-Toxin-mag.png

M39 Toxin Magazine

Capacity: 48

Damage: 35

Max Range: 22

Fall off: 3

Penetration: 30

Punch: 0.5

A 10x20mm caseless Toxin submachinegun magazine.

Holds forty eight (48) 10x20mm Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Obtainable through modifying full standard magazines with the ammunition via Techweb's conversion kits.

Applies 5 toxin per hit.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Underbarrel Attachments Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Gyro.pngGyroscopic Stabilizer

Laser sight.pngLaser Sight

Stock Attachments Smg Stock.pngSubmachinegun Stock

Collapsible Smg Stock.pngCollapsible Submachinegun Stock (Default)

Smg Arm Brace.pngSubmachinegun Arm Brace

M41A Variants.gif

M41A pulse rifle MK2

This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust, and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A Mk2 might jam and will fail to fire for a second.
Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter Multiplier: 1

Burst Amount: 3

Firerate: 300 RPM

Burst Firerate: 257 RPM

Accuracy Wielded: 20.8

Accuracy Unwielded: 10.4

Ammunition:
M41Amag.png

M41A Magazine

Capacity: 40

Damage: 44

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

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

M41A Extended Magazine

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

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

M41A Armor Piercing Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 1

Penetration: 40

Punch: 0.5

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

M41A Incendiary Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 1

Penetration: 0

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits or the Surplus supply crate in Requisitions.
M41A-Cluster-mag.png

M41A Cluster Magazine

Capacity: 38.5

Damage: 33

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds forty (40) 10x24mm cluster rifle rounds. Will set ablaze any and all targets hit with this round.

Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target. Obtainable through modifying standard magazines with the ammunition Techweb's conversion kits.

M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 38.5

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

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

Not Currently Obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 1

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits.

Applies 10 toxin per hit.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reddot.pngS5 Red-Dot Sight

Reflex.pngS6 Reflex Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher (Default)

Underflame.pngMini Flamethrower

Undershot.pngU7 Underbarrel Shotgun

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Solid Stock
L42.gif

L42A Battle Rifle

A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy and superior stopping power compared to other rifles. Can very quickly change barrel attachments. Due to its superior accuracy, all shots, regardless of range, will have no loss in velocity. Holds 25 rounds in a standard magazine.
Stats:
Recoil Wielded: 1

Recoil Unwielded: 4

Scatter Wielded: 1

Scatter Unwielded: 14

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Firerate: 200 RPM

Burst Firerate: N/A

Accuracy Wielded: 24.8

Accuracy Unwielded: 10.4

Ammunition:
L42mag.png

L42A Magazine

Capacity: 25

Damage: 52

Max Range: 22

Fall off: 0

Penetration: 5

Punch: 0.2

Holds twenty five (25) 10x24mm rifle rounds.
Uses the same calibre bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.
L42 AP mag.png

L42A Armor Piercing Magazine

Capacity: 25

Damage: 39

Max Range: 22

Fall off: 0

Penetration: 31

Punch: 0.5

Holds twenty five (25) 10x24mm AP rifle rounds. Has better armour penetration, but lower overall damage.
Uses the same calibre bullets as armour piercing M41A magazines, so it can be refilled using bullets from armour piercing M41A magazines.
L42 Incen mag.png

L42A Incendiary Magazine

Capacity: 25

Damage: 39

Max Range: 22

Fall off: 0

Penetration: 0

Punch: 0.5

Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round.
Uses the same calibre bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits.
L42 Cluster mag.png

L42A Cluster Magazine

Capacity: 25

Damage: 45.5

Max Range: 22

Fall off: 0

Penetration: 50

Punch: 0.5

Cluster stack: 1

Holds twenty five (25) 10x24mm cluster rifle rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target. Obtainable through modifying full standard magazines with the ammunition via Techweb's conversion kits.
L42-Wall-Piercing-mag.png

L42A Wall Piercing Magazine

Capacity: 25

Damage: 45.5

Max Range: 22

Fall off: 0

Penetration: 50

Punch: 0.5

Holds twenty five (25) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines.

Not Currently Available.

L42-Toxin-mag.png

L42A Toxin Magazine

Capacity: 25

Damage: 39

Max Range: 22

Fall off: 0

Penetration: 40

Punch: 0.5

Holds twenty five (25) 10x24mm Toxin rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.
Uses the same calibre bullets as Wall Piercing M41A magazines, so it can be refilled using bullets from Wall Piercing M41A magazines. Obtainable through modifying full standard magazines with the ammunition via Techweb's conversion kits.

Applies 10 toxin per hit.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness

Railscope.pngS8 4x Telescopic Scope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight

Flash Grip.pngFlashlight Grip

Bipod.pngBipod

Stock Attachments L42Sstock.pngL42A Synthetic Stock (Default)
88m4.png

88 Mod 4

A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. The handgun is based on the original VP70, from a century ago. It fires 9mm armor piercing pistol rounds, and is capable of 3-round burst. It is significantly better than the M4A3 service pistol in capacity, armor penetrating properties and has built in burst fire mode, but lacks raw damage. It is one of the only weapons that have armor piercing ammo available to it in the vendors.


Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter: 4

Burst Amount: 3

Firerate: 300 RPM

Burst Firerate: 257 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
88M4AP Magazine.png

88M4 AP Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 1

Penetration: 40

Punch: 0.5

Holds eighteen (18) armour piercing rounds. Has better armour penetration, but lower overall damage.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.

88M4-Incen-Magazine.png

88M4 Incendiary Magazine

Capacity: 18

Damage: 24

Max Range: 22

Fall off: 1

Penetration: 40

Punch: 0.5

Holds eighteen (18) incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying standard magazines with the ammunition via Techweb's conversion kits or the Surplus supply crate in Requisitions.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Incendiary M4A3 Magazine.

88M4-Cluster-Magazine.png

88M4 Cluster Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 1

Penetration: 40

Punch: 0.5

Cluster stack: 1.5

Holds eighteen (18) cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target. Obtainable through modifying standard magazines with the ammunition via Techweb's conversion kits.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an cluster M4A3 Magazine.

88M4-Wall-Piercing-Magazine.png

88M4 Wall Piercing Magazine

Capacity: 18

Damage: 36

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds eighteen (18) Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Wall Piercing M4A3 Magazine.

Not Currently Obtainable.

88M4-ToxinMagazine.png

88M4 Toxin Magazine

Capacity: 18

Damage: 30

Max Range: 22

Fall off: 1

Penetration: 40

Punch: 0.5

Holds eighteen (18) Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Obtainable through modifying standard magazines with the ammunition via Techweb's conversion kits.

Applies 10 toxin per hit.

Uses the same calibre bullets as the M4A3, allowing you to refill it using bullets from an Toxin M4A3 Magazine.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
44magnum.png

M44 combat revolver

This revolver is the standard sidearm for some military officers, but is also available as an alternative sidearm for marines. The revolver deals significantly more damage per round than the M4A3 at the cost of ammo capacity and recoil. It uses .44 rounds, usually held in speed-loaders, and holds a maximum of 7 bullets.
Stats:
Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 3

Scatter Unwielded: 7

Burst Scatter: N/A

Burst Amount: N/A

Firerate: 150 RPM

Burst Firerate: N/A

Accuracy Wielded: 6

Accuracy Unwielded: 5.1

Ammunition:
M44SL.png

M44 Speed Loader

Capacity: 7

Damage: 56

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

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

M44 Marksman Speed Loader

Capacity: 7

Damage: 54

Max Range: 22

Fall off: 1

Penetration: 36

Punch: 0.5

Accuracy mod: + 6

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

M44 heavy speed Loader

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

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

M44 Incendiary speed Loader

Capacity: 7

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds seven (7) Incendiary .44 rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying standard Speed Loaders with the ammunition via Techweb's conversion kits.
M44-Cluster-SL.png

M44 Cluster speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Cluster stack: 4

Holds seven (7) cluster.44 rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target. Obtainable through modifying standard magazines with the ammunition conversion kits.

Obtainable through modifying full standard Speed Loaders with the ammunition via Techweb's conversion kits

M44-Wall-Piercing-SL.png

M44 Wall Piercing speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

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

Not Currently Obtainable.

M44-Toxin-SL.png

M44 Toxin speed Loader

Capacity: 7

Damage: 55

Max Range: 22

Fall off: 1

Penetration: 35

Punch: 0.5

Holds seven (7) Toxin .44 rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Obtainable through modifying full standard speed loaders with the ammunition via Techweb's conversion kits.
Attachments:
Muzzle Attachments Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Railscope.pngS8 4x Telescopic Sscope

Mini Scope.pngS4 2x Telescopic Mini-Scope

Ifts Scope.pngB8 Smart Scope

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments Magnum stock.pngM44 Magnum Sharpshooter Stock
M4A3 Variants.gif

M4A3 service pistol

This is one of two handguns that the marines have stocked in their combat prep vendors. The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine.

All Cargo Technicians start with one, including 3 Extended Magazines (One loaded) and a Hollowpoint Magazine.

Stats:
Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter: N/A

Burst Amount: N/A

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

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

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 1

Penetration: 31

Punch: 0.5

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

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 2

Penetration: 0

Punch: 0.5

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

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 1

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying standard magazines with the ammunition via Techweb's conversion kits or the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 1

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds nine (9) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target. Obtainable through modifying standard magazines with the ammunition via Techweb's conversion kits.
M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 1

Penetration: 30

Punch: 0.5

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

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 1

Penetration: 0

Punch: 0.5

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

Applies 10 toxin per hit.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Kits: Description:
Exp Trooper kit.png

Experimental Trooper Kit

Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
  • SU-6 Smartpistol
  • 5 SU-6 Smartpisol Magazines
  • Extended Barrel
  • Quick Fire Attachment
  • Laser Sight
Intel kit.png

Field Intelligence Support Kit

Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
  • Intel Radio Encryption Key
  • Fulton recovery device.
Heavy Support kit.png

Heavy Support Kit

Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
  • HPR
  • 1 HPR magazine
  • MB-6 Folding Barricade
  • Bipod
  • Welding goggles
  • Welder
Mini Pyro kit.png

M240 Pyrotechnician Support kit

Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
  • USCM Pyrotechnician G4-1 Fuel Tank
  • M240A1 Incinerator Unit
  • 2 Incinerator Fuel Tank
  • 1 Large incinerator Fuel Tank (Gel)
  • Pocket Extinguisher
  • Underbarrel Extinguisher
Mini JTAC kit.png

JTAC Kit

Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
  • 2x Signal flares packs
  • Tactical Binoculars
  • JTAC encryption key (Use :j to speak on this radio channel)
  • USCM Small Radio Telephone Pack
M2C Heavy Gunner kit.png
M2C Heavy Gunner Kit
Description: This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from Requisitions.
  • M2C Assembly-Supply Crate
M2C Undeployed.png

M2C Heavy Machine Gun

M2C Ammunition Box.png

4 x M2C Ammunition Box

  • M804 Heavygunner Storage Rig
  • M10 Technician Helmet
  • Tools Pouch containing the following:
Crowbar.png

Crowbar

Wrench.png

Wrench

Welder.gif

High Capacity Industrial Blowtorch

Mini Extinguisher.png

Mini Extinguisher

  • 2 stacks of Plastic Explosives
  • Heavy Machinegunner Pamphlet (Engineering Pamphlet)
Pursuit kit.png

M39 Point Man Kit

Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
  • M39 SMG, comes pre-loaded
  • Sub-Machine gun arm brace
  • Magnetic Harness
  • H5 Pattern M2132 Machete Scabbard
  • 1 M39 Extended magazine
Sapper kit.png

M-OU53 Field Test Kit

Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
  • M-OU53 Break Action Shotgun
  • M-OU53 Tactical Stock
  • Box of shotgun slugs
  • Box of flechette slugs
  • Shotgun shell loading rig
Explosives: Description:
Grenade.png

M15 fragmentation grenade

Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.
M20Claymore.png

M20 Claymore anti-personnel mine

The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the United States Colonial Marines. Used for killing or heavily wounding any would be trouble makers who dare attempt to invade your base.
M40 HEDP box.png

M40 HEDP grenade box

Contains 25 Grenades. A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don't store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.

Incingrenade.png

M40 HIDP incendiary grenade

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.
Smoke grenade.png

M40 HSDP smoke grenade

Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.
Miscellaneous: Description:
Flashlight.png

Combat flashlight

It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
Entrenching Tool Unfolded.png

Entrenching Tool

Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack or certain pouches.
Gasmask.png

Gas Mask

Gas masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing.
M89 Signal FlarePack.png

M89-S signal flare pack

A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.
M94FlarePack.png

M94 marking flare pack

A packet of five M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.
H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
MB-6 Folding Barricade.png

MB-6 Folding Barricade

A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.
Motion Detector.gif

Motion Detector

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.
Binoculars.png

Binoculars

A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
C4.png

C4 Explosive Charge

C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but 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. Anyone with Trained level of engineering can plant C4.
Regular Ammunition: Description:
Buckbox.png

Buckshot Shells

Fires multiple small projectiles. Deals massive damage, knocks back, and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.
Box of flechette shells.png

Flechette Shells

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

Slug Shells

Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.
L42mag.png

L42A Magazine

Holds twenty five (25) 10x24mm rifle rounds.

Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.

M39mag.png

M39 HV Magazine

Holds forty eight (48) 10x20mm rounds.
M41Amag.png

M41A Magazine

Holds forty (40) 10x24mm rifle rounds.
M44SL.png

M44 Speed Loader

Holds seven (7) .44 rounds.
M4A3mag.png

M4A3 Magazine

Holds nine (9) 9mm pistol rounds.
Armor-Piercing Ammunition: Description:
88M4AP Magazine.png

88M4 AP Magazine

Holds eighteen (18) rounds. Has better armor penetration, but lower overall damage.

Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.

L42 AP mag.png

L42A AP Magazine

Holds twenty five (25) AP rifle rounds. Has better armor penetration, but lower overall damage.
M39-AP-mag.png

M39 Armor Piercing Magazine

Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
Extended Ammunition: Description:
M39-extended-mag.png

M39 Extended Magazine

Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M41A-extended-mag.png

M41A Extended Magazine

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Special Ammunition: Description:
IncineratorTanks.png

Incinerator Tank

Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit
PowerPack.png

M56 Power Pack

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

Smartgun Drum

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
M44-HR-SL.png

M44 Heavy Speed Loader

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

M44 Marksman Speed Loader

Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point Magazine

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.
SU6 Smart Pistol Magazine.png

SU-6 Smart Pistol Magazine

Holds fifteen (15) .45 pistol rounds. Has specially made bullets for IFF capabilities.
VP78 Magazine.png

VP 78 Pistol Magazine

Holds fourteen (14) 9mm squash-head pistol rounds.
Ammunition boxes: Description:
Big Ammo Box 10mm.png

Rifle Ammunition Box (10x24mm)

These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. Contains 600 rounds to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42A magazines.
Big Ammo Box AP Rifle.png

Rifle Ammunition Box (10x24mm AP)

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 L42A armor-piercing magazines.
Big Ammo Box 9mm.png

SMG Ammunition Box (10x20mm)

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.
Big Ammo Box 9mm AP.png

SMG Ammunition Box (10x20mm AP)

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.
Magazine boxes: Description:
88Mod4 AP Magazine Box.png

Magazine Box (88 Mod 4 AP x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the 88 Mod 4 Combat Pistol.
L42 MK-1 AP Magazine Box.png

Magazine Box (AP L42A x 16)

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
M39 Armor Piercing Magazine Box.png

Magazine Box (AP M39 x 12)

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.
M41A Armor Piercing Magazine Box.png

Magazine Box (AP M41A x 10)

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.
M39 Extended Magazine Box.png

Magazine Box (Ext M39 x 10)

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.
M41A Extended Magazine Box.png

Magazine Box (Ext M41A x 8)

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.
L42 Magazine Box.png

Magazine Box (L42A x 16)

Contains 16 magazines. All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.
M39 Magazine Box.png

Magazine Box (M39 x 12)

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.
M41A Magazine Box.png

Magazine Box (M41A x 10)

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.
M4A3 Magazine Box.png

Magazine Box (M4A3 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the M4A3 Pistol.
SU-6 Magazine Box.png

Magazine Box (SU-6 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the SU-6 Smart Pistol.
VP78 Magazine Box.png

Magazine Box (VP78 x 16)

Contains 16 magazines. A box for holding many magazines with a carrying handle, must be opened on the ground. This one contains magazines for the VP78 Pistol.
Buckshot Shell Box.png

Buckshot Shell Box X100

Contains 100 buckshot shells, 20 handfuls.
Flechette Shell Box.png

Flechette Shell Box X100

Contains 100 Flechette shells, 20 handfuls.
Slug Shell Box.png

Slug Shell Box X100

Contains 100 slug shells, 20 handfuls.
SpeedLoader Box.png

Magazine Box (M44 x 16)

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.
Marksman SpeedLoader Box.png

Magazine Box (Marksman M44 x 16)

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.
Heavy SpeedLoader Box.png

Magazine Box (Heavy M44 x 16)

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.
Miscellaneous: Description:
USCM infantry backpack.png

Lightweight IMP backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
M276 Pattern Ammo Load Rig.png

M276 Pattern Ammo Load Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.
Shotgun belt.png

M276 Pattern Shotgun Shell Load Rig

This holds 14 handfuls of shells. It is one of the belt options of the ColMarTech Automated Closet.
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

It is standard gear for most of the USCM. Holds 5 normal size items.

Jumpsuit.png

USCM uniform

A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.
Armor: Description:
M3 Pattern Personal Armor.png

M3 Pattern Personal Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.

Has multiple variants of the standard armor, mainly for decoration:

  • Padded
  • Padless
  • Ridged
  • Carrier
  • Skull
  • Smooth
M3 light armor.png

M3-L-Pattern Light Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
M3 heavy armor.png

M3-H-Pattern Heavy Armor

A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user's guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.
M10 pattern marine helmet.png

M10 pattern marine helmet

Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also 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.
Gloves: Description:
Generic Gloves.png

Various Marine Combat Gloves

Various marine combat gloves from the 4 squads and a generic grey one.

Contains:

  • Marine Combat Gloves.
  • Alpha Squad Gloves.
  • Bravo Squad Gloves.
  • Charlie Squad Gloves.
  • Delta Squad Gloves.
Radios: Description:
Generic Headset.png

Marine radio headset

Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. Doesn't come with any encryption keys.
E-Key.png

Various Encryption Keys

Various Encryption keys that allow you to have access to other departments or squads when inserted into a headset.

Contains:

  • Alpha Squad radio encryption key.
  • Bravo Squad radio encryption key.
  • Charlie Squad radio encryption key.
  • Delta Squad radio encryption key.
  • Supply radio encryption key.
  • Engineering radio encryption key.


Masks: Description:
Gasmask.png

Gas Mask

Gas masks are available in ColMarTech Automated Closets for all marines. It is useful for resisting gas-based weaponry and bombardment at the cost of vision. Also works alongside an oxygen tank to distribute oxygen in areas that are lacking in oxygen for proper breathing.
Heat absorbent coif.png

Heat absorbent coif

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.

Automatic Supply Retrieval System

The ship comes with an Automatic Supply Retrieval System that occasionally puts random supply crates on the elevator. This can range from sandbags and ammunition to spare Mortar Ammo and Heavy Machine Guns. The crates are spawned periodically, with a maximum of 20 crates. For the first 5 times you call the elevator, there will always be 5 crates of various supplies.

Supply Drops

The requisitions bay are armed with 5 trans-atmospheric launch tubes, one per squad and your own one through which supplies can be quickly and efficiently delivered to the planet. They must be operated with the following steps:

  • A squad must relay coordinates to their Overwatch Officer with the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
  • A crate of supplies is loaded onto the same squad's launch pad in the requisitions bay.
  • An officer fires the crate through the launch tubes using the relevant squad's Overwatch Console. They may optionally adjust an offset for the landing.
  • After a short amount of time, the crate lands on the planet.

Alternatively you can launch supplies down yourself.

  • A squad must relay co-ordinates to the requisitions officer via the Squad's Range Finders or the Squad Leader's Tactical Binoculars.
  • A crate of supplies is loaded onto the Green E supply pad.
  • You must launch the crate via the supply drop console with the co-ordinates.
  • After a short amount of time, the crate lands on the planet.
  • A 5 minute cooldown will then begin.

Supply Crates

Every time you buy the same crate it will increase in price by 8%

Operations

Crate: Cost: Contents:
Crate.png
Motion Detector crate (x2)
4000 Dollars.
Crate.png
Special operations crate (operator kit x2)
6000 Dollars.
Supply Crate.png
Flare packs crate (x20)
4000 Dollars.
Supply Crate.png
Signal flare packs crate (x4)
6000 Dollars.
Crate.png
Fulton Recovery Device crate (x4)
2000 Dollars.
Supply Crate.png
Replacement Telecommunication Parts
4000 Dollars.
  • 1 T-Comms circuit
  • 2 cable coils
  • 2 power cells
  • 2 micro-manipulators
  • 2 hyperwave filters
Supply Crate.png
Contraband crate
4000 Dollars.

Note that this crate chooses 5 items from a selection of the below possibilities:

  • Blood Tomato Seeds
  • Warlock's Velvet
  • Happy Pills, Pill bottle
  • Zoom Pills, Pill bottle

Weapons

Note all weapons start with a magazine already loaded into them.

Crate: Cost: Contents:
Crate.png
Surplus rifles crate (M41A x2, M41A ammo x2)
4000 Dollars.
Crate.png
Surplus Sidearms crate (M4A3 x2, M44 x2, ammo x2 each)
4000 Dollars.
Crate.png
Surplus shotguns crate (M37A2 x2, M37A2 ammo x2 each)
4000 Dollars.
Crate.png
Surplus SMG crate (M39 x2, M39 ammo x2)
4000 Dollars.
Crate.png
M41AE2 HPR crate (HPR x2, HPR ammo boxes x2)
6000 Dollars.
Explosives crate.png
Plastic explosives crate (x2)
6000 Dollars.
M56D Crate.png
M56D crate
10000 Dollars.
Crate.png
M56 System crate
10000 Dollars.
Gun Crate.png
M240 Flamethrower crate (M240 x2)
6000 Dollars.
Crate.png
M44 holster crate (x2)
2000 Dollars.
Crate.png
M4A3 holster crate (x2)
2000 Dollars.
Crate.png
M39 holster crate (x2)
3000 Dollars.
Explosives crate.png
Surplus explosives crate (claymore mine x5, M40 HIDP x2, M40 HEDP x2, M15 HE x2, M40 HEFA x2, M12 Blast x2)
4000 Dollars.
Explosives crate.png
Claymore mines crate (x10)
3000 Dollars.
Explosives crate.png
M15 high explosive grenades crate (x5)
4000 Dollars.
Explosives crate.png
M40 HIDP incendiary grenades crate (x5)
4000 Dollars.
Explosives crate.png
M40 HEDP high explosive grenade box crate (x25)
10000 Dollars.
Explosives crate.png
M40 HEDP grenades crate (x5)
3000 Dollars.
Explosives crate.png
M40 HEFA fragmentation grenade box crate (x25)
10000 Dollars.
Explosives crate.png
M40 HEFA grenades crate (x5)
3000 Dollars.
Crate.png
M402 mortar crate
10000 Dollars.
Large Crate.png
Black market firearms (x1)
3000 Dollars.

Note that this crate chooses 1 Weapon and it's corresponding ammo from the selection of the below possibilities:

Vehicle Modules and Ammo

Crate: Cost: Contents:
Crate.png
LTB Cannon Magazines (x10)
3000 Dollars.
  • 10 LTB Cannon Magazines
Crate.png
LTAA AP Minigun Magazines (x3)
3000 Dollars.
  • 3 LTAA AP Minigun Magazines
Crate.png
Grenade Launcher Magazines (x10)
3000 Dollars.
  • 10 Grenade launcher Magazines
Crate.png
Smoke Launcher Magazines (x10)
3000 Dollars.
  • 10 Smoke Launcher Magazines
Crate.png
TOW Launcher Magazines (x4)
3000 Dollars.
  • 4 TOW Launcher Magazines
Crate.png
M56 Cupola Magazines (x2)
3000 Dollars.
  • 2 M56 Cupola Magazines
Crate.png
Tank Flamer Magazines (x5)
3000 Dollars.
  • 5 Tank Flamer Magazines

Crate.png
Auto-Cannon Magazines (X6)

3000 Dollars
  • 6 Auto-Cannon Magazines

Crate.png
Flamethrower Fuel Tanks (x4)

3000 Dollars
  • 4 Flamethrower Fuel Tanks

Attachments

Crate: Cost: Contents:
Crate.png
Rail attachments crate (x2 each)
6000 Dollars.
Crate.png
Red-dot sight attachment crate (x8)
3000 Dollars.
Crate.png
Railscope attachment crate (x2)
3000 Dollars.
Crate.png
Mini Railscope attachment crate (x2)
3000 Dollars.
Crate.png
Magnetic harness attachment crate (x6)
3000 Dollars.
Crate.png
Quickfire adapter attachment crate (x2)
3000 Dollars.
Crate.png
Muzzle attachments crate (x2 each)
6000 Dollars.
Crate.png
Suppressor attachment crate (x8)
3000 Dollars.
Crate.png
Bayonet attachment crate (x8)
3000 Dollars.
Crate.png
Extended barrel attachment crate (x6)
3000 Dollars.
Crate.png
Barrel charger attachment crate (x2)
3000 Dollars.
Crate.png
Compensator attachment crate (x6)
3000 Dollars.
Crate.png
Underbarrel Attachment Crate
6000 Dollars.
Crate.png
Foregrip attachment crate (x8)
3000 Dollars.
Crate.png
Gyroscopic stabilizer attachment crate (x2)
3000 Dollars.
Crate.png
Bipod attachment crate (x6)
3000 Dollars.
Crate.png
Underbarrel shotgun attachment crate (x4)
3000 Dollars.
Crate.png
Underbarrel flamer attachment crate (x4)
3000 Dollars.
Crate.png
Burstfire assembly attachment crate (x2)
3000 Dollars.
Crate.png
Stock attachments crate (x3 each + 1 paratrooper stock)
6000 Dollars.
Crate.png
Revolver stock attachment crate (x4)
3000 Dollars.
Crate.png
Rifle stock attachment crate (x4)
3000 Dollars.
Crate.png
Shotgun stock attachment crate (x4)
3000 Dollars.
Crate.png
Submachinegun stock attachment crate (x4)
3000 Dollars.

Ammo

Crate: Cost: Contents:
Ammo Crate.png
SMG ammo box crate (x600 rounds)
2000 Dollars.
Ammo Crate.png
SMG AP ammo box crate (x600 rounds)
4000 Dollars.
Ammo Crate.png
Rifle ammo box crate (x600 rounds)
2000 Dollars.
Ammo Crate.png
Rifle ammo box crate (x600 AP rounds)
4000 Dollars.
Ammo Crate.png
Magazine Box (M4A3, 16x regular mags)
2000 Dollars.
Ammo Crate.png
Magazine Box (M4A3, 16x AP mags)
3000 Dollars.
Ammo Crate.png
Magazine Box (88 Mod 4 AP, 16x mags)
2000 Dollars.
Ammo Crate.png
Regular M44 Heavy speedloaders crate (10x)
4000 Dollars.
Ammo Crate.png
Magazine Box (12 x M39 Mags)
2000 Dollars.
Ammo Crate.png
Magazine Box (12 x M39 AP Mags)
4000 Dollars.
Ammo Crate.png
Magazine Box (10 x M41A Mags)
2000 Dollars.
Ammo Crate.png
Magazine Box (10 x M41A Ap Mags)
4000 Dollars.
Ammo Crate.png
L42-MK1 Magazine Box
2000 Dollars.
Ammo Crate.png
L42-MK1 AP Magazine Box
2000 Dollars.
Ammo Crate.png
Shell Box (100 x Slug Shells)
3000 Dollars.
Ammo Crate.png
Shell Box (100 x Buckshot Shells)
3000 Dollars.
Ammo Crate.png
Shell Box (100 x Flechette Shells)
3000 Dollars.
Ammo Crate.png
M56 smartgun drum crate (x2)
3000 Dollars.
Ammo Crate.png
UA 571-C sentry ammunition (x2)
4000 Dollars.
Ammo Crate.png
UT-Napthal Fuel (x4)
4000 Dollars.
Ammo Crate.png
M402 mortar ammo crate (x6 HE)
2000 Dollars.
Ammo Crate.png
M402 mortar ammo crate (x6 Incendiary)
2000 Dollars.
Ammo Crate.png
M402 mortar ammo crate (x6 Flare)
2000 Dollars.
Ammo Crate.png
SMG LE ammo box crate (10x20mm LE) (x600 rounds)
4000 Dollars.
Ammo Crate.png
Magazine Box (VP78, 16 x Mags)
4000 Dollars.
Ammo Crate.png
Magazine Box (SU-6, 16 x Mags)
4000 Dollars.
Ammo Crate.png
Magazine Box (10 x M39 Extended Mags)
3000 Dollars.
Ammo Crate.png
Magazine Box (8 x M41A Extended Mags)
3000 Dollars.
Ammo Crate.png
L42-MK1 Extended Magazine Box
3000 Dollars.
Ammo Crate.png
M41AE2 HPR Magazines crate (HPR ammo box x2)
2000 Dollars.
Ammo Crate.png
M56 smartgun powerpack crate (x2)
3000 Dollars.
Ammo Crate.png
Surplus ammo crate (x10)
6000 Dollars.

Note that this crate chooses 10 items from a selection of the below possibilities:


1 M41A Magazine | 1 M41A Extended Magazine | 1 M41A Armor Piercing Magazine | 1 M41A MK1 Magazine | 1 A19 High Velocity Magazine | 1 M41AE2 Ammo Box


1 M4A3 Magazine | 1 M4A3 Extended Magazine | 1 M4A3 Armor Piercing Magazine | 1 M4A3 Hollow Point Magazine | 1 M4A3 Incendiary Magazine | 1 M4A3 Magazine .45


1 M39 Magazine | 1 M39 Extended Magazine | 1 M39 Armor Piercing Magazine


1 M44 Speed Loader | 1 M44 Marksman Speed Loader | 1 M44 PW-MX speed Loader

1 Box of Slug Shells | 1 Box of Buckshot Shells | 1 Box of Incendiary Slug Shells

Ammo Crate.png
M5 RPG rockets crate (HE x1, AP x1, WP x1)
3000 Dollars.
Explosives crate.png
M5 RPG HE rockets crate (x3)
3000 Dollars.
Explosives crate.png
M5 RPG AP rockets crate (x3)
3000 Dollars.
Explosives crate.png
M5 RPG WP rockets crate (x3)
3000 Dollars.
Ammo Crate.png
M42A magazines crate (marksman x2, flak x2, incendiary x2)
3000 Dollars.
Ammo Crate.png
M42A sniper magazines crate (x5)
3000 Dollars.
Ammo Crate.png
M42A sniper flak magazines crate (x5)
4000 Dollars.
Ammo Crate.png
M42A sniper incendiary magazines crate (x5)
5000 Dollars.
Ammo Crate.png
M4RA scout magazines crate (regular x2, incendiary x2, impact x2)
3000 Dollars.
Ammo Crate.png
M4RA A19 high velocity magazines crate (x5)
4000 Dollars.
Ammo Crate.png
M4RA A19 high velocity incendiary magazines crate (x5)
4000 Dollars.
Ammo Crate.png
M4RA A19 high velocity impact magazines crate (x5)
5000 Dollars.
Ammo Crate.png
M240-T fuel crate (extended x1, A Gel x1, type-B x1, type-X x1)
6000 Dollars.
Ammo Crate.png
M240-T fuel crate (extended x3)
3000 Dollars.
Ammo Crate.png
M240-T fuel crate (type-B x1)
3000 Dollars.
Ammo Crate.png
M240-T fuel crate (type-X x1)
3000 Dollars.
Ammo Crate.png
Black market ammo crate
4000 Dollars.

Note that this crate chooses 6 items from a selection of the below possibilities:


1 S&W Speed Loader | 1 Mateba Speed Loader | 1 Spearhead Speed Loader | 1 N-Y Speed Loader


1 Desert Eagle Magazine | 1 Tiny Pistol Magazine | 1 Highpower Magazine | 1 88M4 Armor Piercing Magazine | 1 VP78 Magazine | 1 PK-9 Magazine | 1 KT-42 Magazine


1 MP27 Magazine | 1 ACP CZ-81 Magazine | 1 PPSh Drum Magazine | 1 PPsh Extended Drum Magazine | 1 MAC15 Magazine | 1 FN Magazine


1 SVD Magazine | 1 M41A MK1 Magazine | 1 MAR Magazine | 1 MAR Extended Magazine

Armor

Crate: Cost: Contents:
Closet.png
M3 pattern armor crate (x5 helmet, x5 armor)
2000 Dollars.
Closet.png
M3 pattern squad leader crate (x1 helmet, x1 armor)
2000 Dollars.

Clothing

Crate: Cost: Contents:
Closet.png
Officer outfit closet
3000 Dollars.
Closet.png
Marine outfit closet
2000 Dollars.
Crate.png
Webbings and holsters crate
4000 Dollars.
Crate.png
General pouches crate (2x light, 1x medium, 1x large)
2000 Dollars.
Crate.png
Weapons pouches crate (1x bayonet, pistol, explosive)
2000 Dollars.
Crate.png
Ammo pouches crate (1x normal, large, pistol, pistol large)
2000 Dollars.
Crate.png
Medical pouches crate (1x firstaid, medical, syringe, medkit)
2000 Dollars.
Crate.png
Survival pouches crate (1x radio, flare, survival)
2000 Dollars.
Crate.png
Construction pouches crate (1x document, electronics, tools, construction)
2000 Dollars.

Medical

Crate: Cost: Contents:
Medical Crate.png
Medical crate
2000 Dollars.
Medical Crate.png
First aid kit crate (2x each)
2000 Dollars.
Medical Crate.png
Body bag crate (x28)
2000 Dollars.
  • 5 Boxes of Body Bags
Medical Crate.png
Stasis bag crate (x3)
4000 Dollars.
Surgery Crate.png
Surgery crate (x2 surgical trays)
3000 Dollars.
  • 2 Surgery Trays, each containing a set of surgical tools.
Medical Crate.png
Anesthetic crate (x4 masks, x4 tanks)
3000 Dollars.
  • 4 Medical Masks
  • 4 Anesthetic Tanks
Medical Crate.png
Sterile equipment crate
2000 Dollars.
  • 2 Medical Scrubs
  • 1 Box of Sterile Masks
  • 1 Box of Latex Gloves

Engineering

Crate: Cost: Contents:
Crate.png
Empty sandbags crate (x50)
2000 Dollars.
  • A stack of 50 empty sandbags.
Supply Crate.png
Metal sheets (x50)
2000 Dollars.
  • 50 Metal Sheets
Supply Crate.png
Plasteel sheets (x30)
4000 Dollars.
  • 30 Plasteel Sheets
Supply Crate.png
Glass sheets (x50)
2000 Dollars.
  • 50 Glass Sheets
Supply Crate.png
Wooden planks (x50)
2000 Dollars.
  • 50 Wooden Planks
Crate.png
Folding Barricades (x4)
10000 Dollars.
  • 4 Folding Barricades
Construction Crate.png
Superconducting magnetic coil crate (x1)
6000 Dollars.
  • 1 Superconducting Magnetic Coil
Construction Crate.png
Electrical maintenance crate (toolbox x2, insulated x2, cell x2, hi-cap cell x2)
2000 Dollars.
  • 2 Electrical Toolboxes
  • 2 Insulated Gloves
  • 2 Power Cells
  • 2 High-Capacity Power Cells
Construction Crate.png
Mechanical maintenance crate (utility belt x3, hazard vest x3, welding helmet x2, hard hat x1)
2000 Dollars.
  • 3 Hazard Vests
  • 2 Welding Helmets
  • 1 Hard Hat
Large Crate.png
Fuel tank crate (x1)
2000 Dollars.
  • 1 Fuel Tank
Construction Crate.png
Inflatable barriers (x9 doors, x12 walls)
2000 Dollars.
  • 3 Inflatable Barrier Boxes
Construction Crate.png
Replacement lights (x42 tube, x21 bulb)
2000 Dollars.
  • 3 Boxes of Replacement Lights
Secure Crate.png
P.A.C.M.A.N. portable generator parts
3000 Dollars.
  • 1 Micro-Laser
  • 1 Capacitor
  • 1 Matter Bin
  • 1 Circuit Board (PACMAN-type Generator)
Secure Crate.png
Super P.A.C.M.A.N. portable generator parts
4000 Dollars.
  • 1 Micro-Laser
  • 1 Capacitor
  • 1 Matter Bin
  • 1 Circuit Board (SUPERPACMAN-type Generator)

Science

Crate: Cost: Contents:
Secure Crate.png
Assembly crate
2000 Dollars.
  • 5 Igniters
  • 5 Proximity Sensors
  • 5 Timers
Secure Crate.png
Pyrotechnics crate
1000 Dollars.
  • 180 units of sulfuric acid in beakers
  • 180 units of ethanol in beakers
  • 360 units of phosphorus in beakers
  • 240 units of lithium in beakers
  • 240 units of salt in beakers
  • 240 units of potassium chloride in beakers
Secure Crate.png
Phoron crate
3000 Dollars.
  • 60 sheets of Solid Phoron
Secure Crate.png
Plastics crate
2000 Dollars.
  • 20 sheets of Plastic
Secure Crate.png
Precious Metals crate
2000 Dollars.
  • 5 sheets of gold
  • 10 sheets of silver
  • 10 sheets of uranium
Secure Crate.png
Explosive Production crate
2000 Dollars.
  • 2 hydrogen canisters
  • 2 ammonia canisters
  • 2 methane canisters
  • 2 oxygen canisters
  • 2 polytrinic acid canisters

Supplies

Crate: Cost: Contents:
Fridge Crate.png
USCM MRE crate (x20)
2000 Dollars.
  • 5 Boxes of MRE Packages
Crate.png
Food Ingredients crate (x25)
1000 Dollars.
  • 15 Flour Packets
  • 8 Monkey Slabs
  • 1 Sugar Packet
  • 1 Egg Packet
Crate.png
Secret Ingredients crate
2000 Dollars.

Note that this crate chooses 6 items from a selection of the below possibilities: Requires the supply console to have black market access.

  • 1 enzyme packet
  • 3 salt shakers
  • 3 pepper mills
  • 2 sugar packets
  • 5 potatoes
  • 1 mint packet
  • 2 tomatoes
  • 2 carrots
  • 2 lemons
  • 2 oranges
  • 2 limes,
  • 1 bottle of whiskey
  • 1 bottle of tequila,
  • 1 bottle of rum
  • 3 bottles of wine
OxygenCrate.png
Oxygen internals crate (x3 masks, x3 tanks)
2000 Dollars.
  • 3 Gas Masks
  • 3 Oxygen Tanks
OxygenCrate.png
Emergency equipment (x2 toolbox, x2 hazard vest, x5 oxygen tank, x5 masks)
2000 Dollars.
  • 2 Emergency Toolboxes
  • 2 Hazard Vests
  • 5 Emergency Oxygen Tanks
  • 5 Gas Masks
Supply Crate.png
Empty boxes (x10)
1000 Dollars.
  • 10 Empty Boxes
Supply Crate.png
Assorted janitorial supplies
1000 Dollars.
  • 3 Buckets
  • 1 Mop
  • 3 Caution Signs
  • 1 Rubbish Bag
  • 1 Spray Bottle
  • 1 Rag
  • 3 Cleaner Grenades
  • 1 Mop Bucket
Crate.png
Posters crate (x5)
1000 Dollars.
  • 5 random posters